From 66b718458f47eaf67c459276e35348ad26cab8a4 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Mon, 3 Feb 2020 16:03:33 +0100 Subject: [PATCH 01/44] update changelog (#5729) * update changelog * forget to update data --- com.unity.render-pipelines.core/CHANGELOG.md | 64 +- .../CHANGELOG.md | 2 +- .../CHANGELOG.md | 622 ++++++++++-------- .../CHANGELOG.md | 37 +- .../CHANGELOG.md | 122 ++-- com.unity.shadergraph/CHANGELOG.md | 69 +- com.unity.testframework.graphics/CHANGELOG.md | 2 +- com.unity.visualeffectgraph/CHANGELOG.md | 97 ++- 8 files changed, 620 insertions(+), 395 deletions(-) diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 1ce88eee692..a09bfa0e318 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -6,20 +6,64 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [Unreleased] -## [7.2.0] - 2019-11-20 +## [7.2.0] - 2020-03-02 + +### Fixed +- Fix `WaveIsFirstLane()` to ignore helper lanes in fragment shaders on PS4. +- Fixed a bug where Unity would crash if you tried to remove a Camera component from a GameObject using the Inspector window, while other components dependended on the Camera component. +- Fixed errors due to the debug menu when enabling the new input system. +- Fix LookDev FPS manipulation in view +- Fix LookDev zoom being stuck when going near camera pivot position +- Fix LookDev manipulation in view non responsive if directly using an HDRI +- Fix LookDev behaviour when user delete the EnvironmentLibrary asset + +### Changed +- Updated macros to be compatible with the new shader preprocessor. + +## [7.1.8] - 2020-01-20 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.7] - 2019-12-11 + +### Fixed +- Fixed shader compile errors about LODDitheringTransition not being supported in GLES2. + +### Changed +- Enable RWTexture2D, RWTexture2DArray, RWTexture3D in gles 3.1 + +## [7.1.6] - 2019-11-22 + +### Changed +- ResourceReloader will now add additional InvalidImport check while it cannot load due to AssetDatabase not available. +- Replaced calls to deprecated PlayerSettings.virtualRealitySupported property. + +## [7.1.5] - 2019-11-15 ### Added - Add rough version of ContextualMenuDispatcher to solve conflict amongst SRP. - Add api documentation for TextureCombiner. +## [7.1.4] - 2019-11-13 + +### Changed +- Set depthSlice to -1 by default on SetRenderTarget() to clear all slices of Texture2DArray by default. + +## [7.1.3] - 2019-11-04 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.2] - 2019-09-19 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + ### Changed - Restored usage of ENABLE_VR to fix compilation errors on some platforms. - Only call SetDirty on an object when actually modifying it in SRP updater utility -- Set depthSlice to -1 by default on SetRenderTarget() to clear all slices of Texture2DArray by default. -- ResourceReloader will now add additional InvalidImport check while it cannot load due to AssetDatabase not available. -- Replaced calls to deprecated PlayerSettings.virtualRealitySupported property. -- Enable RWTexture2D, RWTexture2DArray, RWTexture3D in gles 3.1 -- Updated macros to be compatible with the new shader preprocessor. + ### Fixed - Fixed compile errors for platforms with no VR support @@ -28,14 +72,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix LookDev minimal window size. - Fix object rotation at instentiation to keep the one in prefab or used in hierarchy. - Fixed shader compile errors when trying to use tessellation shaders with PlayStation VR on PS4. -- Fixed shader compile errors about LODDitheringTransition not being supported in GLES2. -- Fix `WaveIsFirstLane()` to ignore helper lanes in fragment shaders on PS4. -- Fixed a bug where Unity would crash if you tried to remove a Camera component from a GameObject using the Inspector window, while other components dependended on the Camera component. -- Fixed errors due to the debug menu when enabling the new input system. -- Fix LookDev FPS manipulation in view -- Fix LookDev zoom being stuck when going near camera pivot position -- Fix LookDev manipulation in view non responsive if directly using an HDRI -- Fix LookDev behaviour when user delete the EnvironmentLibrary asset ## [7.1.1] - 2019-09-05 diff --git a/com.unity.render-pipelines.high-definition-config/CHANGELOG.md b/com.unity.render-pipelines.high-definition-config/CHANGELOG.md index 91568a3b78d..76127b55e20 100644 --- a/com.unity.render-pipelines.high-definition-config/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition-config/CHANGELOG.md @@ -6,7 +6,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [Unreleased] -## [7.2.0] - 2019-11-20 +## [7.2.0] - 2020-03-02 Version Updated The version number for this package has increased due to a version update of a related graphics package. diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 759f27dbaa4..545395fd048 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -6,43 +6,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [Unreleased] -## [7.2.0] - 2019-11-20 +## [7.2.0] - 2020-03-02 ### Added -- Ray tracing support for VR single-pass -- Added sharpen filter shader parameter and UI for TemporalAA to control image quality instead of hardcoded value -- Added frame settings option for custom post process and custom passes as well as custom color buffer format option. -- Add check in wizard on SRP Batcher enabled. -- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. -- Added custom pass fade radius -- Added after post process injection point for custom passes -- Added basic alpha compositing support - Alpha is available afterpostprocess when using FP16 buffer format. -- Added falloff distance on Reflection Probe and Planar Reflection Probe -- Added Backplate projection from the HDRISky -- Added Shadow Matte in UnlitMasterNode, which only received shadow without lighting -- Added hability to name LightLayers in HDRenderPipelineAsset -- Added a range compression factor for Reflection Probe and Planar Reflection Probe to avoid saturation of colors. -- Added path tracing support for directional, point and spot lights, as well as emission from Lit and Unlit. -- Added non temporal version of SSAO. -- Added more detailed ray tracing stats in the debug window -- Added Disc area light (bake only) -- Added a warning in the material UI to prevent transparent + subsurface-scattering combination. -- Added XR single-pass setting into HDRP asset -- Added a penumbra tint option for lights -- Added support for depth copy with XR SDK -- Added debug setting to Render Pipeline Debug Window to list the active XR views -- Added an option to filter the result of the volumetric lighting (off by default). -- Added a transmission multiplier for directional lights -- Added XR single-pass test mode to Render Pipeline Debug Window -- Added debug setting to Render Pipeline Window to list the active XR views -- Added a new refraction mode for the Lit shader (thin). Which is a box refraction with small thickness values -- Added the code to support Barn Doors for Area Lights based on a shaderconfig option. -- Added HDRPCameraBinder property binder for Visual Effect Graph -- Added "Celestial Body" controls to the Directional Light -- Added new parameters to the Physically Based Sky -- Added Reflections to the DXR Wizard - Added the possibility to have ray traced colored and semi-transparent shadows on directional lights. -- Added a check in the custom post process template to throw an error if the default shader is not found. - Exposed the debug overlay ratio in the debug menu. - Added a separate frame settings for tonemapping alongside color grading. - Added the receive fog option in the material UI for ShaderGraphs. @@ -69,223 +36,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Fixed - Update documentation of HDRISky-Backplate, precise how to have Ambient Occlusion on the Backplate -- Sorting, undo, labels, layout in the Lighting Explorer. -- Fixed sky settings and materials in Shader Graph Samples package -- Fix/workaround a probable graphics driver bug in the GTAO shader. -- Fixed Hair and PBR shader graphs double sided modes -- Fixed an issue where updating an HDRP asset in the Quality setting panel would not recreate the pipeline. -- Fixed issue with point lights being considered even when occupying less than a pixel on screen (case 1183196) -- Fix a potential NaN source with iridescence (case 1183216) -- Fixed issue of spotlight breaking when minimizing the cone angle via the gizmo (case 1178279) -- Fixed issue that caused decals not to modify the roughness in the normal buffer, causing SSR to not behave correctly (case 1178336) -- Fixed lit transparent refraction with XR single-pass rendering -- Removed extra jitter for TemporalAA in VR -- Fixed ShaderGraph time in main preview -- Fixed issue on some UI elements in HDRP asset not expanding when clicking the arrow (case 1178369) -- Fixed alpha blending in custom post process -- Fixed the modification of the _AlphaCutoff property in the material UI when exposed with a ShaderGraph parameter. -- Fixed HDRP test `1218_Lit_DiffusionProfiles` on Vulkan. -- Fixed an issue where building a player in non-dev mode would generate render target error logs every frame -- Fixed crash when upgrading version of HDRP -- Fixed rendering issues with material previews -- Fixed NPE when using light module in Shuriken particle systems (1173348). -- Refresh cached shadow on editor changes -- Fixed light supported units caching (1182266) -- Fixed an issue where SSAO (that needs temporal reprojection) was still being rendered when Motion Vectors were not available (case 1184998) -- Fixed a nullref when modifying the height parameters inside the layered lit shader UI. -- Fixed Decal gizmo that become white after exiting play mode -- Fixed Decal pivot position to behave like a spotlight -- Fixed an issue where using the LightingOverrideMask would break sky reflection for regular cameras -- Fix DebugMenu FrameSettingsHistory persistency on close -- Fix DensityVolume, ReflectionProbe aned PlanarReflectionProbe advancedControl display -- Fix DXR scene serialization in wizard -- Fixed an issue where Previews would reallocate History Buffers every frame -- Fixed the SetLightLayer function in HDAdditionalLightData setting the wrong light layer -- Fix error first time a preview is created for planar -- Fixed an issue where SSR would use an incorrect roughness value on ForwardOnly (StackLit, AxF, Fabric, etc.) materials when the pipeline is configured to also allow deferred Lit. -- Fixed issues with light explorer (cases 1183468, 1183269) -- Fix dot colors in LayeredLit material inspector -- Fix undo not resetting all value when undoing the material affectation in LayerLit material -- Fix for issue that caused gizmos to render in render textures (case 1174395) -- Fixed the light emissive mesh not updated when the light was disabled/enabled -- Fixed light and shadow layer sync when setting the HDAdditionalLightData.lightlayersMask property -- Fixed a nullref when a custom post process component that was in the HDRP PP list is removed from the project -- Fixed issue that prevented decals from modifying specular occlusion (case 1178272). -- Fixed exposure of volumetric reprojection -- Fixed multi selection support for Scalable Settings in lights -- Fixed font shaders in test projects for VR by using a Shader Graph version -- Fixed refresh of baked cubemap by incrementing updateCount at the end of the bake (case 1158677). -- Fixed issue with rectangular area light when seen from the back -- Fixed decals not affecting lightmap/lightprobe -- Fixed zBufferParams with XR single-pass rendering -- Fixed moving objects not rendered in custom passes -- Fixed abstract classes listed in the + menu of the custom pass list -- Fixed custom pass that was rendered in previews -- Fixed precision error in zero value normals when applying decals (case 1181639) -- Fixed issue that triggered No Scene Lighting view in game view as well (case 1156102) -- Assign default volume profile when creating a new HDRP Asset -- Fixed fov to 0 in planar probe breaking the projection matrix (case 1182014) -- Fixed bugs with shadow caching -- Reassign the same camera for a realtime probe face render request to have appropriate history buffer during realtime probe rendering. -- Fixed issue causing wrong shading when normal map mode is Object space, no normal map is set, but a detail map is present (case 1143352) -- Fixed issue with decal and htile optimization -- Fixed TerrainLit shader compilation error regarding `_Control0_TexelSize` redefinition (case 1178480). -- Fixed warning about duplicate HDRuntimeReflectionSystem when configuring play mode without domain reload. -- Fixed an editor crash when multiple decal projectors were selected and some had null material -- Added all relevant fix actions to FixAll button in Wizard -- Moved FixAll button on top of the Wizard -- Fixed an issue where fog color was not pre-exposed correctly -- Fix priority order when custom passes are overlapping -- Fix cleanup not called when the custom pass GameObject is destroyed -- Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline. This should fix some parameters not working on Quality Settings overrides. -- Fixed an issue with Realtime GI not working on upgraded projects. -- Fixed issue with screen space shadows fallback texture was not set as a texture array. -- Fixed Pyramid Lights bounding box -- Fixed terrain heightmap default/null values and epsilons -- Fixed custom post-processing effects breaking when an abstract class inherited from `CustomPostProcessVolumeComponent` -- Fixed XR single-pass rendering in Editor by using ShaderConfig.s_XrMaxViews to allocate matrix array -- Multiple different skies rendered at the same time by different cameras are now handled correctly without flickering -- Fixed flickering issue happening when different volumes have shadow settings and multiple cameras are present. -- Fixed issue causing planar probes to disappear if there is no light in the scene. -- Fixed a number of issues with the prefab isolation mode (Volumes leaking from the main scene and reflection not working properly) -- Fixed an issue with fog volume component upgrade not working properly -- Fixed Spot light Pyramid Shape has shadow artifacts on aspect ratio values lower than 1 -- Fixed issue with AO upsampling in XR -- Fixed camera without HDAdditionalCameraData component not rendering -- Removed the macro ENABLE_RAYTRACING for most of the ray tracing code -- Fixed prefab containing camera reloading in loop while selected in the Project view -- Fixed issue causing NaN wheh the Z scale of an object is set to 0. -- Fixed DXR shader passes attempting to render before pipeline loaded -- Fixed black ambient sky issue when importing a project after deleting Library. -- Fixed issue when upgrading a Standard transparent material (case 1186874) -- Fixed area light cookies not working properly with stack lit -- Fixed material render queue not updated when the shader is changed in the material inspector. -- Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode -- Fixed compile errors for platforms with no VR support -- Fixed an issue with volumetrics and RTHandle scaling (case 1155236) -- Fixed an issue where sky lighting might be updated uselessly -- Fixed issue preventing to allow setting decal material to none (case 1196129) -- Fixed XR multi-pass decals rendering -- Fixed several fields on Light Inspector that not supported Prefab overrides -- Fixed EOL for some files -- Fixed scene view rendering with volumetrics and XR enabled -- Fixed decals to work with multiple cameras -- Fixed optional clear of GBuffer (Was always on) -- Fixed render target clears with XR single-pass rendering -- Fixed HDRP samples file hierarchy -- Fixed Light units not matching light type -- Fixed QualitySettings panel not displaying HDRP Asset -- Fixed black reflection probes the first time loading a project -- Fixed y-flip in scene view with XR SDK -- Fixed Decal projectors do not immediately respond when parent object layer mask is changed in editor. -- Fixed y-flip in scene view with XR SDK -- Fixed a number of issues with Material Quality setting -- Fixed the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked. -- Fixed an issue causing shadowed areas by contact shadows at the edge of far clip plane if contact shadow length is very close to far clip plane. -- Fixed editing a scalable settings will edit all loaded asset in memory instead of targetted asset. -- Fixed Planar reflection default viewer FOV -- Fixed flickering issues when moving the mouse in the editor with ray tracing on. -- Fixed the ShaderGraph main preview being black after switching to SSS in the master node settings -- Fixed custom fullscreen passes in VR -- Fixed camera culling masks not taken in account in custom pass volumes -- Fixed object not drawn in custom pass when using a DrawRenderers with an HDRP shader in a build. -- Fixed injection points for Custom Passes (AfterDepthAndNormal and BeforePreRefraction were missing) -- Fixed a enum to choose shader tags used for drawing objects (DepthPrepass or Forward) when there is no override material. -- Fixed lit objects in the BeforePreRefraction, BeforeTransparent and BeforePostProcess. -- Fixed the None option when binding custom pass render targets to allow binding only depth or color. -- Fixed custom pass buffers allocation so they are not allocated if they're not used. -- Fixed the Custom Pass entry in the volume create asset menu items. -- Fixed Prefab Overrides workflow on Camera. -- Fixed alignment issue in Preset for Camera. -- Fixed alignment issue in Physical part for Camera. -- Fixed FrameSettings multi-edition. -- Fixed a bug happening when denoising multiple ray traced light shadows -- Fixed minor naming issues in ShaderGraph settings -- VFX: Removed z-fight glitches that could appear when using deferred depth prepass and lit quad primitives -- VFX: Preserve specular option for lit outputs (matches HDRP lit shader) -- Fixed an issue with Metal Shader Compiler and GTAO shader for metal -- Fixed resources load issue while upgrading HDRP package. -- Fix LOD fade mask by accounting for field of view -- Fixed spot light missing from ray tracing indirect effects. -- Fixed a UI bug in the diffusion profile list after fixing them from the wizard. -- Fixed the hash collision when creating new diffusion profile assets. -- Fixed a light leaking issue with box light casting shadows (case 1184475) -- Fixed Cookie texture type in the cookie slot of lights (Now displays a warning because it is not supported). -- Fixed a nullref that happens when using the Shuriken particle light module -- Fixed alignment in Wizard -- Fixed text overflow in Wizard's helpbox -- Fixed Wizard button fix all that was not automatically grab all required fixes -- Fixed VR tab for MacOS in Wizard -- Fixed local config package workflow in Wizard -- Fixed issue with contact shadows shifting when MSAA is enabled. -- Fixed EV100 in the PBR sky -- Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (case 1199388) -- Fixed nullref when releasing HDRP with custom pass disabled -- Fixed performance issue derived from copying stencil buffer. -- Fixed an editor freeze when importing a diffusion profile asset from a unity package. -- Fixed an exception when trying to reload a builtin resource. -- Fixed the light type intensity unit reset when switching the light type. -- Fixed compilation error related to define guards and CreateLayoutFromXrSdk() -- Fixed documentation link on CustomPassVolume. -- Fixed player build when HDRP is in the project but not assigned in the graphic settings. -- Fixed an issue where ambient probe would be black for the first face of a baked reflection probe -- VFX: Fixed Missing Reference to Visual Effect Graph Runtime Assembly -- Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. -- Fixed Prefab Override in main scope of Volume. -- Fixed alignment issue in Presset of main scope of Volume. -- Fixed persistence of ShowChromeGizmo and moved it to toolbar for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Alignement issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in DensityVolume. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in DensityVolume. -- Fix light limit counts specified on the HDRP asset -- Fixed Quality Settings for SSR, Contact Shadows and Ambient Occlusion volume components -- Fixed decalui deriving from hdshaderui instead of just shaderui -- Use DelayedIntField instead of IntField for scalable settings -- Fixed init of debug for FrameSettingsHistory on SceneView camera -- Added a fix script to handle the warning 'referenced script in (GameObject 'SceneIDMap') is missing' -- Fix Wizard load when none selected for RenderPipelineAsset - Fixed TerrainLitGUI when per-pixel normal property is not present. -- Fixed rendering errors when enabling debug modes with custom passes -- Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) -- Fixing a bug whith histories when n>4 for ray traced shadows -- Fixing wrong behavior in ray traced shadows for mesh renderers if their cast shadow is shadow only or double sided -- Only tracing rays for shadow if the point is inside the code for spotlight shadows -- Only tracing rays if the point is inside the range for point lights -- Fixing ghosting issues when the screen space shadow indexes change for a light with ray traced shadows -- Fixed an issue with stencil management and Xbox One build that caused corrupted output in deferred mode. -- Fixed a mismatch in behavior between the culling of shadow maps and ray traced point and spot light shadows -- Fixed recursive ray tracing not working anymore after intermediate buffer refactor. -- Fixed ray traced shadow denoising not working (history rejected all the time). -- Fixed shader warning on xbox one -- Fixed cookies not working for spot lights in ray traced reflections, ray traced GI and recursive rendering -- Fixed an inverted handling of CoatSmoothness for SSR in StackLit. -- Fixed missing distortion inputs in Lit and Unlit material UI. -- Fixed issue that propagated NaNs across multiple frames through the exposure texture. -- Fixed issue with Exclude from TAA stencil ignored. -- Fixed ray traced reflection exposure issue. -- Fixed issue with TAA history not initialising corretly scale factor for first frame -- Fixed issue with stencil test of material classification not using the correct Mask (causing false positive and bad performance with forward material in deferred) -- Fixed issue with History not reset when chaning antialiasing mode on camera -- Fixed issue with volumetric data not being initialized if default settings have volumetric and reprojection off. -- Fixed ray tracing reflection denoiser not applied in tier 1 -- Fixed the vibility of ray tracing related methods. -- Fixed the diffusion profile list not saved when clicking the fix button in the material UI. -- Fixed crash when pushing bounce count higher than 1 for ray traced GI or reflections -- Fixed PCSS softness scale so that it better match ray traced reference for punctual lights. -- Fixed exposure management for the path tracer -- Fixed AxF material UI containing two advanced options settings. -- Fixed an issue where cached sky contexts were being destroyed wrongly, breaking lighting in the LookDev -- Fixed issue that clamped PCSS softness too early and not after distance scale. -- Fixed fog affect transparent on HD unlit master node -- Fixed custom post processes re-ordering not saved. -- Fixed NPE when using scalable settings -- Fixed an issue where PBR sky precomputation was reset incorrectly in some cases causing bad performance. - Fixed a bug due to depth history begin overriden too soon -- Fixed CustomPassSampleCameraColor scale issue when called from Before Transparent injection point. -- Fixed corruption of AO in baked probes. -- Fixed issue with upgrade of projects that still had Very High as shadow filtering quality. - Fixed issue that caused Distortion UI to appear in Lit. - Fixed several issues with decal duplicating when editing them. - Fixed initialization of volumetric buffer params (1204159) @@ -378,43 +130,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed fallback for ray traced reflections when denoising is enabled. ### Changed -- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled -- Rename Emission Radius to Radius in UI in Point, Spot -- Angular Diameter parameter for directional light is no longuer an advanced property -- DXR: Remove Light Radius and Angular Diamater of Raytrace shadow. Angular Diameter and Radius are used instead. -- Remove MaxSmoothness parameters from UI for point, spot and directional light. The MaxSmoothness is now deduce from Radius Parameters -- DXR: Remove the Ray Tracing Environement Component. Add a Layer Mask to the ray Tracing volume components to define which objects are taken into account for each effect. -- Removed second cubemaps used for shadowing in lookdev -- Disable Physically Based Sky below ground -- Increase max limit of area light and reflection probe to 128 -- Change default texture for detailmap to grey -- Optimize Shadow RT load on Tile based architecture platforms. -- Improved quality of SSAO. -- Moved RequestShadowMapRendering() back to public API. -- Update HDRP DXR Wizard with an option to automatically clone the hdrp config package and setup raytracing to 1 in shaders file. -- Added SceneSelection pass for TerrainLit shader. -- Simplified Light's type API regrouping the logic in one place (Check type in HDAdditionalLightData) -- The support of LOD CrossFade (Dithering transition) in master nodes now required to enable it in the master node settings (Save variant) -- Improved shadow bias, by removing constant depth bias and substituting it with slope-scale bias. -- Fix the default stencil values when a material is created from a SSS ShaderGraph. -- Tweak test asset to be compatible with XR: unlit SG material for canvas and double-side font material -- Slightly tweaked the behaviour of bloom when resolution is low to reduce artifacts. -- Hidden fields in Light Inspector that is not relevant while in BakingOnly mode. -- Changed parametrization of PCSS, now softness is derived from angular diameter (for directional lights) or shape radius (for point/spot lights) and min filter size is now in the [0..1] range. -- Moved the copy of the geometry history buffers to right after the depth mip chain generation. -- Rename "Luminance" to "Nits" in UX for physical light unit -- Rename FrameSettings "SkyLighting" to "SkyReflection" -- Reworked XR automated tests -- The ray traced screen space shadow history for directional, spot and point lights is discarded if the light transform has changed. -- Changed the behavior for ray tracing in case a mesh renderer has both transparent and opaque submeshes. -- Improve history buffer management -- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. -- Remove redundant FrameSettings RealTimePlanarReflection -- Improved a bit the GC calls generated during the rendering. -- Material update is now only triggered when the relevant settings are touched in the shader graph master nodes -- Changed the way Sky Intensity (on Sky volume components) is handled. It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. Added a new menu item to convert old profiles. -- Change how method for specular occlusions is decided on inspector shader (Lit, LitTesselation, LayeredLit, LayeredLitTessellation) -- Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. - Hide unused LOD settings in Quality Settings legacy window. - Reduced the constrained distance for temporal reprojection of ray tracing denoising - Removed shadow near plane from the Directional Light Shadow UI. @@ -459,6 +174,341 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Removing unused alpha threshold depth prepass and post pass for fabric shader graph. - Transform result from CIE XYZ to sRGB color space in EvalSensitivity for iridescence. +## [7.1.8] - 2020-01-20 + +### Fixed +- Fixed white and dark flashes on scenes with very high or very low exposure when Automatic Exposure is being used. +- Fixed memory leak in Sky when in matcap mode. + +### Changed +- On Xbox and PS4 you will also need to download the com.unity.render-pipeline.platform (ps4 or xboxone) package from the appropriate platform developer forum + +## [7.1.7] - 2019-12-11 + +### Added +- Added a check in the custom post process template to throw an error if the default shader is not found. + +### Fixed +- Fixed rendering errors when enabling debug modes with custom passes +- Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) +- Fixing a bug whith histories when n>4 for ray traced shadows +- Fixing wrong behavior in ray traced shadows for mesh renderers if their cast shadow is shadow only or double sided +- Only tracing rays for shadow if the point is inside the code for spotlight shadows +- Only tracing rays if the point is inside the range for point lights +- Fixing ghosting issues when the screen space shadow indexes change for a light with ray traced shadows +- Fixed an issue with stencil management and Xbox One build that caused corrupted output in deferred mode. +- Fixed a mismatch in behavior between the culling of shadow maps and ray traced point and spot light shadows +- Fixed recursive ray tracing not working anymore after intermediate buffer refactor. +- Fixed ray traced shadow denoising not working (history rejected all the time). +- Fixed shader warning on xbox one +- Fixed cookies not working for spot lights in ray traced reflections, ray traced GI and recursive rendering +- Fixed an inverted handling of CoatSmoothness for SSR in StackLit. +- Fixed missing distortion inputs in Lit and Unlit material UI. +- Fixed issue that propagated NaNs across multiple frames through the exposure texture. +- Fixed issue with Exclude from TAA stencil ignored. +- Fixed ray traced reflection exposure issue. +- Fixed issue with TAA history not initialising corretly scale factor for first frame +- Fixed issue with stencil test of material classification not using the correct Mask (causing false positive and bad performance with forward material in deferred) +- Fixed issue with History not reset when chaning antialiasing mode on camera +- Fixed issue with volumetric data not being initialized if default settings have volumetric and reprojection off. +- Fixed ray tracing reflection denoiser not applied in tier 1 +- Fixed the vibility of ray tracing related methods. +- Fixed the diffusion profile list not saved when clicking the fix button in the material UI. +- Fixed crash when pushing bounce count higher than 1 for ray traced GI or reflections +- Fixed PCSS softness scale so that it better match ray traced reference for punctual lights. +- Fixed exposure management for the path tracer +- Fixed AxF material UI containing two advanced options settings. +- Fixed an issue where cached sky contexts were being destroyed wrongly, breaking lighting in the LookDev +- Fixed issue that clamped PCSS softness too early and not after distance scale. +- Fixed fog affect transparent on HD unlit master node +- Fixed custom post processes re-ordering not saved. +- Fixed NPE when using scalable settings +- Fixed an issue where PBR sky precomputation was reset incorrectly in some cases causing bad performance. +- Fixed a bug in dxr due to depth history begin overriden too soon +- Fixed CustomPassSampleCameraColor scale issue when called from Before Transparent injection point. +- Fixed corruption of AO in baked probes. +- Fixed issue with upgrade of projects that still had Very High as shadow filtering quality. +- Removed shadow near plane from the Directional Light Shadow UI. +- Fixed performance issue with performances of custom pass culling. + +## [7.1.6] - 2019-11-22 + +### Added +- Added Backplate projection from the HDRISky +- Added Shadow Matte in UnlitMasterNode, which only received shadow without lighting +- Added support for depth copy with XR SDK +- Added debug setting to Render Pipeline Debug Window to list the active XR views +- Added an option to filter the result of the volumetric lighting (off by default). +- Added a transmission multiplier for directional lights +- Added XR single-pass test mode to Render Pipeline Debug Window +- Added debug setting to Render Pipeline Window to list the active XR views +- Added a new refraction mode for the Lit shader (thin). Which is a box refraction with small thickness values +- Added the code to support Barn Doors for Area Lights based on a shaderconfig option. +- Added HDRPCameraBinder property binder for Visual Effect Graph +- Added "Celestial Body" controls to the Directional Light +- Added new parameters to the Physically Based Sky +- Added Reflections to the DXR Wizard + +### Fixed +- Fixed y-flip in scene view with XR SDK +- Fixed Decal projectors do not immediately respond when parent object layer mask is changed in editor. +- Fixed y-flip in scene view with XR SDK +- Fixed a number of issues with Material Quality setting +- Fixed the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked. +- Fixed an issue causing shadowed areas by contact shadows at the edge of far clip plane if contact shadow length is very close to far clip plane. +- Fixed editing a scalable settings will edit all loaded asset in memory instead of targetted asset. +- Fixed Planar reflection default viewer FOV +- Fixed flickering issues when moving the mouse in the editor with ray tracing on. +- Fixed the ShaderGraph main preview being black after switching to SSS in the master node settings +- Fixed custom fullscreen passes in VR +- Fixed camera culling masks not taken in account in custom pass volumes +- Fixed object not drawn in custom pass when using a DrawRenderers with an HDRP shader in a build. +- Fixed injection points for Custom Passes (AfterDepthAndNormal and BeforePreRefraction were missing) +- Fixed a enum to choose shader tags used for drawing objects (DepthPrepass or Forward) when there is no override material. +- Fixed lit objects in the BeforePreRefraction, BeforeTransparent and BeforePostProcess. +- Fixed the None option when binding custom pass render targets to allow binding only depth or color. +- Fixed custom pass buffers allocation so they are not allocated if they're not used. +- Fixed the Custom Pass entry in the volume create asset menu items. +- Fixed Prefab Overrides workflow on Camera. +- Fixed alignment issue in Preset for Camera. +- Fixed alignment issue in Physical part for Camera. +- Fixed FrameSettings multi-edition. +- Fixed a bug happening when denoising multiple ray traced light shadows +- Fixed minor naming issues in ShaderGraph settings +- Fixed an issue with Metal Shader Compiler and GTAO shader for metal +- Fixed resources load issue while upgrading HDRP package. +- Fixed LOD fade mask by accounting for field of view +- Fixed spot light missing from ray tracing indirect effects. +- Fixed a UI bug in the diffusion profile list after fixing them from the wizard. +- Fixed the hash collision when creating new diffusion profile assets. +- Fixed a light leaking issue with box light casting shadows (case 1184475) +- Fixed Cookie texture type in the cookie slot of lights (Now displays a warning because it is not supported). +- Fixed a nullref that happens when using the Shuriken particle light module +- Fixed alignment in Wizard +- Fixed text overflow in Wizard's helpbox +- Fixed Wizard button fix all that was not automatically grab all required fixes +- Fixed VR tab for MacOS in Wizard +- Fixed local config package workflow in Wizard +- Fixed issue with contact shadows shifting when MSAA is enabled. +- Fixed EV100 in the PBR sky +- Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (case 1199388) +- Fixed nullref when releasing HDRP with custom pass disabled +- Fixed performance issue derived from copying stencil buffer. +- Fixed an editor freeze when importing a diffusion profile asset from a unity package. +- Fixed an exception when trying to reload a builtin resource. +- Fixed the light type intensity unit reset when switching the light type. +- Fixed compilation error related to define guards and CreateLayoutFromXrSdk() +- Fixed documentation link on CustomPassVolume. +- Fixed player build when HDRP is in the project but not assigned in the graphic settings. +- Fixed an issue where ambient probe would be black for the first face of a baked reflection probe +- VFX: Fixed Missing Reference to Visual Effect Graph Runtime Assembly +- Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. +- Fixed Prefab Override in main scope of Volume. +- Fixed alignment issue in Presset of main scope of Volume. +- Fixed persistence of ShowChromeGizmo and moved it to toolbar for coherency in ReflectionProbe and PlanarReflectionProbe. +- Fixed Alignement issue in ReflectionProbe and PlanarReflectionProbe. +- Fixed Prefab override workflow issue in ReflectionProbe and PlanarReflectionProbe. +- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in ReflectionProbe and PlanarReflectionProbe. +- Fixed Prefab override workflow issue in DensityVolume. +- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in DensityVolume. +- Fix light limit counts specified on the HDRP asset +- Fixed Quality Settings for SSR, Contact Shadows and Ambient Occlusion volume components +- Fixed decalui deriving from hdshaderui instead of just shaderui +- Use DelayedIntField instead of IntField for scalable settings + +### Changed +- Reworked XR automated tests +- The ray traced screen space shadow history for directional, spot and point lights is discarded if the light transform has changed. +- Changed the behavior for ray tracing in case a mesh renderer has both transparent and opaque submeshes. +- Improve history buffer management +- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. +- Remove redundant FrameSettings RealTimePlanarReflection +- Improved a bit the GC calls generated during the rendering. +- Material update is now only triggered when the relevant settings are touched in the shader graph master nodes +- Changed the way Sky Intensity (on Sky volume components) is handled. It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. Added a new menu item to convert old profiles. +- Change how method for specular occlusions is decided on inspector shader (Lit, LitTesselation, LayeredLit, LayeredLitTessellation) +- Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. + +## [7.1.5] - 2019-11-15 + +### Fixed +- Fixed black reflection probes the first time loading a project + +## [7.1.4] - 2019-11-13 + +### Added +- Added XR single-pass setting into HDRP asset +- Added a penumbra tint option for lights + +### Fixed +- Fixed EOL for some files +- Fixed scene view rendering with volumetrics and XR enabled +- Fixed decals to work with multiple cameras +- Fixed optional clear of GBuffer (Was always on) +- Fixed render target clears with XR single-pass rendering +- Fixed HDRP samples file hierarchy +- Fixed Light units not matching light type +- Fixed QualitySettings panel not displaying HDRP Asset + +### Changed +- Changed parametrization of PCSS, now softness is derived from angular diameter (for directional lights) or shape radius (for point/spot lights) and min filter size is now in the [0..1] range. +- Moved the copy of the geometry history buffers to right after the depth mip chain generation. +- Rename "Luminance" to "Nits" in UX for physical light unit +- Rename FrameSettings "SkyLighting" to "SkyReflection" + +## [7.1.3] - 2019-11-04 + +### Added +- Ray tracing support for VR single-pass +- Added sharpen filter shader parameter and UI for TemporalAA to control image quality instead of hardcoded value +- Added frame settings option for custom post process and custom passes as well as custom color buffer format option. +- Add check in wizard on SRP Batcher enabled. +- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. +- Added custom pass fade radius +- Added after post process injection point for custom passes +- Added basic alpha compositing support - Alpha is available afterpostprocess when using FP16 buffer format. +- Added falloff distance on Reflection Probe and Planar Reflection Probe +- Added hability to name LightLayers in HDRenderPipelineAsset +- Added a range compression factor for Reflection Probe and Planar Reflection Probe to avoid saturation of colors. +- Added path tracing support for directional, point and spot lights, as well as emission from Lit and Unlit. +- Added non temporal version of SSAO. +- Added more detailed ray tracing stats in the debug window +- Added Disc area light (bake only) +- Added a warning in the material UI to prevent transparent + subsurface-scattering combination. + +### Fixed +- Sorting, undo, labels, layout in the Lighting Explorer. +- Fixed sky settings and materials in Shader Graph Samples package +- Fixed light supported units caching (1182266) +- Fixed an issue where SSAO (that needs temporal reprojection) was still being rendered when Motion Vectors were not available (case 1184998) +- Fixed a nullref when modifying the height parameters inside the layered lit shader UI. +- Fixed Decal gizmo that become white after exiting play mode +- Fixed Decal pivot position to behave like a spotlight +- Fixed an issue where using the LightingOverrideMask would break sky reflection for regular cameras +- Fix DebugMenu FrameSettingsHistory persistency on close +- Fix DensityVolume, ReflectionProbe aned PlanarReflectionProbe advancedControl display +- Fix DXR scene serialization in wizard +- Fixed an issue where Previews would reallocate History Buffers every frame +- Fixed the SetLightLayer function in HDAdditionalLightData setting the wrong light layer +- Fix error first time a preview is created for planar +- Fixed an issue where SSR would use an incorrect roughness value on ForwardOnly (StackLit, AxF, Fabric, etc.) materials when the pipeline is configured to also allow deferred Lit. +- Fixed issues with light explorer (cases 1183468, 1183269) +- Fix dot colors in LayeredLit material inspector +- Fix undo not resetting all value when undoing the material affectation in LayerLit material +- Fix for issue that caused gizmos to render in render textures (case 1174395) +- Fixed the light emissive mesh not updated when the light was disabled/enabled +- Fixed light and shadow layer sync when setting the HDAdditionalLightData.lightlayersMask property +- Fixed a nullref when a custom post process component that was in the HDRP PP list is removed from the project +- Fixed issue that prevented decals from modifying specular occlusion (case 1178272). +- Fixed exposure of volumetric reprojection +- Fixed multi selection support for Scalable Settings in lights +- Fixed font shaders in test projects for VR by using a Shader Graph version +- Fixed refresh of baked cubemap by incrementing updateCount at the end of the bake (case 1158677). +- Fixed issue with rectangular area light when seen from the back +- Fixed decals not affecting lightmap/lightprobe +- Fixed zBufferParams with XR single-pass rendering +- Fixed moving objects not rendered in custom passes +- Fixed abstract classes listed in the + menu of the custom pass list +- Fixed custom pass that was rendered in previews +- Fixed precision error in zero value normals when applying decals (case 1181639) +- Fixed issue that triggered No Scene Lighting view in game view as well (case 1156102) +- Assign default volume profile when creating a new HDRP Asset +- Fixed fov to 0 in planar probe breaking the projection matrix (case 1182014) +- Fixed bugs with shadow caching +- Reassign the same camera for a realtime probe face render request to have appropriate history buffer during realtime probe rendering. +- Fixed issue causing wrong shading when normal map mode is Object space, no normal map is set, but a detail map is present (case 1143352) +- Fixed issue with decal and htile optimization +- Fixed TerrainLit shader compilation error regarding `_Control0_TexelSize` redefinition (case 1178480). +- Fixed warning about duplicate HDRuntimeReflectionSystem when configuring play mode without domain reload. +- Fixed an editor crash when multiple decal projectors were selected and some had null material +- Added all relevant fix actions to FixAll button in Wizard +- Moved FixAll button on top of the Wizard +- Fixed an issue where fog color was not pre-exposed correctly +- Fix priority order when custom passes are overlapping +- Fix cleanup not called when the custom pass GameObject is destroyed +- Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline. This should fix some parameters not working on Quality Settings overrides. +- Fixed an issue with Realtime GI not working on upgraded projects. +- Fixed issue with screen space shadows fallback texture was not set as a texture array. +- Fixed Pyramid Lights bounding box +- Fixed terrain heightmap default/null values and epsilons +- Fixed custom post-processing effects breaking when an abstract class inherited from `CustomPostProcessVolumeComponent` +- Fixed XR single-pass rendering in Editor by using ShaderConfig.s_XrMaxViews to allocate matrix array +- Multiple different skies rendered at the same time by different cameras are now handled correctly without flickering +- Fixed flickering issue happening when different volumes have shadow settings and multiple cameras are present. +- Fixed issue causing planar probes to disappear if there is no light in the scene. +- Fixed a number of issues with the prefab isolation mode (Volumes leaking from the main scene and reflection not working properly) +- Fixed an issue with fog volume component upgrade not working properly +- Fixed Spot light Pyramid Shape has shadow artifacts on aspect ratio values lower than 1 +- Fixed issue with AO upsampling in XR +- Fixed camera without HDAdditionalCameraData component not rendering +- Removed the macro ENABLE_RAYTRACING for most of the ray tracing code +- Fixed prefab containing camera reloading in loop while selected in the Project view +- Fixed issue causing NaN wheh the Z scale of an object is set to 0. +- Fixed DXR shader passes attempting to render before pipeline loaded +- Fixed black ambient sky issue when importing a project after deleting Library. +- Fixed issue when upgrading a Standard transparent material (case 1186874) +- Fixed area light cookies not working properly with stack lit +- Fixed material render queue not updated when the shader is changed in the material inspector. +- Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode +- Fixed compile errors for platforms with no VR support +- Fixed an issue with volumetrics and RTHandle scaling (case 1155236) +- Fixed an issue where sky lighting might be updated uselessly +- Fixed issue preventing to allow setting decal material to none (case 1196129) +- Fixed XR multi-pass decals rendering +- Fixed several fields on Light Inspector that not supported Prefab overrides +- VFX: Removed z-fight glitches that could appear when using deferred depth prepass and lit quad primitives +- VFX: Preserve specular option for lit outputs (matches HDRP lit shader) +- Fixed init of debug for FrameSettingsHistory on SceneView camera +- Added a fix script to handle the warning 'referenced script in (GameObject 'SceneIDMap') is missing' +- Fix Wizard load when none selected for RenderPipelineAsset + +### Changed +- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled +- Rename Emission Radius to Radius in UI in Point, Spot +- Angular Diameter parameter for directional light is no longuer an advanced property +- DXR: Remove Light Radius and Angular Diamater of Raytrace shadow. Angular Diameter and Radius are used instead. +- Remove MaxSmoothness parameters from UI for point, spot and directional light. The MaxSmoothness is now deduce from Radius Parameters +- DXR: Remove the Ray Tracing Environement Component. Add a Layer Mask to the ray Tracing volume components to define which objects are taken into account for each effect. +- Removed second cubemaps used for shadowing in lookdev +- Disable Physically Based Sky below ground +- Increase max limit of area light and reflection probe to 128 +- Change default texture for detailmap to grey +- Optimize Shadow RT load on Tile based architecture platforms. +- Improved quality of SSAO. +- Moved RequestShadowMapRendering() back to public API. +- Update HDRP DXR Wizard with an option to automatically clone the hdrp config package and setup raytracing to 1 in shaders file. +- Added SceneSelection pass for TerrainLit shader. +- Simplified Light's type API regrouping the logic in one place (Check type in HDAdditionalLightData) +- The support of LOD CrossFade (Dithering transition) in master nodes now required to enable it in the master node settings (Save variant) +- Improved shadow bias, by removing constant depth bias and substituting it with slope-scale bias. +- Fix the default stencil values when a material is created from a SSS ShaderGraph. +- Tweak test asset to be compatible with XR: unlit SG material for canvas and double-side font material +- Slightly tweaked the behaviour of bloom when resolution is low to reduce artifacts. +- Hidden fields in Light Inspector that is not relevant while in BakingOnly mode. + +## [7.1.2] - 2019-09-19 + +### Fixed +- Fix/workaround a probable graphics driver bug in the GTAO shader. +- Fixed Hair and PBR shader graphs double sided modes +- Fixed an issue where updating an HDRP asset in the Quality setting panel would not recreate the pipeline. +- Fixed issue with point lights being considered even when occupying less than a pixel on screen (case 1183196) +- Fix a potential NaN source with iridescence (case 1183216) +- Fixed issue of spotlight breaking when minimizing the cone angle via the gizmo (case 1178279) +- Fixed issue that caused decals not to modify the roughness in the normal buffer, causing SSR to not behave correctly (case 1178336) +- Fixed lit transparent refraction with XR single-pass rendering +- Removed extra jitter for TemporalAA in VR +- Fixed ShaderGraph time in main preview +- Fixed issue on some UI elements in HDRP asset not expanding when clicking the arrow (case 1178369) +- Fixed alpha blending in custom post process +- Fixed the modification of the _AlphaCutoff property in the material UI when exposed with a ShaderGraph parameter. +- Fixed HDRP test `1218_Lit_DiffusionProfiles` on Vulkan. +- Fixed an issue where building a player in non-dev mode would generate render target error logs every frame +- Fixed crash when upgrading version of HDRP +- Fixed rendering issues with material previews +- Fixed NPE when using light module in Shuriken particle systems (1173348). +- Refresh cached shadow on editor changes + ## [7.1.1] - 2019-09-05 ### Added diff --git a/com.unity.render-pipelines.lightweight/CHANGELOG.md b/com.unity.render-pipelines.lightweight/CHANGELOG.md index 9249388695e..3ef48fc0e2c 100644 --- a/com.unity.render-pipelines.lightweight/CHANGELOG.md +++ b/com.unity.render-pipelines.lightweight/CHANGELOG.md @@ -6,7 +6,42 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [Unreleased] -## [7.2.0] - 2019-11-20 +## [7.2.0] - 2020-03-02 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.8] - 2020-01-20 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.7] - 2019-12-11 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.6] - 2019-11-22 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.5] - 2019-11-15 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.4] - 2019-11-13 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.3] - 2019-11-04 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.2] - 2019-09-19 Version Updated The version number for this package has increased due to a version update of a related graphics package. diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index 02ea030b386..e29cd3d7642 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -6,11 +6,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [Unreleased] -## [7.2.0] - 2019-11-20 +## [7.2.0] - 2020-03-02 ### Added -- Added support for additional Directional Lights. The amount of additional Directional Lights is limited by the maximum Per-object Lights in the Render Pipeline Asset. -- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. - Added Transparency Sort Mode and Transparency Sort Axis to 2DRendererData. - Added support for a user defined default material to 2DRendererData. - Added XR multipass rendering. Multipass rendering is a requirement on many VR platforms and allows graceful fallback when single-pass rendering isn't available. @@ -19,54 +17,15 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. ### Changed -- Moved the icon that indicates the type of a Light 2D from the Inspector header to the Light Type field. -- Eliminated some GC allocations from the 2D Renderer. -- Added SceneSelection pass for TerrainLit shader. -- Deprecated the CinemachineUniversalPixelPerfect extension. Use the one from Cinemachine v2.4 instead. - Remove final blit pass to force alpha to 1.0 on mobile platforms. -- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. - Particle shaders now receive shadows - Blend Style in the 2DRendererData are now automatically enabled/disabled. - When using the 2D Renderer, Sprites will render with a faster rendering path when no lights are present. - The Scene view now mirrors the Volume Layer Mask set on the Main Camera. ### Fixed -- Fixed an issue where linear to sRGB conversion occurred twice on certain Android devices. -- Fixed an issue where there were 2 widgets showing the outer angle of a spot light. -- Fixed an issue where Unity rendered fullscreen quads with the pink error shader when you enabled the Stop NaN post-processing pass. -- Fixed an issue where the Shader Graph `SceneDepth` node didn't work with XR single-pass (double-wide) rendering. See [case 1123069](https://issuetracker.unity3d.com/issues/lwrp-vr-shadergraph-scenedepth-doesnt-work-in-single-pass-rendering). -- Fixed Unlit and BakedLit shader compilations in the meta pass. -- Fixed an issue where the Bokeh Depth of Field shader would fail to compile on PS4. -- Fixed an issue where 2D Lighting was broken for Perspective Cameras. -- Fixed an issue where resetting a Freeform 2D Light would throw null reference exceptions. [case 1184536](https://issuetracker.unity3d.com/issues/lwrp-changing-light-type-to-freeform-after-clicking-on-reset-throws-multiple-arguementoutofrangeexception) -- Fixed an issue where Freeform 2D Lights were not culled correctly when there was a Falloff Offset. -- Fixed an issue where Tilemap palettes were invisible in the Tile Palette window when the 2D Renderer was in use. [case 1162550](https://issuetracker.unity3d.com/issues/adding-tiles-in-the-tile-palette-makes-the-tiles-invisible) -- Fixed user LUT sampling being done in Linear instead of sRGB. -- Fixed an issue when trying to get the Renderer via API on the first frame [case 1189196](https://issuetracker.unity3d.com/product/unity/issues/guid/1189196/) -- Fixed an issue where deleting an entry from the Renderer List and then undoing that change could cause a null reference. [case 1191896](https://issuetracker.unity3d.com/issues/nullreferenceexception-when-attempting-to-remove-entry-from-renderer-features-list-after-it-has-been-removed-and-then-undone) -- Fixed an issue where the user would get an error if they removed the Additional Camera Data component. [case 1189926](https://issuetracker.unity3d.com/issues/unable-to-remove-universal-slash-hd-additional-camera-data-component-serializedobject-target-destroyed-error-is-thrown) -- Fixed an issue that caused shaders containing `HDRP` string in their path to be stripped from the build. -- Fixed an issue that caused only selected object to render in SceneView when Wireframe drawmode was selected. -- Fixed Renderer Features UI tooltips. [case 1191901](https://issuetracker.unity3d.com/issues/forward-renderers-render-objects-layer-mask-tooltip-is-incorrect-and-contains-a-typo) -- Fixed an issue where the Scene lighting button didn't work when you used the 2D Renderer. -- Fixed a performance regression when you used the 2D Renderer. -- Fixed an issue where the Freeform 2D Light gizmo didn't correctly show the Falloff offset. -- Fixed an issue where the 2D Renderer rendered nothing when you used shadow-casting lights with incompatible Renderer2DData. -- Fixed an issue where Prefab previews were incorrectly lit when you used the 2D Renderer. -- Fixed an issue where the Light didn't update correctly when you deleted a Sprite that a Sprite 2D Light uses. -- Fixed an issue where Cinemachine v2.4 couldn't be used together with Universal RP due to a circular dependency between the two packages. -- Fixed post-processing with XR single-pass rendering modes. -- Fixed multiple issues where Shader Graph shaders failed to build for XR in the Universal RP. - Fixed an issue when using the 2D Renderer where some types of renderers would not be assigned the correct material. -- Fixed conflicting meta with HDRP -- Fixed issue where XR Multiview failed to render when using URP Shader Graph Shaders -- Fixed lazy initialization with last version of ResourceReloader - Fixed an issue where viewport aspect ratio was wrong when using the Stretch Fill option of the Pixel Perfect Camera. [case 1188695](https://issuetracker.unity3d.com/issues/pixel-perfect-camera-component-does-not-maintain-the-aspect-ratio-when-the-stretch-fill-is-enabled) -- Fixed inconsistent lighting between the forward renderer and the deferred renderer that was caused by a missing normalize operation on vertex normals on some SpeedTree shader variants. -- Fixed issue where the Editor would crash when you used a `ForwardRendererData` preset. [case 1201052](https://issuetracker.unity3d.com/product/unity/issues/guid/1201052/) -- Fixed an issue where Normal Map Textures didn't apply when you added them to newly-created Materials. [case 1197217](https://issuetracker.unity3d.com/product/unity/issues/guid/1197217/) -- Fixed an issue with deleting shader passes in the custom renderer features list [case 1201664](https://issuetracker.unity3d.com/issues/urp-remove-button-is-not-activated-in-shader-passes-list-after-creating-objects-from-renderer-features-in-urpassets-renderer) -- Fixed an issue where particles had dark outlines when blended together [case 1199812](https://issuetracker.unity3d.com/issues/urp-soft-particles-create-dark-blending-artefacts-when-intersecting-with-scene-geometry) - Fixed an issue where the default TerrainLit Material was outdated, which caused the default Terrain to use per-vertex normals instead of per-pixel normals. - Fixed shader errors and warnings in the default Universal RP Terrain Shader. [case 1185948](https://issuetracker.unity3d.com/issues/urp-terrain-slash-lit-base-pass-shader-does-not-compile) - Fixed broken images in package documentation. @@ -87,6 +46,85 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue that allowed height-based blending on Terrains with more than 4 materials, which is not supported and causes artifacts. - Fixed an issue where a depth texture was always created when post-processing was enabled, even if no effects made use of it. +## [7.1.8] - 2020-01-20 + +### Fixed +- Fixed an issue that caused errors if you disabled the VR Module when building a project. + +### Changed +- On Xbox and PS4 you will also need to download the com.unity.render-pipeline.platform (ps4 or xboxone) package from the appropriate platform developer forum + +## [7.1.7] - 2019-12-11 + +### Fixed +- Fixed inconsistent lighting between the forward renderer and the deferred renderer that was caused by a missing normalize operation on vertex normals on some SpeedTree shader variants. +- Fixed issue where the Editor would crash when you used a `ForwardRendererData` preset. [case 1201052](https://issuetracker.unity3d.com/product/unity/issues/guid/1201052/) +- Fixed an issue where Normal Map Textures didn't apply when you added them to newly-created Materials. [case 1197217](https://issuetracker.unity3d.com/product/unity/issues/guid/1197217/) +- Fixed an issue with deleting shader passes in the custom renderer features list [case 1201664](https://issuetracker.unity3d.com/issues/urp-remove-button-is-not-activated-in-shader-passes-list-after-creating-objects-from-renderer-features-in-urpassets-renderer) +- Fixed an issue where particles had dark outlines when blended together [case 1199812](https://issuetracker.unity3d.com/issues/urp-soft-particles-create-dark-blending-artefacts-when-intersecting-with-scene-geometry) + +## [7.1.6] - 2019-11-22 + +### Fixed +- Fixed issue where XR Multiview failed to render when using URP Shader Graph Shaders +- Fixed lazy initialization with last version of ResourceReloader + +## [7.1.5] - 2019-11-15 + +### Fixed +- Fixed multiple issues where Shader Graph shaders failed to build for XR in the Universal RP. +- Fixed conflicting meta with HDRP + +## [7.1.4] - 2019-11-13 + +### Fixed +- Terrain Holes fixes +- Fixed post-processing with XR single-pass rendering modes. + +## [7.1.3] - 2019-11-04 +### Added +- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. + +### Changed +- Moved the icon that indicates the type of a Light 2D from the Inspector header to the Light Type field. +- Eliminated some GC allocations from the 2D Renderer. +- Deprecated the CinemachineUniversalPixelPerfect extension. Use the one from Cinemachine v2.4 instead. +- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. + +### Fixed +- Fixed an issue where linear to sRGB conversion occurred twice on certain Android devices. +- Fixed an issue where Unity rendered fullscreen quads with the pink error shader when you enabled the Stop NaN post-processing pass. +- Fixed an issue where 2D Lighting was broken for Perspective Cameras. +- Fixed an issue where resetting a Freeform 2D Light would throw null reference exceptions. [case 1184536](https://issuetracker.unity3d.com/issues/lwrp-changing-light-type-to-freeform-after-clicking-on-reset-throws-multiple-arguementoutofrangeexception) +- Fixed an issue where Freeform 2D Lights were not culled correctly when there was a Falloff Offset. +- Fixed an issue where Tilemap palettes were invisible in the Tile Palette window when the 2D Renderer was in use. [case 1162550](https://issuetracker.unity3d.com/issues/adding-tiles-in-the-tile-palette-makes-the-tiles-invisible) +- Fixed user LUT sampling being done in Linear instead of sRGB. +- Fixed an issue when trying to get the Renderer via API on the first frame [case 1189196](https://issuetracker.unity3d.com/product/unity/issues/guid/1189196/) +- Fixed an issue where deleting an entry from the Renderer List and then undoing that change could cause a null reference. [case 1191896](https://issuetracker.unity3d.com/issues/nullreferenceexception-when-attempting-to-remove-entry-from-renderer-features-list-after-it-has-been-removed-and-then-undone) +- Fixed an issue where the user would get an error if they removed the Additional Camera Data component. [case 1189926](https://issuetracker.unity3d.com/issues/unable-to-remove-universal-slash-hd-additional-camera-data-component-serializedobject-target-destroyed-error-is-thrown) +- Fixed an issue that caused shaders containing `HDRP` string in their path to be stripped from the build. +- Fixed an issue that caused only selected object to render in SceneView when Wireframe drawmode was selected. +- Fixed Renderer Features UI tooltips. [case 1191901](https://issuetracker.unity3d.com/issues/forward-renderers-render-objects-layer-mask-tooltip-is-incorrect-and-contains-a-typo) +- Fixed an issue where the Scene lighting button didn't work when you used the 2D Renderer. +- Fixed a performance regression when you used the 2D Renderer. +- Fixed an issue where the Freeform 2D Light gizmo didn't correctly show the Falloff offset. +- Fixed an issue where the 2D Renderer rendered nothing when you used shadow-casting lights with incompatible Renderer2DData. +- Fixed an issue where Prefab previews were incorrectly lit when you used the 2D Renderer. +- Fixed an issue where the Light didn't update correctly when you deleted a Sprite that a Sprite 2D Light uses. +- Fixed an issue where Cinemachine v2.4 couldn't be used together with Universal RP due to a circular dependency between the two packages. + +## [7.1.2] - 2019-09-19 +### Added +- Added support for additional Directional Lights. The amount of additional Directional Lights is limited by the maximum Per-object Lights in the Render Pipeline Asset. + +### Fixed +- Fixed an issue where there were 2 widgets showing the outer angle of a spot light. +- Fixed an issue where the Shader Graph `SceneDepth` node didn't work with XR single-pass (double-wide) rendering. See [case 1123069](https://issuetracker.unity3d.com/issues/lwrp-vr-shadergraph-scenedepth-doesnt-work-in-single-pass-rendering). +- Fixed Unlit and BakedLit shader compilations in the meta pass. +- Fixed an issue where the Bokeh Depth of Field shader would fail to compile on PS4. +- Improved overall memory bandwidth usage. +- Added SceneSelection pass for TerrainLit shader. + ## [7.1.1] - 2019-09-05 ### Upgrade Guide - The render pipeline now handles custom renderers differently. You must now set up renderers for the Camera on the Render Pipeline Asset. diff --git a/com.unity.shadergraph/CHANGELOG.md b/com.unity.shadergraph/CHANGELOG.md index 1227d53f1b2..9470f1cac73 100644 --- a/com.unity.shadergraph/CHANGELOG.md +++ b/com.unity.shadergraph/CHANGELOG.md @@ -6,13 +6,61 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [Unreleased] -## [7.2.0] - 2019-11-20 +## [7.2.0] - 2020-03-02 +### Fixed +- Fixed an issue where Shader Graph shaders using the `CameraNode` failed to build on PS4 with "incompatible argument list for call to 'mul'". +- Fixed a bug where the redo functionality in Shader Graph often didn't work. +- Fixed a bug where the input fields sometimes didn't render properly. [1176268](https://issuetracker.unity3d.com/issues/shadergraph-input-fields-get-cut-off-after-minimizing-and-maximizing-become-unusable) +- Fixed a bug where the Gradient property didn't work with all system locales. [1140924](https://issuetracker.unity3d.com/issues/shader-graph-shader-doesnt-compile-when-using-a-gradient-property-and-a-regional-format-with-comma-decimal-separator-is-used) +- Fixed a bug where Properties in the Blackboard could have duplicate names. +- Fixed a bug where the `Vertex Normal` slot on master nodes needed vertex normal data input to compile. [1193348](https://issuetracker.unity3d.com/issues/hdrp-unlit-shader-plugging-anything-into-the-vertex-normal-input-causes-shader-to-fail-to-compile) +- Fixed a bug where `GetWorldSpaceNormalizeViewDir()` could cause undeclared indentifier errors. [1190606](https://issuetracker.unity3d.com/issues/view-dir-node-plugged-into-vertex-position-creates-error-undeclared-identifier-getworldspacenormalizeviewdir) +- Fixed a bug where Emission on PBR Shader Graphs in the Universal RP would not bake to lightmaps. [1190225](https://issuetracker.unity3d.com/issues/emissive-custom-pbr-shadergraph-material-only-works-for-primitive-unity-objects) +- Fixed a bug where Shader Graph shaders were writing to `POSITION` instead of `SV_POSITION`, which caused PS4 builds to fail. +- Fixed a bug where the error `Output value 'vert' is not initialized` displayed on all PBR graphs in Universal. [1210710](https://issuetracker.unity3d.com/issues/output-value-vert-is-not-completely-initialized-error-is-thrown-when-pbr-graph-is-created-using-urp) +- Documentation links on nodes now point to the correct URLs and package versions. +- Fixed a bug where parts of the Blackboard remain visible even after disabling its visibility. +- Fixed a number of memory leaks causing Shader Graph assets to stay in memory after closing the Shader Graph window. + +## [7.1.8] - 2020-01-20 +### Fixed +- Fixed a number of memory leaks that caused Shader Graph assets to stay in memory after closing the Shader Graph window. + +## [7.1.7] - 2019-12-11 +### Added +- Added StencilOverride support. + +### Fixed +- You can now smoothly edit controls on the `Dielectric Specular` node. +- Fixed shader compile errors when trying to use tessellation shaders with PlayStation VR on PS4. + +## [7.1.6] - 2019-11-22 +### Fixed +- Errors no longer occur when you change the precision of Sub Graphs. [1158413](https://issuetracker.unity3d.com/issues/shadergraph-changing-precision-of-sg-with-subgraphs-that-still-use-the-other-precision-breaks-the-generated-shader) +- Fixed an error where the UV channel drop-down menu on nodes had clipped text. [1188710](https://issuetracker.unity3d.com/issues/shader-graph-all-uv-dropdown-value-is-clipped-under-shader-graph) +- Fixed an issue where adding the first output to a Sub Graph without any outputs prior caused Shader Graphs containing the Sub Graph to break. + +## [7.1.5] - 2019-11-15 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.4] - 2019-11-13 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.3] - 2019-11-04 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.2] - 2019-09-19 ### Added - Added samples for Procedural Patterns to the package. - You can now use the right-click context menu to delete Sticky Notes. - Added support for vertex skinning when you use the DOTS animation package. -- Added StencilOverride support. ### Fixed - The Editor now displays correct errors for missing or deleted Sub Graph Assets. @@ -27,23 +75,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - The Main Preview for Sprite Lit and Sprite Unlit master nodes now displays the correct color. [1184656](https://issuetracker.unity3d.com/issues/shadergraph-preview-for-lit-and-unlit-master-node-wrong-color-when-color-is-set-directly-on-master-node) - Shader Graph shaders in `Always Include Shaders` no longer crash builds. [1191757](https://issuetracker.unity3d.com/issues/lwrp-build-crashes-when-built-with-shadergraph-file-added-to-always-include-shaders-list) - The `Transform` node now correctly transforms Absolute World to Object. -- Errors no longer occur when you change the precision of Sub Graphs. [1158413](https://issuetracker.unity3d.com/issues/shadergraph-changing-precision-of-sg-with-subgraphs-that-still-use-the-other-precision-breaks-the-generated-shader) -- Fixed an error where the UV channel drop-down menu on nodes had clipped text. [1188710](https://issuetracker.unity3d.com/issues/shader-graph-all-uv-dropdown-value-is-clipped-under-shader-graph) -- Fixed an issue where adding the first output to a Sub Graph without any outputs prior caused Shader Graphs containing the Sub Graph to break. -- You can now smoothly edit controls on the `Dielectric Specular` node. -- Fixed an issue where Shader Graph shaders using the `CameraNode` failed to build on PS4 with "incompatible argument list for call to 'mul'". -- Fixed a bug where the redo functionality in Shader Graph often didn't work. -- Fixed a bug where the input fields sometimes didn't render properly. [1176268](https://issuetracker.unity3d.com/issues/shadergraph-input-fields-get-cut-off-after-minimizing-and-maximizing-become-unusable) -- Fixed a bug where the Gradient property didn't work with all system locales. [1140924](https://issuetracker.unity3d.com/issues/shader-graph-shader-doesnt-compile-when-using-a-gradient-property-and-a-regional-format-with-comma-decimal-separator-is-used) -- Fixed a bug where Properties in the Blackboard could have duplicate names. -- Fixed a bug where the `Vertex Normal` slot on master nodes needed vertex normal data input to compile. [1193348](https://issuetracker.unity3d.com/issues/hdrp-unlit-shader-plugging-anything-into-the-vertex-normal-input-causes-shader-to-fail-to-compile) -- Fixed a bug where `GetWorldSpaceNormalizeViewDir()` could cause undeclared indentifier errors. [1190606](https://issuetracker.unity3d.com/issues/view-dir-node-plugged-into-vertex-position-creates-error-undeclared-identifier-getworldspacenormalizeviewdir) -- Fixed a bug where Emission on PBR Shader Graphs in the Universal RP would not bake to lightmaps. [1190225](https://issuetracker.unity3d.com/issues/emissive-custom-pbr-shadergraph-material-only-works-for-primitive-unity-objects) -- Fixed a bug where Shader Graph shaders were writing to `POSITION` instead of `SV_POSITION`, which caused PS4 builds to fail. -- Fixed a bug where the error `Output value 'vert' is not initialized` displayed on all PBR graphs in Universal. [1210710](https://issuetracker.unity3d.com/issues/output-value-vert-is-not-completely-initialized-error-is-thrown-when-pbr-graph-is-created-using-urp) -- Documentation links on nodes now point to the correct URLs and package versions. -- Fixed a bug where parts of the Blackboard remain visible even after disabling its visibility. -- Fixed a number of memory leaks causing Shader Graph assets to stay in memory after closing the Shader Graph window. ## [7.1.1] - 2019-09-05 ### Added diff --git a/com.unity.testframework.graphics/CHANGELOG.md b/com.unity.testframework.graphics/CHANGELOG.md index e559611619b..9200e865fa3 100644 --- a/com.unity.testframework.graphics/CHANGELOG.md +++ b/com.unity.testframework.graphics/CHANGELOG.md @@ -4,7 +4,7 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [7.2.0] - 2019-11-20 +## [7.2.0] - 2020-03-02 Version Updated The version number for this package has increased due to a version update of a related graphics package. diff --git a/com.unity.visualeffectgraph/CHANGELOG.md b/com.unity.visualeffectgraph/CHANGELOG.md index 25b92949e59..64e20edc4fd 100644 --- a/com.unity.visualeffectgraph/CHANGELOG.md +++ b/com.unity.visualeffectgraph/CHANGELOG.md @@ -4,7 +4,65 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [7.2.0] - 2019-11-20 +## [Unreleased] + +## [7.2.0] - 2020-03-02 +### Added +- Right click on edge to create a interstitial node. +- Range and Min attributes support on int and uint parameters +- New Construct Matrix from Vector4 operator + +### Fixed +- Moved VFX Event Tester Window visibility to Component Play Controls SceneView Window +- Universal Render Pipeline : Fog integration for Exponential mode [Case 1177594] (https://issuetracker.unity3d.com/issues/urp-slash-fog-vfx-particles) +- Fix typo in strip tangent computation +- Filter out Direction type on inconsistent operator [Case 1201681](https://issuetracker.unity3d.com/product/unity/issues/guid/1201681/) +- Exclude MouseEvent, RigidBodyCollision, TriggerEvent & Sphere binders when physics modules isn't available +- Visual Effect Activation Track : Handle empty string in ExposedProperty +- in some cases AABox position gizmo would not move when dragged. +- Inspector doesn't trigger any exception if VisualEffectAsset comes from an Asset Bundle [case 1203616](https://issuetracker.unity3d.com/issues/visual-effect-component-is-not-fully-shown-in-the-inspector-if-vfx-is-loaded-from-asset-bundle) +- OnStop Event to the start of a Spawn Context makes it also trigger when OnPlay is sent [Case 1198339] https://issuetracker.unity3d.com/product/unity/issues/guid/1198339/ +- Remove unexpected public API : UnityEditor.VFX.VFXSeedMode & IncrementStripIndexOnStart + +## [7.1.8] - 2020-01-20 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.7] - 2019-12-11 +### Fixed +- subgraph block into subgraph context no longer forget parameter values. +- Fix exception when compiling an asset with a turbulence block in absolute mode +- Fixed GetCustomAttribute that was locked to Current +- Shader compilation now works when using view direction in shader graph +- Depth Position and Collision blocks now work correctly in local space systems + +## [7.1.6] - 2019-11-22 +### Added +- New quad distortion output for particle strips +- New attribute for strips: particleCountInStrip +- New options for quad strips texture mapping: swap UV and custom mapping + +### Fixed +- Fix shader interpolants with shader graph and particle strips +- SpawnIndex attribute is now working correctly in Initialize context +- Remove useless VFXLibrary clears that caused pop-up menu to take long opening times +- Make sure the subgraph is added to the graph when we set the setting. Fix exception on Convert To Subgraph. +- Subgraph operators appear on drag edge on graph. +- Allow alpha clipping of motion vector for transparent outputs [Case 1192930] (https://issuetracker.unity3d.com/product/unity/issues/guid/1192930/) +- Removed Unnecessary reference to HDRP Runtime Assembly in VFX Runtime Assembly + +## [7.1.5] - 2019-11-15 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.4] - 2019-11-13 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.1.3] - 2019-09-19 ### Added - Tooltips for Attributes - Custom Inspector for Spawn context, delay settings are more user friendly. @@ -14,19 +72,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Custom Inspector for Update context, display update position/rotation instead of integration - Tooltips to blocks, nodes, contexts, and various menus and options - New operators: Exp, Log and LoadTexture -- Right click on edge to create a interstitial node. -- New quad distortion output for particle strips -- New attribute for strips: particleCountInStrip -- New options for quad strips texture mapping: swap UV and custom mapping -- Range and Min attributes support on int and uint parameters -- New Construct Matrix from Vector4 operator ### Fixed -- Moved VFX Event Tester Window visibility to Component Play Controls SceneView Window -- Universal Render Pipeline : Fog integration for Exponential mode [Case 1177594] (https://issuetracker.unity3d.com/issues/urp-slash-fog-vfx-particles) -- Correct VFXSettings display in Shader Graph compatible outputs -- No more NullReference on sub-outputs after domain reload -- Fix typo in strip tangent computation - Infinite recompilation using subgraph [Case 1186191] (https://issuetracker.unity3d.com/product/unity/issues/guid/1186191/) - Modifying a shader used by an output mesh context now automatically updates the currently edited VFX - Possible loss of shadergraph reference in unlit output @@ -42,26 +89,14 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix output settings correctly filtered dependeing on shader graph use or not - Fix some cases were normal/tangent were not passes as interpolants with shader graph - Make normals/tangents work in unlit output with shader graph -- Fix shader interpolants with shader graph and particle strips -- SpawnIndex attribute is now working correctly in Initialize context -- Remove useless VFXLibrary clears that caused pop-up menu to take long opening times -- Make sure the subgraph is added to the graph when we set the setting. Fix exception on Convert To Subgraph. -- Subgraph operators appear on drag edge on graph. -- Allow alpha clipping of motion vector for transparent outputs [Case 1192930] (https://issuetracker.unity3d.com/product/unity/issues/guid/1192930/) - Sample Scene Color & Scene Depth from Shader Graph Integration using High Definition and Universal Render Pipeline -- Removed Unnecessary reference to HDRP Runtime Assembly in VFX Runtime Assembly -- subgraph block into subgraph context no longer forget parameter values. -- Fix exception when compiling an asset with a turbulence block in absolute mode -- Fixed GetCustomAttribute that was locked to Current -- Shader compilation now works when using view direction in shader graph -- Depth Position and Collision blocks now work correctly in local space systems -- Filter out Direction type on inconsistent operator [Case 1201681](https://issuetracker.unity3d.com/product/unity/issues/guid/1201681/) -- Exclude MouseEvent, RigidBodyCollision, TriggerEvent & Sphere binders when physics modules isn't available -- Visual Effect Activation Track : Handle empty string in ExposedProperty -- in some cases AABox position gizmo would not move when dragged. -- Inspector doesn't trigger any exception if VisualEffectAsset comes from an Asset Bundle [case 1203616](https://issuetracker.unity3d.com/issues/visual-effect-component-is-not-fully-shown-in-the-inspector-if-vfx-is-loaded-from-asset-bundle) -- OnStop Event to the start of a Spawn Context makes it also trigger when OnPlay is sent [Case 1198339] https://issuetracker.unity3d.com/product/unity/issues/guid/1198339/ -- Remove unexpected public API : UnityEditor.VFX.VFXSeedMode & IncrementStripIndexOnStart + +## [7.1.2] - 2019-09-19 +### Fixed +- Universal Render Pipeline : Fog integration for Exponential mode [Case 1177594](https://issuetracker.unity3d.com/issues/urp-slash-fog-vfx-particles) +- Correct VFXSettings display in Shader Graph compatible outputs +- No more NullReference on sub-outputs after domain reload +- Fix typo in strip tangent computation ## [7.1.1] - 2019-09-05 ### Added From 7c4a1a0b1449daf17402bf5f8aeaa88bc2003588 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Tue, 4 Feb 2020 09:08:37 +0100 Subject: [PATCH 02/44] Merge Hdrp/staging [Skip CI] (#5722) * Move TextureCombiner class to proper namespace and add doc. (#5237) * Move TextureCombiner class to proper namespace and add doc. * fix texture -> Texture and typos * Asked changes 29: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5237#discussion_r355450409 30: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5237#discussion_r355456645 58: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5237#discussion_r355455688 59: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5237#discussion_r355455828 60: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5237#discussion_r355456239 71: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5237#discussion_r355456391 116: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5237#discussion_r355452421 118: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5237#discussion_r355458846 202: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5237#discussion_r355453832 204: https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/5237#discussion_r355454334 * Remove useless meta (Script folder) * More api doc (#5366) * Fix a migration issue with project that still had Very High as shadow filtering quality [Skip CI] (#5370) * Clamp to High the filtering quality * Changelog * Hide near plane from directional shadow UI [Skip CI] (#5371) * Hide shadow near plane for directional shadow maps * changelog * Better custom pass culling (#5365) * Optimized (removed) the extra culling pass for custom passes in most cases * Updated changelog * Updated custom pass doc about custom culling * Hdrp/fix missing editor documentation (#5356) * Fix documentation * Move every public HD gizmo related from CoreLightEditorUtilities to HDLightUI in prevate for now * Fix documentation * Add last documentation fix * Hide distortion UI from Lit (#5376) * Fix issues of decals duplicating and baking into the scene when editing (#5375) * Try some fixes * changelog * Fix and simplify initialization of volumetric buffer params (#5373) * Fix an issue with fog toggle in the scene view * Changelog * Clean up * Fix another volume stack issue * Fix IsVolumetricReprojectionEnabled * Clean * Fixed an issue where frame count was reset incorrectly every frame for the game view, resulting in temporal processes breaking. (#5369) * The scene view camera now replicates the physical parameters from the camera tagged as "MainCamera" (#5374) * Update DebugLightCluster.shader (#5393) * Fix Culling group error (#5401) * Fix Culling group was not disposed error * Updated changelog * Change the space where reflection filtering is done to avoid artifacts when intensities are high (#5384) * Change the space where reflection filtering is done to avoid artifacts when intensities are high * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Split the SceneMapIdSceneAsset to its own file. (#5400) * Expose debug overlay ratio (#5402) * Expose debug overlay ratio in the debug menu * Updated changelog * fix shader warning (#5403) * Avoid UINT gathers in AO code (#5391) * First abstract away the gather code * actually use float textures (Need cleanup) * Use one bit less to avoid issue in the asfloat(asuint()) conversions * Cleanup * changelog * Left one asfloat around * Avoid NaNs * Get rid of tex space gather hack on Mac * Fix culling group was not disposed error V2 (#5413) * Fixed ambient probe not initialize for one frame after domain reload [Require C++ PR] (#5380) * Fixed ambient probe not initialize for one frame after domain reload * fixed a typo on changelog Initialized instead of initialize * fix merge issue Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> * Separate frame settings for tonemapping and color grading (#5367) * Separated tonemapping and color grading frame settings * Update changelog * Documentation update Co-authored-by: sebastienlagarde * Fix scene visibility of decal projector and density volume (#5312) * Fix decal scene visibility * Fix the scene visibility of density volumes * Updated changelog * Fix nullref due to component access after being destroyed * Removing the decal instead of hiding it with scene visibility Co-authored-by: sebastienlagarde * Expose fog transparent material (#5331) * Add the receive fog option in the material for ShaderGraphs * Updated changelog Co-authored-by: sebastienlagarde * [skip CI] Add visible in scene view property in Custom Post Process API (#5342) * Add a public virtual bool in the custom post processes API to specify if a post processes should be executed in the scene view * Updated changelog * Simplify condition Co-authored-by: sebastienlagarde * Custom pass materials editor in the Custom Pass Volume component (#5349) * Updated doc about custom UI * Added material UI to the custom pass volume component * Update com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs Co-Authored-By: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> * Update com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs Co-Authored-By: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> * Add second runtime test scene (#5368) * Begin to add second runtime test scene * Finished the second test scene * Fixed player settings resolution * Update text color * Add more objects and materials in the template scene * Try to update the reference images for automation ? * Update 002-HDMaterials.png * Remove all animated objects * Disable memory allocation tests Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com> Co-authored-by: sebastienlagarde * Fixed a leak in the sky system. (#5409) * Fixed an issue where Sky Renderers could leak. * Update changelog Co-authored-by: sebastienlagarde * Fixed an issue where entering playmode while the light editor is opened would produce null reference exceptions. (#5398) Co-authored-by: sebastienlagarde * Hdrp/fix search preference settings (#5303) * Ported UIR code to IMGUI code as search is only supported for IMGUI Only SettingsProvide.guiHandler is supported when using search operations. * Moved style properties in Styles class * Use dedicated general section for styles * use appropriate keywords with the settings provider * Fix invalid height for scalable settings * Updated keywords from framesettings Co-authored-by: sebastienlagarde * Fix debug menu overlap (#5412) * Fix the debug overlay overlapping the debug menu at runtime * Updated changelog * Updated debug window doc Co-authored-by: sebastienlagarde * Fix for the frame count when newtime < m_Time (when reloading the scene) (#5423) * Fix for the frame count when newtime < m_TIme (when reloading the scene) * update changelog * Update HDRenderPipeline.cs Co-authored-by: sebastienlagarde * Only assign the reflection system when an HDRP asset is assigned (#5419) * Disable Refraction and transmissionmap keywords when lit opaque (#5381) * Disable refraction and transmission map keywords if material is opaque * typo Co-authored-by: sebastienlagarde * Fix invalid near and far plane values (#5343) * Removed unused destroy for a managed camera * Constraints the far and near clip planes into a valid range of values * Fix inefficient fix script when scene are not dirty * Updated changelog * Update CHANGELOG.md Co-authored-by: Kerry Turner Co-authored-by: sebastienlagarde * Hdrp/profiling 19 3 (#5428) * Made profiling scope code compatible with 19.3 * Disable profiling recorders until crash is fixed. * Indentation * Fix compilation issue after merging PR * Fix issues with conflicting internal names (#5195) * Fix issues with conflicting internal names * Fix issue with reflection on changed API * Fix potential issue on recent change. It can be raised while configuring with Wizard * Add UNITY_2020_1_OR_NEWER code path * Automate resources checking button with reflection (#5217) * Fix issue with Motion Blur sample weighting (#5372) * Fix pixelToSampleScale typo that caused wrong results in weighting functions * changelog Co-authored-by: sebastienlagarde * Make motion vectors work properly in MSAA (#5389) * Make motion vector work again in MSAA * changelog * Fix issue with camera MV and do rendergraph * Revert "Split the SceneMapIdSceneAsset to its own file. (#5400)" This reverts commit 3c4aa27d5a981ccdab2220a2ff50b4d49e14d0ad. * Small fixes for the PBR sky (#5452) * Fix sun flare blending * Keep celestial bodies outside the atmosphere * Changelog * Prevent z-fighting * Fix ray traced screen space shadows (#5377) * Fix ray traced screen space shadows * update changelog * Only allowing the usage of ray traced shadow history if the previous user a of a screen space shadow index has the same ID and the slot was updated at the previous frame count * Add a per camera frame count that allows us to handle better the denoising history for ray tracing effects * Fixing a leak due to reading outside of screen bounds during shadow filtering * Adding a warning message for the usage of ray traced area lights shadows when not in deferred only mode Use a box for the culling when filling the ray tracing light cluster for rectangular area lights Only allowing ray traced shadow area lights when the camera is in deferred mode. Excluding shadow only meshes from all effects except shadows Fix nans that happened when resizing the rthandles and computing ray traced area light shadows Co-authored-by: sebastienlagarde * Fix for a possible memory leak caused by a material not being disposed [Skip CI] (#5458) * delete apply distortion material on dispose * changelog Co-authored-by: sebastienlagarde * Updated error message for invalid reflection system assigned (#5453) * Updated error message for invalid reflection system assigned * Update HDBakedReflectionSystem.cs Co-authored-by: sebastienlagarde * Update MSAA doc (#5448) * Doc Update * Changelog * Update CHANGELOG.md * Update Anti-Aliasing.md Co-authored-by: sebastienlagarde * Update culling data for reflection probe at runtime (#5437) * wip fix update fo cached data for probes * Workaround to update culling data at runtime * Updated changelog Co-authored-by: sebastienlagarde * Added missing API doc. (#5435) * Fixed a nullref when upgrading the Fog volume components while the volume is opened in the inspector. (#5364) Co-authored-by: sebastienlagarde * Fix issues with decals flickering or having missing parts on PS4 especially in VR. (#5259) * Fix issues with decals flickering on PS4 especially in VR. * Move WaveActiveOr to the tile level otherwise it performs an or of just one lane. * Fix WaveIsFirstLane in Pixel Shaders to correctly mask out helper lanes otherwise we could try and write from a lane that has writing disabled. * Work around for an optimization bug while we wait for a fix. * Changelog details. * Improve the comments on WaveIsFirstLane() so that we have a record of why this decision was made and the supporting evidence. * Fix template not compiling in shaders on older SDK. Co-authored-by: sebastienlagarde * Shader use for Runtime Debug Display are now correctly stripper when doing a release build (#5224) * Hdrp/fix 1207364 truncated labels (#5469) * Updated label content and label width for visibility (case 1207364) * fix changelog mistake * Fixed Default post process Alpha [Skip CI] (#5430) * Fixed an issue where final post process pass would not output the default alpha value of 1.0 when using 11_11_10 color buffer format. * Made the keep alpha case more explicit in the shader. Co-authored-by: sebastienlagarde * Fix SSR test that got broken after the MSAA Motion Vector fix (#5471) * Move camera motion vector after object motion mv if MSAA is on * changelog Co-authored-by: sebastienlagarde * Fix PCSS on directional shadows when punctual shadow atlas was not allocated yet (#5454) * Use proper atlas size * changelog * comment update Co-authored-by: sebastienlagarde * HDRP Volume System update refactor [skip CI] (#5383) * Now each camera has its own volume stack. * Moved volume update as early as possible so that all volume parameters are ready for the frame. * Update changelog. * Moved volume update again to remove workaround from volumetric fog. * Typo Co-authored-by: sebastienlagarde * Fix PCSS softness issue that used wrong softness for all cascades but the first (#5467) * propagate softness for different cascades * changelog Co-authored-by: sebastienlagarde * Custom post process default asset (#5466) * Fix custom post process list not using default HDRP asset * Updated changelog Co-authored-by: sebastienlagarde * Fix invalid probe gizmo id (#5470) Co-authored-by: sebastienlagarde * Update 002-HDMaterials.png * Fix a warning in the raytracni shadow filter (#5474) * Fix issue with AO and small near plane (#5432) * Change packing scheme to avoid further problems * declare history correctly * Typo * changelog Co-authored-by: sebastienlagarde * Fixed cleanup of custom post process (#5390) * Fixed cleanup of custom post process * Updated changelog * Update CustomPostProcessVolumeComponent.cs Co-authored-by: sebastienlagarde * Fix issue that can cause light list to be invalid with multiple cameras and no lights in scene (#5434) * Move the clean flag to the camera * Changelog * Add comment Co-authored-by: sebastienlagarde * Fix shader warning in ao code [Skip CI] (#5475) * fix warning * changelog Co-authored-by: sebastienlagarde * Fixed a warning in simpledenoiser.compute (#5477) * Fix shader warning * update changelog Co-authored-by: sebastienlagarde * Fixed Tube/Rectangle light culling [Skip CI] (#5459) * Fixed tube and rectangle light culling to use their shape instead of their range as a bounding box. * Fixed culling for the case where the range was bigger than the shape of the light. Co-authored-by: sebastienlagarde * Update 002-HDMaterials.unity * Update 2307_Shadow_VeryHigh.png * Added a menu option that checks scene issues with ray tracing. (#5463) * Added a menu option that checks scene issues with ray tracing. Also removed the previously existing warning at runtime. * update changelog * ignoring reflection probes * Revert "Fix issue that can cause light list to be invalid with multiple camer..." * Added API to update probe settings at runtime (#5468) * Updated api to change probe settings * Updated changelog * Added setters for public api * Update CHANGELOG.md * Updated documentation based on feedbacks Co-authored-by: Kerry Turner * Disable Async for SSR, SSAO and Contact shadow when aggregated ray tracing frame setting is on (#5457) * Disable Async for SSR, SSAO and Contact shadow when aggregated ray tracing frame setting is on * Add doc for rayTracingSupported Co-authored-by: sebastienlagarde * Avoid uint gather in motion blur code (#5415) * Use float texture for tile velocity min * changelog Co-authored-by: sebastienlagarde * Fix issue in MotionBlurTilePass (warning + wasn't using float) * Improve play mode change speed (#5414) * Change the texture caches so they use RenderTextures instead of standard textures * Updated changelog * Fixed cubemap array cache sizes and texture convert * Fix another convertTexture * Fix smaa samples in the texture caches * Fixed wrong graphic formats Co-authored-by: sebastienlagarde * Did the proper fix for profiling samplers (no change to inline sampler, (#5486) * Documentation fixes (#5473) * Update custom post process documentation * Fix custom pass doc link * Update Custom post doc * Update Custom-Post-Process.md * Update Custom-Post-Process.md Co-authored-by: JordanL8 * Camera debug name (#5476) * Fix camera debug name and add a new profiling sampler for all render requests * Updated changelog * Fix profiling sample end cmd * Remove submit of the last cmd of the profiling sample Co-authored-by: sebastienlagarde * Fix issue with AO and Dynamic Resolution (#5416) * Use appropriate mip offset to access depth pyramid * changelog * Handle more gracefully the change of resolution Co-authored-by: sebastienlagarde * Remove some possible NaNs sources in DoF (#5489) * DoF NaNs causes * missed one * final fix (with comment) and changelog Co-authored-by: sebastienlagarde * Improve custom pass (#5429) * Fix custom pass nullref * Fix custom pass name serialization * Fixed custom passes after post process in non-dev build * Updated changelog * Sync the custom pass debug sampler name when we change it * Added a virtual boolean to avoid executing custom passes in the scene view * Factorize Custom Pass WillBeExecuted * Update doc Co-authored-by: sebastienlagarde * Fixed particle lights null ref. (#5440) Co-authored-by: sebastienlagarde * Support for alpha channel in some post-processing passes (DoF, TAA, Uber) (#5396) * Support for alpha channel in post processing Merge Conflicts Use functions instead of defines + consistent naming Remove old copy-alpha codepath, avoid operator+ on strings, misc clean-up More code clean-up Fix for vulkan, preserve alpha when pp is off Bugfix/typo Remove unused code Bugfix: DoF kernel with one sqmple Revert "Bugfix: DoF kernel with one sqmple" This reverts commit c33250c91d414424d8f165ce40783d0bd52afa40. Support alpha in the safe path Changelog Use the CTYPE_SWIZZLE macro instead of defining new texture fetching functions Re-introduce the old copy alpha path Clean-up unused includes * Fix issue after merge Co-authored-by: sebastienlagarde * Fix compil issue + HDRP Resource asset + shader warning after Alpha PP PR merge * Improved behavior of lights and probe going over the HDRP asset limits. [Skip CI] (#5478) * Refactor part of the light loop to process all early out before checking for max visible lights * Refactor part of the light loop to process all early out before checking for max visible reflection probes * GetLightData and GetDirectionalLightData can no longer discard light and thus don't return a boolean value any more. * Update changelog Co-authored-by: sebastienlagarde * Clear Light list one we enter the "don't build light list" mode (#5492) * Add proper light list clear instead of running the whole pipe of light list building again for one frame * changelog * remove obsolete comment * remove unused uniform * fix warning * Missing space Co-authored-by: sebastienlagarde * Fix issue when using FP16 with alpha at runtime (#5495) * Rename FrameSetting RoughRefraction to Refraction and add default particle material (#5496) * Add test scenes for Custom Passes (#5449) * Fix custom pass nullref * Fix custom pass name serialization * Fixed custom passes after post process in non-dev build * Updated changelog * Sync the custom pass debug sampler name when we change it * Added graphic test scene for custom pass * Added test scene for DrawRenderers * Updated reference images Co-authored-by: sebastienlagarde * Removed unused function (#5500) * disable vsync on the main display when rendering to a XR device (#5417) Co-authored-by: sebastienlagarde * Custom pass cleanup (#5507) * Fix custom pass cleanup issue with multiple volumes * Updated changelog * Delay discard of fragments during decal projection (#5283) * Delay discard of fragments during decal projection Metal Shading Language declares that fragment discard invalidates derivatives for the rest of the quad, so we need to reorder when we discard during decal projection, or we get artifacts along the edges of the projection (any partial quads get bad partial derivatives regardless of whether they are computed implicitly or explicitly). * Better re-arrangement of decal code * Update TerrainLitPasses.hlsl * Update TerrainLitPasses.hlsl * Update TerrainLitPasses.hlsl * Update ShaderPassDecal.hlsl Co-authored-by: sebastienlagarde * Fixing unnecessary memory allocations in the ray tracing cluster build and Updating the screen shots for the ray tracing tests (#5465) * Fixing unnecessary memory allocations in the ray tracing cluster build Updating the screen shots for the ray tracing tests * Update test scene and screenshots * - Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes. - Update and disable some tests that still need to be updated * Add a counter for ray tracing frame index and update screenshots * Fixing the Area Shadows Denoiser Test Co-authored-by: sebastienlagarde * Change the default volume used by the ray tracing tests to make them work again (#5510) * Change the default volume used for the ray tracing tests, fixes the tests back. * Fix access to the ray tracing frame index in ray tracing ambient occlusion (doesn't change behavior) * Missing term in the ray tracing frame index access (#5511) * Fix colum headers (#5517) * Fix colum headers * Update CHANGELOG.md * Rename post formats (#5505) * Renamed the post processing format to the new convention * Updated changelog Co-authored-by: sebastienlagarde * Fixed the first frame flash with auto exposure (#5491) * Fixed flashes with low and high exposure scenes when Automatic Exposure is in use * Moved postfx history reset to per-camera reset Co-authored-by: sebastienlagarde * Update DefaultSettingsVolumeProfile.asset * Hdrp/small enhencements for DXR (#5493) * Add Warning for DXR and AsyncExecution in FrameSettings * move restarting at end of all fix in wizard for DXR * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Hdrp/update default scenes (#5485) * Replace default scenes with scene prepared for scene-template * Update of DefaultSettingsProfile * Update DXR scene * Add ScreenSpaceShadow to Camera's default FrameSettings * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Refactoring pre-existing materials to share code between rasterization and ray tracing (#5441) * Refactoring pre-existing materials to share code between rasterization and ray tracing Update the test scene * update changelog * Changing the color of an unlit in the reflection test scene * review corrections * Fixing unlit shader graph * Fix specular AA related issue * Update the reflection test * Fix an issue with debug display for ray tracing shaders Always use ray tracing frame index 0 for ray tracing tests Update tests screenshots Update ray traced reflection test scene Co-authored-by: sebastienlagarde * Hdrp/staging thin (#5509) * Adding a REFRACTION_THIN model. * Fixed thin distance. * ... and fixed it. * Updated changelog, removed unused REFRACTION attrs from Fabric template. * Added a REFRACTION_THIN_DISTANCE macro. * Finished support for thin refraction. * Fixed LitTesselation (was missing thin refraction model). * fix issue when merging Refactoring of DoAlphaTest * Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. (#5555) * Fixing the area shadow denoised test (#5544) * Fix leak in Sky when matcap view (#5556) * skip pre render sky in matcap view * changelog Co-authored-by: sebastienlagarde * Fix compilation issues of ApplyExposure on platforms that don't support VR (#5575) * Fix * changelog * Remove Preview from physically based sky * HDRP asset migration (#5580) * Initialize the HDRP asset version to the latest one so new assets are not migrated * Updated changelog * Hdrp/remove wind resources (#5578) * Remove wind resources Remove wind resources no longer used and containing big files * Update changelog * revert: Hdrp/update default scenes (#5485) * Fix issue with missing texture in test * Disable POM test in 1708 SG_OnSG as it is unstable * Add missing texture in runtime test * update caption for geometric normal debug in forward * add missing texture to runtime test * Create Textures.meta * fix SG on decal SG * Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. (#5577) * Fixed a null reference exception in the probe UI when no HDRP asset is present. (#5582) * Fixed a null reference exception in the probe UI when no HDRP asset is present. * Indentation Co-authored-by: sebastienlagarde * Fix custom pass outline (#5590) * Fixed custom pass outline resolution screen resolution dependent * Updated changelog Co-authored-by: sebastienlagarde * Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. (#5596) Co-authored-by: sebastienlagarde * Fix decal orientation when created from script. (#5592) * Fixed all migration classes to default to latest version so that Decals created by script to get migrated. Fixed decal created through context menu so that they get the proper rotation convention. * Update changelog * Moved the GetEnumLastValue to TypeInfo class * Updated super old test scenes to the proper latest version for decals Co-authored-by: sebastienlagarde * Refactor of HDCamera (accesibility mostly) [Skip CI] (#5548) * Refactor of HDCamera - Made internal/private APIs that should not have been public - Fixed naming convention for private members - Moved everything by accessibility for clarity (public, internal, then private) * Added Doc and returned some API public. * Fix visibility of Density Volumes in reflections [Skip CI] (#5589) * Oblique projection frustum fix, first try * HDCamera frustum now recalculates near and far plane to avoid issues with oblique projection matrices. * Update changelog * Added comments * Indentation * Fixed camera relative position of frustum * Indentation * Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. (#5597) Co-authored-by: sebastienlagarde * Fix ray tracing tests and add a test scene for lights and cookies in ray tracing (#5604) * expose StartSinglePass() and StopSinglePass() as public interface for XRPass (#5605) * Add missing custom pass API documentation (#5530) * Add missing custom pass API documentation * Fix doc spells and grammar * Stencil Refactor and Material migration fixes (#5581) * Remove leftover code * commit to switch machine * Remove hard coded stencil values in shaders * clear stencil * tmp commit, start of splitting decal in dbuffer and normal patchup * Make decal patching up run after GBuffer * Remove hardcoded value for SSS split lighting * Tmp commit to switch branch * Finalize build coarse stencil (with debug leftover and render graph NOT handled) * The AA bits (the easy one :-) ) * split in two enums * Distortion vectors bit sorted * SSR bit * Motion vector bit * decals bit * Lighting bits * Use HTile for SSR * HTile SSS -> Incomplete, verify and test. * SSS fixes, but still not working (probably not HTile related, but main stencil) * Make decal patch normal work and remove stencil bit * some leftover fixes * was commited by mistake * Update materials * Revert "Update materials" This reverts commit 4a0de82ef51750b77546020d77ad6b5d773e60af. * Fix issues with MSAA and with migration * Forgot this out * update materials and maps * default materials * don't have SSR on unlit * Fix some leftovers * Renaming * Revert "update materials and maps" This reverts commit 103f1cb71d8fffa49b0c2ef57f1b41b36d0a3dbf. * Revert "default materials" This reverts commit 978740acd825562717a01437dcc0c74fc4cfefb0. * Fix migration * white line * Fix migration * Add render queue overide to the material placer. Also add PackageInfo.cs to HDRP, so the graphic tests can call it's internal methods and objects. * Default material post migration * com.unity.testing.hdrp post reimport * Updated materials from test * Disable tests that are to be updated or not needed anymore * Fix VFX issues (To be fixed better by @PaulDemeulenaere ) * Lit hardcoded default was off * Update VFX Test materials ( @PaulDemeulenaere for awareness ) * Fix issue with stencil in TAA * Revert lighting data * revert light map data * Revert other lighting asset * Cleanup post processor. * Update DXR test material * Update commnets * Early (need testing) new migration workflow * Revert "Early (need testing) new migration workflow" This reverts commit 2db025002d66165dd00e90f5f5d3c944ed53f361. * Update post processor * Add manual option to migrate * Add dialog box Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com> * Push updated hdrp version in test project (#5617) * Push m_LastMaterialVersion update * Dont open dialog on yamato * Update test projects with recent stencil refector PR (#5618) * Update runtime test project * Create HDRPProjectSettings.asset * update DXR project * Revert "update caption for geometric normal debug in forward" This reverts commit 150d68279b891529be272b37f374c36b879646f4. * Run reimport during update (to avoid unwanted extra dialog during dialog box) (#5620) * Make user stencil bits public (#5616) * Expose bits to user * Update documentation * Update HDStencilUsage.cs Co-authored-by: sebastienlagarde * Implement history rejection based on object velocity (#5532) * Implement history rejection based on object velocity * Update changelog * Fix an issue with ambient occlusion denoising being broken after adding the history rejection feature Adding the GPU Light type for history validation and rejection Co-authored-by: sebastienlagarde * Fixed initial state of material created through the context menu. (#5603) * Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited. * Forgot DecalUI (for non shader graph decals) Co-authored-by: sebastienlagarde * Update HDLightUI.Skin.cs * Cookie and planar atlas (#5518) * Added support for cookie atlas * Begin to move planar reflection into atlas * Added texture atlas for planar reflection probe plus a limit to on screen planar probes * Removed debug log * Fixed planar probe atlas scale issue and useless mipmap generation of the atlas * Refactor Texture2D atlas * Move ScaleBias for planar probes to a separate list * Fix cookie mode for directional lights * Added error log for non square cookie textures in the atlas * Fix merge * Fixed cookie atlas * Trying to fix area light cookies * Fixed area light cookie * Disable mipmap for non area light cookies * Added cookie atlas format control + fixed size warnings in HDRP cookie ui * Add resolution in Capture Settings reflection probe drawer * Removed warnings * Added the point light cookie texture array in the debug menu * Fix cookies in ray tracing + celestial body texture * Update dynamic light cookie screenshot * Update Animated cookie test + fix reflection probe texture format * Fix area light cookie * Update HDRP asset cookie and planar atlas sizes * Increase cookie atlas size for area light test * Simplify code * Fix cookie mip clamp * Fixed compilation and CG alloc * Added atlas layouting when there is no more space * Fix directional light cookie * Updated reference image of cookie area lights * Fix hardcoded format and cookie layout * Remove useless mip update * Fix area light cookie x flip * Added the debug exposure option for debug planar reflection atlas * reverted the fix for area light cookie x flip * Tried to simplify the code of the atlas * Update reference image * Added an error when max planar reflection probe on screen is reached * Fixed space parenthesis * Fixed mipmap not updated properly and area light cookie convolution temp texture format * Fixed atlas reset mips * Update tooltip and fixed cookie insertion order when there is no more space in the atlas * Enable exposure on cookie atlas debug * Fix debug overlap * Update reference image * Added migration code for the cookie atlas size and fixed point light cookie debug exposure * Added planar atlas size upgrade code * Updated planar reflection atlas message * Fixed resolution dependent cookie mip maps * Updated changelog * Fixed cookies for ray tracing * Fix cookie in the ray tracing light loop requested without being reserved * Clamp UV when doing the area light convolution * Update reference images * Remove debug symbols * Fixed area light convolution UV limit * Fixed half pixel clamp and updated reference images * Fixed planar reflection mip map edge bleeding and update reference images * Updated more image reference * Updated DXR cookie test scene * Fix default material transparent created with ZWrite enabled (#5621) * Fixed transparent material craeted with ZWrite enabled * Updated changelog Co-authored-by: sebastienlagarde * Hdrp/fix decal gizmo mouseover (#5626) * Remove controlID on projection direction of DecalProjector that conflict with other handles * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Hdrp/smallfixes lookdev (#5619) * Fix zoom being stuck around 0 * fix crash forbiding view manipulation while using directly hdri without passing by an environment * Fix hitch in FPS displacement mode * Fix when user destroy the EnvironmentLibrary being used. * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Mask was never set for some debug pixel deferred shaders [Skip CI] (#5627) * Mask was never set * changelog * Added comments Co-authored-by: sebastienlagarde * Fixed an issue where creating decals at runtime could cause a null reference exception. (#5594) Co-authored-by: sebastienlagarde * Make APIs internal when they should be - 1 - [Skip CI] (#5531) * First pass of making APIs internal when they should be. * Indentation * Compilation fixes + review feedback. * Make APIs internal when they should be - 2 - [Skip CI] (#5533) * First pass of making APIs internal when they should be. * Indentation * WIP * Missing file * More * Revert some changes based on review feedback * Compilation fix * Compilation fixes + review feedback. * Updated HDUtils accessibility * More editor internals. * Better (not hardcoded) stencil handling in VFX (#5624) * Stencil update for vfx * Fix issues * fix missing templates * Avoid displaying material upgrader dialog on new project (#5631) * Don't run dialog on new project creation * skip only on first creation * Check file existence before showing dialog * typo * Push test materials after ZWrite PR (#5632) * Update HDRP_Test project * Update DXR test assets * Update run time tests * Discard invalid pixels when doing deferred lighting in compute (for camera stacking) (#5339) * Discard invalid pixels when doing deferred lighting in compute (as required for camera stacking) Small comment modification Update changelog * Use stencil buffer (instead of normals) to discard pixels in deferred compute * Remove not required if statement when binding the stencil * Small fixes to API visibility. (#5637) * Fixed some more public APIs to internal. * Made hasCustomRender public again. * Moved the tier defining from the asset to the concerned volume components. (#5519) * Alpha post-processing bugfixes and improvements (#5512) * Bug fix for post processing alpha with chrommatic aberation + minor fixes * Avoid double blending in DOF * Unit tests for alpha post-processing (TAA/DoF) Vulkan test images Vulkan meta files * Fix runtime tests (#5639) * Update runtime test screenshots * Update planar resolution * Add test (#5641) * fix material and project settings for VFX (#5642) * Revert change to GBuffer (normalbuffer usage) as it broke the raytracing code * Fix various issues with time and animated materials (#5480) * Fix various issues with time and animated materials * Changelog * Add getters * Only update time once per frame * Fix animation in reflection * Fix null ref exception * Re-applied code after impossible merge. * Comment change * Remove commented code. Co-authored-by: JulienIgnace-Unity Co-authored-by: sebastienlagarde * fix graphic test (#5651) * renaming test 1901 -> 1451 and 1709 -> 1710 * Update EditorBuildSettings.asset * Update 1710_Decals_Normal_Patch.png * update screenshots * update scene backgroud * Update manifest.json * Update decal patch screenshots * update 4052_TAA * Changing the tier system for a preset mode system and removing unnecessary options (#5646) * Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode) * Update the scene scenes * Update changelog * Fixing an instability with the light shadows in ray tracing * Update to light explorer (#5615) - Fixed SkyType display when no Visual Environment is present - Changed fog display to reflect the updated fog system - Changed Global to "Mode" as it is in Volume UI now. Co-authored-by: sebastienlagarde * Update 1710_Decals_Normal_Patch.png * disable TAA test for XR * Hdrp/add documentation tool (#5655) * Add the documentation tool to HDRP test project * Fixed window serialization * Update the documentation for the diffusion profile (#5654) * Update the documentation for the diffusion profile * Update Diffusion-Profile.md Co-authored-by: sebastienlagarde * Add missing hdlight api (useVolumetrics) (#5652) * Add missing API to the HDAdditionalLightData * Updated changelog * Global Settings API doc. (#5649) * Fog Volume Component API doc. (#5645) * Debug Display API doc. (#5643) * Color picker API doc. * FullScreen Debug API doc. * Decal debug API doc * False Color debug API doc * Lighting Debug API doc * Material Debug API doc. * DebugDisplaySettings API doc. * Restored contact shadow fade debug. * API documentation for sky related classes. (#5640) * API documentation for sky related classes. * Document the PBR sky * Hdrp/small wizard fixes for dxr (#5633) * Add ScreenSpaceShadow to Camera's default FrameSettings * Forbid to atmpt creating default scene if the hdrpAsset is not right (we depend on its resources) * Update CHANGELOG.md * Add OS and Hardware check in wizard for DXR * Update CHANGELOG.md * Fixe typos * Add missing check on Shadows * Update Documentation Co-authored-by: sebastienlagarde * Documentation (#5613) Co-authored-by: sebastienlagarde * Fix custom pass disable stencil (#5545) * Disable the strencil in custom passes when overwriting the depth and not writing into it * Updated changelog * Rephrase doc Co-authored-by: sebastienlagarde * Add option to exclude camera motion contribution from motion blur (#5656) * Remove camera component from motion blur if desired * changelog * Documentation update Co-authored-by: sebastienlagarde * Implement Semi-transparent Shadows for Point and Spot lights (#5490) * Make the shadow behavior for transparent and transmissive objects more intuitive. * Update changelog * Implementing semi transparent ray traced shadows for point and spot light Adding a test scene for both cases Moving contact shadow ray tracing code to a seperate file Changing the direction of contact shadow rays to be coherent with the other shadows * update changelog * Update the test scenes Co-authored-by: sebastienlagarde * fix shader warning in termporal AA * Support semi-transparent shadows for unlit shader and unlit shader graph (#5663) * Not doing ray tracing when the stencil bit is off for ssr (#5665) adding a test case for it * Restored serialization of deprecated parameters to fix migration. (#5666) * Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. (#5662) Co-authored-by: sebastienlagarde * Updated HDRP documentation (#5664) * Updated HDRP asset doc * Update the upgrade guide for cookies and planars * Added warning in the material sorting priority doc for depth write * Added a section about surface option properties for ShaderGraphs * Fix link name * Alpha output documentation (#5658) * Update documentation for HDRI-Sky-Backplate (AO) (#5670) * Avoid MRT Clear on PS4 [Skip CI] (#5675) * Avoid MRT Clear on PS4 * changelog * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs Co-authored-by: sebastienlagarde * Change name of option (#5681) * More code share between inspector materials (#5635) * Share stencil code for inspector materials (Akin to what happens in shadergraph) * changelog * Add comment and fix issue * Better handling of setting state (if not available, don't write it) * Update BaseLitGUI.cs Co-authored-by: sebastienlagarde * Expose alpha cutoff material for ShaderGraphs (#5667) * Expose alpha clip to material UI for ShaderGraphs * Updated changelog * Replace #if by #ifdef * Fix debug menu bitfield (#5683) * Fixed runtime debug menu bitfield controls * Updated changelog * Hdrp/update default scenes (#5634) * Replace default scenes with scene prepared for scene-template * Update of DefaultSettingsProfile * Update DXR scene * fix missing profile in default scene dxr * Update CHANGELOG.md * Fix missing HDRI Sky references in DXR new scene * Fixed VFX Tests Default volume profile * Changed Default Volume settings to an empty one. * Missing volume asset files + update manifest and meta Co-authored-by: JulienIgnace-Unity Co-authored-by: sebastienlagarde * - Fixed the radius value used for ray traced directional light. (#5682) - Fixed compilation issues with the layered lit in ray tracing shaders. - Changed the way the length parameter is used for ray traced contact shadows. - Added contact shadow test scenes Co-authored-by: sebastienlagarde * fixed XR autotests viewport size rounding (#5684) Co-authored-by: sebastienlagarde * Material samples bis (#5686) * Add ball * update Material samples #5638 * Update CHANGELOG.md * Remove unused version property from Material * Updating the documentation for ray tracing (#5680) * Updating the documentation for ray tracing * review corrections * Fix mip slider reflectionprobe (#5689) * Remove the slider knob when the reflection probe preview has no mipmap * Updated changelog * edit VR documentation (#5685) Co-authored-by: sebastienlagarde * Better directional PCSS blur handling (#5688) * Use correct penumbra calculation for directional. * Update visual test * Need cleaning uo * Cleaning * screenshot update * Small cleanup * typo leftover * changelog Co-authored-by: sebastienlagarde * Update 001-HDTemplate.png * Adding the initial implementation of sub-surface scattering (#5625) * Initial implementation of ray traced sub surface scattering Added a test scene for ray traced sub surface scaterring * Update changelog * Updating the tests * Update 8103_PrePostPass.unity * Remove unnecessary skip of material upgrade dialog box. (#5692) * Remove unnecessary skip of material upgrade dialog box. * Update changelog Co-authored-by: sebastienlagarde * Fix warning after metal fixup (#5704) * Various API doc update. (#5705) * Various doc + FrameSettings WIP * Finished frame settings API doc and added various other missing doc. Also made internal wrongly public API in HDRP * Fix density volume blend distance (#5698) * Fixed adjusting positive axis of Blend Distance slides the negative axis * Updated changelog * edit VR doc (#5699) * Hdrp/wizard update vr installation (#5706) * Add installatation checker in UsedPackageRetriever * Add PackageInstaller * Add better control on the displayed HelpBox * Update VR fixes * fix typo * Move Install Config Package Button above with HDRP Package info * Update CHANGELOG.md * Update documentation Co-authored-by: sebastienlagarde * Removing unused alpha threshold depth prepass and post pass for fabric shader graph (#5711) Co-authored-by: sebastienlagarde * Fix default volume profiles location (#5710) * Ray traced reflection smoothness fade and fallback fixes. (#5700) * Fix fall back for ray traced reflections when denoising is enabled Make Smoothness Fade start work with ray traced reflections Fix the blend of reflections based on the weight Add the contact shadow test scenes back * Change the name of the weight function and add it to all shading models Co-authored-by: sebastienlagarde * Fix iridescence color space (#5691) * Fix iridescence color space * Fixed compilation and updated test screenshots * fix test Co-authored-by: JulienIgnace-Unity * Fix Terrain Detail Mesh (stop to spam) [Require C++ PR] (#5690) * disable support of Terrain Detail Fix for error spam issue in HDRP: https://fogbugz.unity3d.com/f/cases/1211848/ * Update CHANGELOG.md * Update HDRenderPipeline.cs * Update HDRenderPipeline.cs * [Waiting for C++] Disable probes in renderers (#5648) * Disable probes section in the Renderer editors * Updated changelog Co-authored-by: sebastienlagarde * Merge Hdrp/fix/case 1210058 to master (#5612) * Fix for 1210058 - NaNs at certain view angles Issue is caused by NaNs/INFs when computing basis on extremely thin (subpixel-width) geometry. Putting some safeguards fixes the issue * Update CHANGELOG.md to reflect 1210058 fix. * Updated fix for issue #1210058 Overwrite the UVs to fix the derivatives. * Updated fix for issue #1210058 Make sure the UVs are zero if unused to fix the derivatives. * Undo last.change -- UV fix addresses NaNs Zeroing the unused UV1 channel on the material seems to do the trick. * Changelog adjustments to be moved Current version puts everything in HDRP, so there is no change in core. * Update CHANGELOG.md Reflect fix for NaNs * Fixed UV1 for lightmaps and detail maps. * update comment * Update NormalSurfaceGradient.hlsl Co-authored-by: JulienIgnace-Unity Co-authored-by: sebastienlagarde * Minor code cleanup * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluter, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. (#5732) * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. * udpate changelog Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com> Co-authored-by: Thomas Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Antoine Lelievre Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Evgenii Golubev Co-authored-by: JulienIgnace-Unity Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Kerry Turner Co-authored-by: robinb-u3d Co-authored-by: JordanL8 Co-authored-by: Pavlos Mavridis Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: Jesse Barker Co-authored-by: Emmanuel Turquin Co-authored-by: Laurent Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com> Co-authored-by: parashar-unity <44006722+parashar-unity@users.noreply.github.com> --- .../CHANGELOG.md | 4 ++ .../Lit/ShaderGraph/HDLitSubShader.cs | 13 +--- .../ShaderGraph/HDSubShaderUtilities.cs | 6 +- .../Runtime/Debug/RayCountManager.cs | 11 ++++ .../Runtime/Lighting/GlobalIllumination.cs | 51 ++++++++++++++- .../ScreenSpaceLighting/AmbientOcclusion.cs | 25 ++++++++ .../ScreenSpaceReflection.cs | 62 +++++++++++++++++++ .../Material/LayeredLit/LayeredLitData.hlsl | 10 ++- .../Runtime/Material/Lit/LitData.hlsl | 10 ++- .../SubSurfaceScattering.cs | 6 ++ .../RenderPipeline/HDRenderPipeline.cs | 4 ++ .../RenderPipeline/Raytracing/LightCluster.cs | 9 +++ .../Raytracing/RayTracingMode.cs | 14 +++++ .../Raytracing/RayTracingSettings.cs | 6 ++ .../Raytracing/RecursiveRendering.cs | 12 ++++ 15 files changed, 223 insertions(+), 20 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 545395fd048..002645fcedd 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -33,6 +33,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added an initial implementation of ray traced sub surface scattering - Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. - Added support for Smoothness Fade start work when enabling ray traced reflections +- Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, etc. ### Fixed - Update documentation of HDRISky-Backplate, precise how to have Ambient Occlusion on the Backplate @@ -102,6 +103,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue where Decal Projectors created from script where rotated around the X axis by 90°. - Fixed frustum used to compute Density Volumes visibility when projection matrix is oblique. - Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. +- Fix for NaNs on certain geometry with Lit shader -- [case 1210058](https://fogbugz.unity3d.com/f/cases/1210058/) - Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. - Fixed a null reference exception in the probe UI when no HDRP asset is present. - Fixed the outline example in the doc (sampling range was dependent on screen resolution) @@ -128,6 +130,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed adjusting positive axis of Blend Distance slides the negative axis in the density volume component. - Fixed the blend of reflections based on the weight. - Fixed fallback for ray traced reflections when denoising is enabled. +- Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) ### Changed - Hide unused LOD settings in Quality Settings legacy window. @@ -173,6 +176,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Updated VR checks in Wizard to reflect new XR System. - Removing unused alpha threshold depth prepass and post pass for fabric shader graph. - Transform result from CIE XYZ to sRGB color space in EvalSensitivity for iridescence. +- Hide the Probes section in the Renderer editos because it was unused. ## [7.1.8] - 2020-01-20 diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs index 38dd1682caf..5141fb342aa 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs @@ -359,17 +359,6 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant { "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl\"", }, - StencilOverride = new List() - { - "// Stencil setup", - "Stencil", - "{", - string.Format(" WriteMask {0}", (int)StencilUsage.DistortionVectors), - string.Format(" Ref {0}", (int)StencilUsage.DistortionVectors), - " Comp Always", - " Pass Replace", - "}" - }, PixelShaderSlots = new List() { HDLitMasterNode.AlphaSlotId, @@ -634,7 +623,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant HDLitMasterNode.VertexNormalSlotID, HDLitMasterNode.VertexTangentSlotID }, - UseInPreview = true, + UseInPreview = false, }; Pass m_PassRaytracingIndirect = new Pass() diff --git a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs index 2bd2b13ee4e..d3691445d52 100644 --- a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs +++ b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs @@ -1098,7 +1098,7 @@ public static void SetStencilStateForDistortionVector(ref Pass pass) "// Stencil setup", "Stencil", "{", - " WriteMask [_StencilRefDistortionVec]", + " WriteMask [_StencilWriteMaskDistortionVec]", " Ref [_StencilRefDistortionVec]", " Comp Always", " Pass Replace", @@ -1236,8 +1236,8 @@ public static void AddStencilShaderProperties(PropertyCollector collector, bool collector.AddIntProperty("_StencilRefMV", stencilRefMV); // StencilUsage.ObjectMotionVector collector.AddIntProperty("_StencilWriteMaskMV", stencilWriteMaskMV); // StencilUsage.ObjectMotionVector // Distortion vector pass - collector.AddIntProperty("_StencilRefDistortionVec", (int)StencilUsage.DistortionVectors); - collector.AddIntProperty("_StencilWriteMaskDistortionVec", (int)StencilUsage.DistortionVectors); + collector.AddIntProperty("_StencilRefDistortionVec", (int)StencilUsage.DistortionVectors); + collector.AddIntProperty("_StencilWriteMaskDistortionVec", (int)StencilUsage.DistortionVectors); // Gbuffer collector.AddIntProperty("_StencilWriteMaskGBuffer", stencilWriteMaskGBuffer); collector.AddIntProperty("_StencilRefGBuffer", stencilRefGBuffer); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/RayCountManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/RayCountManager.cs index f6c3be78473..f05e8176414 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/RayCountManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/RayCountManager.cs @@ -10,16 +10,27 @@ namespace UnityEngine.Rendering.HighDefinition [GenerateHLSL] public enum RayCountValues { + /// Ray count for the ray traced ambient occlusion effect. AmbientOcclusion = 0, + /// Ray count for the ray traced directional shadow effect. ShadowDirectional = 1, + /// Ray count for the ray traced point shadow effect. ShadowPointSpot = 2, + /// Ray count for the ray traced area shadow effect. ShadowAreaLight = 3, + /// Ray count for the forward ray traced indirect diffuse effect. DiffuseGI_Forward = 4, + /// Ray count for the deferred ray traced indirect diffuse effect. DiffuseGI_Deferred = 5, + /// Ray count for the forward ray traced reflection effect. ReflectionForward = 6, + /// Ray count for the deferred ray traced reflection effect. ReflectionDeferred = 7, + /// Ray count for the recursive rendering effect. Recursive = 8, + /// Total number of ray count values that may be requested. Count = 9, + /// Total number of entries. Total = 10 } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs index ae1786592ce..bc4f19b104d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs @@ -2,52 +2,97 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// A volume component that holds settings for the ray traced global illumination. + /// [Serializable, VolumeComponentMenu("Ray Tracing/Global Illumination (Preview)")] public sealed class GlobalIllumination : VolumeComponent { + /// + /// Enable ray traced global illumination. + /// [Tooltip("Enable ray traced global illumination.")] public BoolParameter rayTracing = new BoolParameter(false); + /// + /// Defines the layers that GI should include. + /// [Tooltip("Defines the layers that GI should include.")] public LayerMaskParameter layerMask = new LayerMaskParameter(-1); + /// + /// Controls the length of GI rays. + /// [Tooltip("Controls the length of GI rays.")] public ClampedFloatParameter rayLength = new ClampedFloatParameter(10f, 0.001f, 50f); + /// + /// Controls the clamp of intensity. + /// [Tooltip("Controls the clamp of intensity.")] public ClampedFloatParameter clampValue = new ClampedFloatParameter(1.0f, 0.001f, 10.0f); + /// + /// Controls which version of the effect should be used. + /// [Tooltip("Controls which version of the effect should be used.")] public RayTracingModeParameter mode = new RayTracingModeParameter(RayTracingMode.Quality); // Performance + /// + /// Defines if the effect should be evaluated at full resolution. + /// [Tooltip("Full Resolution")] public BoolParameter fullResolution = new BoolParameter(false); + /// + /// Defines what radius value should be used to pre-filter the signal. + /// [Tooltip("Upscale Radius")] public ClampedIntParameter upscaleRadius = new ClampedIntParameter(2, 2, 4); // Quality + /// + /// Number of samples for evaluating the effect. + /// [Tooltip("Number of samples for GI.")] public ClampedIntParameter sampleCount = new ClampedIntParameter(1, 1, 32); + /// + /// Number of bounces for evaluating the effect. + /// [Tooltip("Number of bounces for GI.")] public ClampedIntParameter bounceCount = new ClampedIntParameter(1, 1, 31); // Filtering - [Tooltip("Denoise the raytraced GI.")] + /// + /// Defines if the ray traced global illumination should be denoised. + /// + [Tooltip("Denoise the ray-traced GI.")] public BoolParameter denoise = new BoolParameter(false); + /// + /// Defines if the denoiser should be evaluated at half resolution. + /// [Tooltip("Use a half resolution denoiser.")] public BoolParameter halfResolutionDenoiser = new BoolParameter(false); - [Tooltip("Controls the radius of GI denoiser (First Pass).")] + /// + /// Controls the radius of the global illumination denoiser (First Pass). + /// + [Tooltip("Controls the radius of the GI denoiser (First Pass).")] public ClampedFloatParameter denoiserRadius = new ClampedFloatParameter(0.6f, 0.001f, 1.0f); + /// + /// Defines if the second denoising pass should be enabled. + /// [Tooltip("Enable second denoising pass.")] public BoolParameter secondDenoiserPass = new BoolParameter(false); - [Tooltip("Controls the radius of GI denoiser (Second Pass).")] + /// + /// Controls the radius of the global illumination denoiser (Second Pass). + /// + [Tooltip("Controls the radius of the GI denoiser (Second Pass).")] public ClampedFloatParameter secondDenoiserRadius = new ClampedFloatParameter(0.3f, 0.001f, 0.5f); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs index 0c196e7cb79..1aee344ea15 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs @@ -4,9 +4,15 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// A volume component that holds settings for the ambient occlusion. + /// [Serializable, VolumeComponentMenu("Lighting/Ambient Occlusion")] public sealed class AmbientOcclusion : VolumeComponentWithQuality { + /// + /// Enable ray traced ambient occlusion. + /// public BoolParameter rayTracing = new BoolParameter(false); public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 4f); @@ -22,10 +28,29 @@ public sealed class AmbientOcclusion : VolumeComponentWithQuality public ClampedFloatParameter blurSharpness = new ClampedFloatParameter(0.1f, 0.0f, 1.0f); // Ray tracing parameters + /// + /// Defines the layers that ray traced ambient occlusion should include. + /// public LayerMaskParameter layerMask = new LayerMaskParameter(-1); + + /// + /// Controls the length of ray traced ambient occlusion rays. + /// public ClampedFloatParameter rayLength = new ClampedFloatParameter(0.5f, 0f, 50f); + + /// + /// Number of samples for evaluating the effect. + /// public ClampedIntParameter sampleCount = new ClampedIntParameter(4, 1, 64); + + /// + /// Defines if the ray traced ambient occlusion should be denoised. + /// public BoolParameter denoise = new BoolParameter(false); + + /// + /// Controls the radius of the ray traced ambient occlusion denoiser. + /// public ClampedFloatParameter denoiserRadius = new ClampedFloatParameter(0.5f, 0.001f, 1.0f); public int stepCount diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs index 7b73749d9c2..2f267343f20 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs @@ -3,35 +3,97 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// A volume component that holds settings for screen space reflection and ray traced reflections. + /// [Serializable, VolumeComponentMenu("Lighting/Screen Space Reflection")] public class ScreenSpaceReflection : VolumeComponentWithQuality { + /// + /// Enable ray traced reflections. + /// public BoolParameter rayTracing = new BoolParameter(false); // Shared Data + /// + /// Controls the smoothness value at which HDRP activates SSR and the smoothness-controlled fade out stops. + /// public ClampedFloatParameter minSmoothness = new ClampedFloatParameter(0.9f, 0.0f, 1.0f); + + /// + /// Controls the smoothness value at which the smoothness-controlled fade out starts. The fade is in the range [Min Smoothness, Smoothness Fade Start] + /// public ClampedFloatParameter smoothnessFadeStart = new ClampedFloatParameter(0.9f, 0.0f, 1.0f); + + /// + /// When enabled, SSR handles sky reflection. + /// public BoolParameter reflectSky = new BoolParameter(true); // SSR Data + /// + /// Controls the distance at which HDRP fades out SSR near the edge of the screen. + /// public ClampedFloatParameter depthBufferThickness = new ClampedFloatParameter(0.01f, 0, 1); + + /// + /// Controls the typical thickness of objects the reflection rays may pass behind. + /// public ClampedFloatParameter screenFadeDistance = new ClampedFloatParameter(0.1f, 0.0f, 1.0f); + /// + /// Layer mask used to include the objects for screen space reflection. + /// public LayerMaskParameter layerMask = new LayerMaskParameter(-1); + + /// + /// Controls the length of reflection rays. + /// public ClampedFloatParameter rayLength = new ClampedFloatParameter(10f, 0.001f, 50f); + + /// + /// Clamps the exposed intensity. + /// public ClampedFloatParameter clampValue = new ClampedFloatParameter(1.0f, 0.001f, 10.0f); + + /// + /// Enable denoising on the ray traced reflections. + /// public BoolParameter denoise = new BoolParameter(false); + + /// + /// Controls the radius of reflection denoiser. + /// public ClampedIntParameter denoiserRadius = new ClampedIntParameter(8, 1, 32); + + /// + /// Controls which version of the effect should be used. + /// public RayTracingModeParameter mode = new RayTracingModeParameter(RayTracingMode.Quality); // Performance + /// + /// Controls the size of the upscale radius. + /// public IntParameter upscaleRadius = new ClampedIntParameter(2, 2, 6); + /// + /// Enables full resolution mode. + /// public BoolParameter fullResolution = new BoolParameter(false); // Quality + /// + /// Number of samples for reflections. + /// public ClampedIntParameter sampleCount = new ClampedIntParameter(1, 1, 32); + /// + /// Number of bounces for reflection rays. + /// public ClampedIntParameter bounceCount = new ClampedIntParameter(1, 1, 31); + /// + /// Sets the maximum number of steps HDRP uses for raytracing. Affects both correctness and performance. + /// public int rayMaxIterations { get diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl index 034cba6dbeb..0e352722687 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl @@ -650,6 +650,14 @@ float3 ComputeMainBaseColorInfluence(float influenceMask, float3 baseColor0, flo void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS) { + // Fix case 1210058. With Lit.shader / LayeredLit.shader we always have UV1. But in the case of some SpeedTree mesh, there is no stream sent + // and UV1 is corrupt when we use surface gradient. In case UV1 aren't required we set them to 0, so we ensure there is no garbage. + // When using lightmaps, the uv1 is always valid but we don't update _UVMappingMask.y to 1 + // So when we are using them, we just need to keep the UVs as is. +#if !defined(LIGHTMAP_ON) && defined(SURFACE_GRADIENT) + input.texCoord1 = ((_UVMappingMask0.y + _UVMappingMask1.y + _UVMappingMask2.y + _UVMappingMask3.y + _UVDetailsMappingMask0.y + _UVDetailsMappingMask1.y + _UVDetailsMappingMask2.y + _UVDetailsMappingMask3.y) > 0) ? input.texCoord1 : 0; +#endif + #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif @@ -812,4 +820,4 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p } #ifndef SHADER_STAGE_RAY_TRACING #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataMeshModification.hlsl" -#endif \ No newline at end of file +#endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl index 4e831983a13..b0687b2225a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl @@ -178,6 +178,14 @@ void GetLayerTexCoord(FragInputs input, inout LayerTexCoord layerTexCoord) void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS) { + // Fix case 1210058. With Lit.shader / LayeredLit.shader we always have UV1. But in the case of some SpeedTree mesh, there is no stream sent + // and UV1 is corrupt when we use surface gradient. In case UV1 aren't required we set them to 0, so we ensure there is no garbage. + // When using lightmaps, the uv1 is always valid but we don't update _UVMappingMask.y to 1 + // So when we are using them, we just need to keep the UVs as is. +#if !defined(LIGHTMAP_ON) && defined(SURFACE_GRADIENT) + input.texCoord1 = (_UVMappingMask.y + _UVDetailsMappingMask.y) > 0 ? input.texCoord1 : 0; +#endif + #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif @@ -214,7 +222,7 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p alphaCutoff = _AlphaCutoffPostpass; #endif - #if SHADERPASS == SHADERPASS_SHADOWS + #if SHADERPASS == SHADERPASS_SHADOWS GENERIC_ALPHA_TEST(alphaValue, _UseShadowThreshold ? _AlphaCutoffShadow : alphaCutoff); #else GENERIC_ALPHA_TEST(alphaValue, alphaCutoff); 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 691d2900380..a208b04d557 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 @@ -5,9 +5,15 @@ namespace UnityEngine.Rendering.HighDefinition [Serializable, VolumeComponentMenu("Ray Tracing/SubSurface Scattering (Preview)")] public sealed class SubSurfaceScattering : VolumeComponent { + /// + /// Enable ray traced sub-surface scattering. + /// [Tooltip("Enable ray traced sub-surface scattering.")] public BoolParameter rayTracing = new BoolParameter(false); + /// + /// Number of samples for sub-surface scattering. + /// [Tooltip("Number of samples for sub-surface scattering.")] public ClampedIntParameter sampleCount = new ClampedIntParameter(1, 1, 32); } 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 67cd1527e40..622b967ff79 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -670,6 +670,10 @@ bool SetRenderingFeatures() , enlighten = false , overridesLODBias = true , overridesMaximumLODLevel = true +#if UNITY_2020_1_OR_NEWER + , terrainDetailUnsupported = true + , rendererProbes = false +#endif }; Lightmapping.SetDelegate(GlobalIlluminationUtils.hdLightsDelegate); 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 7ecdbb2f847..15770d49ee7 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 @@ -2,12 +2,21 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// A volume component that holds settings for the ray tracing light cluster. + /// [Serializable, VolumeComponentMenu("Ray Tracing/Light Cluster (Preview)")] public sealed class LightCluster : VolumeComponent { + /// + /// Controls the maximal number lights in a cell. + /// [Tooltip("Controls the maximal number lights in a cell.")] public ClampedIntParameter maxNumLightsPercell = new ClampedIntParameter(10, 0, 24); + /// + /// Controls the range of the cluster around the camera. + /// [Tooltip("Controls the range of the cluster around the camera.")] public ClampedFloatParameter cameraClusterRange = new ClampedFloatParameter(10f, 0.001f, 50f); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingMode.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingMode.cs index 7547cea7d66..d847363fc78 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingMode.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingMode.cs @@ -7,13 +7,27 @@ namespace UnityEngine.Rendering.HighDefinition /// public enum RayTracingMode { + /// + /// When selected, choices are made to reduce execution time of the effect. + /// Performance = 1 << 0, + /// + /// When selected, choices are made to increase the visual quality of the effect. + /// Quality = 1 << 1 } + /// + /// A that holds a value. + /// [Serializable] public sealed class RayTracingModeParameter : VolumeParameter { + /// + /// Creates a new instance. + /// + /// The initial value to store in the parameter. + /// The initial override state for the parameter. public RayTracingModeParameter(RayTracingMode value, bool overrideState = false) : base(value, overrideState) { } } } 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 0a132b95c73..f15a5f100c3 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 @@ -2,9 +2,15 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// A volume component that holds the general settings for ray traced effects. + /// [Serializable, VolumeComponentMenu("Ray Tracing/Settings (Preview)")] public sealed class RayTracingSettings : VolumeComponent { + /// + /// Controls the bias for all real-time ray tracing effects. + /// [Tooltip("Controls the bias for all real-time ray tracing effects.")] public ClampedFloatParameter rayBias = new ClampedFloatParameter(0.001f, 0.0f, 0.1f); } 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 0b963f650ac..2bd7d3eb524 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 @@ -6,15 +6,27 @@ namespace UnityEngine.Rendering.HighDefinition [Serializable, VolumeComponentMenu("Ray Tracing/Recursive Rendering (Preview)")] public sealed class RecursiveRendering : VolumeComponent { + /// + /// Enables recursive rendering. + /// [Tooltip("Enable. Enables recursive rendering.")] public BoolParameter enable = new BoolParameter(false); + /// + /// Layer mask used to include the objects for recursive rendering. + /// [Tooltip("Layer Mask. Layer mask used to include the objects for recursive rendering.")] public LayerMaskParameter layerMask = new LayerMaskParameter(-1); + /// + /// Defines the maximal recursion for rays. + /// [Tooltip("Max Depth. Defines the maximal recursion for rays.")] public ClampedIntParameter maxDepth = new ClampedIntParameter(4, 1, 10); + /// + /// This defines the maximal travel distance of rays. + /// [Tooltip("Ray Length. This defines the maximal travel distance of rays.")] public ClampedFloatParameter rayLength = new ClampedFloatParameter(10f, 0f, 50f); } From 995b5c487aa5d28ff2ac0cde637aa8e372577dd3 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Tue, 4 Feb 2020 09:24:27 +0100 Subject: [PATCH 03/44] Merge 7.2.0/bugfix-hdrp (Set of bug fixes and doc) (#5741) * Fix custom pass doc * AO docs (#5730) * Updated missing API doc. (#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again Co-authored-by: Antoine Lelievre Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> --- .../Bin~/FindMissingDocs/FindMissingDocs.exe | Bin 0 -> 5632 bytes .../CHANGELOG.md | 4 +- .../Documentation~/Custom-Pass.md | 8 ++ .../DefaultScene/HDWizard.Configuration.cs | 35 +----- .../Editor/DefaultScene/HDWizard.Window.cs | 5 +- .../Core/Migration/MigrationDescription.cs | 75 +++++++------ .../Lighting/DiffusionProfileOverride.cs | 7 +- .../Light/HDAdditionalLightData.Types.cs | 66 ++++++++--- .../Lighting/Light/HDAdditionalLightData.cs | 32 ++++-- .../Runtime/Lighting/LightCookieManager.cs | 5 + .../Runtime/Lighting/LightDefinition.cs | 6 + .../Runtime/Lighting/Reflection/HDProbe.cs | 3 + .../ScreenSpaceLighting/AmbientOcclusion.cs | 53 +++++++-- .../ScreenSpaceRefraction.cs | 8 +- .../Runtime/Lighting/Shadow/ContactShadows.cs | 26 ++++- .../Lighting/Shadow/HDShadowSettings.cs | 61 ++++++++-- .../Runtime/Lighting/Shadow/MicroShadowing.cs | 9 ++ .../DensityVolume.Migration.cs | 1 + .../VolumetricLighting/DensityVolume.cs | 72 ++++++++---- .../Runtime/Material/Decal/DecalProjector.cs | 3 + .../DiffusionProfileSettings.cs | 27 +++-- .../CustomPostProcessInjectionPoint.cs | 6 + .../Camera/HDAdditionalCameraData.cs | 104 ++++++++++++++++-- .../HDRenderPipelineEditorResources.cs | 3 +- .../Runtime/Utilities/CameraSettings.cs | 1 + .../Runtime/Utilities/ProbeSettings.cs | 2 + .../Utilities/VolumeComponentWithQuality.cs | 8 ++ .../PropertyBinders/HDRPCameraBinder.cs | 35 +++++- 28 files changed, 495 insertions(+), 170 deletions(-) create mode 100644 TestProjects/HDRP_Tests/Assets/FindMissingDocs/Bin~/FindMissingDocs/FindMissingDocs.exe diff --git a/TestProjects/HDRP_Tests/Assets/FindMissingDocs/Bin~/FindMissingDocs/FindMissingDocs.exe b/TestProjects/HDRP_Tests/Assets/FindMissingDocs/Bin~/FindMissingDocs/FindMissingDocs.exe new file mode 100644 index 0000000000000000000000000000000000000000..d76a9149bdd776c82e8b608d394238a5f79d7fc1 GIT binary patch literal 5632 zcmeHLeQX>@6@R;TcAQImi5)v6ie1*{v~t{JZP%tsQaiQdvy(&qs(o<+GK%;1#`d;* 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material import from FBX. -- Added support for Smoothness Fade start work when enabling ray traced reflections +- Added support for Smoothness Fade start work when enabling ray traced reflections. +- Added Contact shadow, Micro shadows and Screen space refraction API documentation. - Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, etc. ### Fixed @@ -131,6 +132,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the blend of reflections based on the weight. - Fixed fallback for ray traced reflections when denoising is enabled. - Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) +- Fixed Wizard check order for `Hardware and OS` and `Direct3D12` ### Changed - Hide unused LOD settings in Quality Settings legacy window. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md index b41e8ddce6a..7473e0a973e 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md @@ -252,6 +252,7 @@ To do a FullScreen pass using a material, we uses `CoreUtils.DrawFullScreen` whi ```CSharp SetCameraRenderTarget(cmd); // Bind the camera color buffer along with depth without clearing the buffers. +// Or set the a custom render target with CoreUtils.SetRenderTarget() CoreUtils.DrawFullScreen(cmd, material, shaderPassId: 0); ``` @@ -331,6 +332,13 @@ it will allow you to add more layers / custom culling option to the cullingResul > **⚠️ WARNING: Opaque objects may not be visible** if they are rendered only during the custom pass, because we assume that they already are in the depth pre-pass, we set the `Depth Test` to `Depth Equal`. Because of this you may need to override the `Depth Test` to `Less Equal` using the `depthState` property of the [RenderStateBlock](https://docs.unity3d.com/ScriptReference/Rendering.RenderStateBlock.html). +### Troubleshooting + +**Scaling issues**, they can appear when you have two cameras that are not using the same resolution (most common case in game and scene views) and can be caused by: + +- Calls to [CommandBuffer.SetRenderTarget()](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetRenderTarget.html) instead of [CoreUtils.SetRenderTarget()](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/index.html?subfolder=/api/UnityEngine.Rendering.CoreUtils.html#UnityEngine_Rendering_CoreUtils_SetRenderTarget_CommandBuffer_UnityEngine_Rendering_RTHandle_UnityEngine_Rendering_RTHandle_UnityEngine_Rendering_ClearFlag_System_Int32_CubemapFace_System_Int32_). Note that the CoreUtils one also sets the viewport. +- In the shader, a missing multiplication by `_RTHandleScale.xy` for the UVs when sampling an RTHandle buffer. + ## Example: Glitch Effect (without code) To apply a glitch effect on top of objects, we can use ShaderGraph with custom passes: diff --git a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs index a5125e48784..be48c890c9d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs +++ b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs @@ -164,7 +164,6 @@ Entry[] entries new Entry(InclusiveScope.XRManagement, Style.vrSinglePassInstancing, () => false, null), new Entry(InclusiveScope.VR, Style.vrLegacyHelpersPackage, IsVRLegacyHelpersCorrect, FixVRLegacyHelpers), - new Entry(InclusiveScope.DXR, Style.dxrSupported, IsDXRSupported, null), new Entry(InclusiveScope.DXR, Style.dxrAutoGraphicsAPI, IsDXRAutoGraphicsAPICorrect, FixDXRAutoGraphicsAPI), new Entry(InclusiveScope.DXR, Style.dxrD3D12, IsDXRDirect3D12Correct, FixDXRDirect3D12), new Entry(InclusiveScope.DXR, Style.dxrStaticBatching, IsDXRStaticBatchingCorrect, FixDXRStaticBatching), @@ -497,28 +496,17 @@ bool IsDXRAllCorrect() void FixDXRAll() => FixAllEntryInScope(InclusiveScope.DXR); - - bool IsDXRSupported() - => HDRenderPipeline.rayTracingSupportedBySystem; bool IsDXRAutoGraphicsAPICorrect() => !PlayerSettings.GetUseDefaultGraphicsAPIs(CalculateSelectedBuildTarget()); void FixDXRAutoGraphicsAPI(bool fromAsyncUnused) - { - if (!IsDXRSupported()) - return; - - PlayerSettings.SetUseDefaultGraphicsAPIs(CalculateSelectedBuildTarget(), false); - } + => PlayerSettings.SetUseDefaultGraphicsAPIs(CalculateSelectedBuildTarget(), false); static bool reloadNeeded = false; bool IsDXRDirect3D12Correct() => PlayerSettings.GetGraphicsAPIs(CalculateSelectedBuildTarget()).FirstOrDefault() == GraphicsDeviceType.Direct3D12 && !reloadNeeded; void FixDXRDirect3D12(bool fromAsyncUnused) { - if (!IsDXRSupported()) - return; - if (GetSupportedGraphicsAPIs(CalculateSelectedBuildTarget()).Contains(GraphicsDeviceType.Direct3D12)) { var buidTarget = CalculateSelectedBuildTarget(); @@ -573,9 +561,6 @@ bool IsDXRAssetCorrect() && HDRenderPipeline.defaultAsset.renderPipelineRayTracingResources != null; void FixDXRAsset(bool fromAsyncUnused) { - if (!IsDXRSupported()) - return; - if (!IsHdrpAssetUsedCorrect()) FixHdrpAssetUsed(fromAsync: false); HDRenderPipeline.defaultAsset.renderPipelineRayTracingResources @@ -598,9 +583,6 @@ bool IsDXRShaderConfigCorrect() } void FixDXRShaderConfig(bool fromAsyncUnused) { - if (!IsDXRSupported()) - return; - Debug.Log("Fixing DXRShaderConfig"); if (!lastPackageConfigInstalledCheck) { @@ -627,9 +609,6 @@ bool IsDXRScreenSpaceShadowCorrect() && HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.hdShadowInitParams.supportScreenSpaceShadows; void FixDXRScreenSpaceShadow(bool fromAsyncUnused) { - if (!IsDXRSupported()) - return; - if (!IsHdrpAssetUsedCorrect()) FixHdrpAssetUsed(fromAsync: false); //as property returning struct make copy, use serializedproperty to modify it @@ -644,9 +623,6 @@ bool IsDXRReflectionsCorrect() && HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.supportSSR; void FixDXRReflections(bool fromAsyncUnused) { - if (!IsDXRSupported()) - return; - if (!IsHdrpAssetUsedCorrect()) FixHdrpAssetUsed(fromAsync: false); //as property returning struct make copy, use serializedproperty to modify it @@ -660,9 +636,6 @@ bool IsDXRStaticBatchingCorrect() => !GetStaticBatching(CalculateSelectedBuildTarget()); void FixDXRStaticBatching(bool fromAsyncUnused) { - if (!IsDXRSupported()) - return; - SetStaticBatching(CalculateSelectedBuildTarget(), false); } @@ -671,9 +644,6 @@ bool IsDXRActivationCorrect() && HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.supportRayTracing; void FixDXRActivation(bool fromAsyncUnused) { - if (!IsDXRSupported()) - return; - if (!IsHdrpAssetUsedCorrect()) FixHdrpAssetUsed(fromAsync: false); //as property returning struct make copy, use serializedproperty to modify it @@ -687,9 +657,6 @@ bool IsDXRDefaultSceneCorrect() => HDProjectSettings.defaultDXRScenePrefab != null; void FixDXRDefaultScene(bool fromAsync) { - if (!IsDXRSupported()) - return; - if (ObjectSelector.opened) return; CreateOrLoadDefaultScene(fromAsync ? () => m_Fixer.Stop() : (Action)null, scene => HDProjectSettings.defaultDXRScenePrefab = scene, forDXR: true); diff --git a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs index 11603d58354..5b92d9ad7ae 100644 --- a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs +++ b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs @@ -131,9 +131,6 @@ public ConfigStyle(string label, string error, string button = resolve, MessageT label: "XR Legacy Helpers Package", error: "XR Legacy Helpers Package will help you to handle inputs."); - public static readonly ConfigStyle dxrSupported = new ConfigStyle( - label: "Hardware and OS", - error: "You hardware and/or OS cannot be used for DXR! (unfixable)"); public static readonly ConfigStyle dxrAutoGraphicsAPI = new ConfigStyle( label: "Auto graphics API", error: "Auto Graphics API is not supported!"); @@ -154,7 +151,7 @@ public ConfigStyle(string label, string error, string button = resolve, MessageT error: "DXR is not activated!"); public static readonly ConfigStyle dxrResources = new ConfigStyle( label: "DXR resources", - error: "There is an issue with the DXR resources!"); + error: "There is an issue with the DXR resources! Or your hardware and/or OS cannot be used for DXR! (unfixable in second case)"); public static readonly ConfigStyle dxrShaderConfig = new ConfigStyle( label: "DXR shader config", error: "There is an issue with the DXR shader config!"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Core/Migration/MigrationDescription.cs b/com.unity.render-pipelines.high-definition/Runtime/Core/Migration/MigrationDescription.cs index f4da9320c61..5502236453f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Core/Migration/MigrationDescription.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Core/Migration/MigrationDescription.cs @@ -25,43 +25,45 @@ params MigrationStep[] steps } } + // Moving the example here as it seems to not be parsed correctly by the doc validation tool... + // + // + // + // class MyComponent : MonoBehaviour, IVersionable + // { + // enum Version + // { + // First, + // Second + // } + // + // static readonly MigrationDescription k_MigrationDescription + // = MigrationDescription.New( + // MigrationStep.New(Version.First, (MyComponent target) => + // { + // // Migration code for first version + // }), + // MigrationStep.New(Version.Second, (MyComponent target) => + // { + // // Migration code for second version + // }) + // ); + // + // [SerializeField] + // Version m_Version; + // Version IVersionable.Version { get { return m_Version; } set { m_Version = value; } } + // + // void Awake() + // { + // k_MigrationDescription.Migrate(this); + // } + // } + // + // + /// Describe migration steps to perform when upgrading from one version of an object to another. /// An enum identifying the version. /// The type to migrate. - /// - /// - /// - /// class MyComponent : MonoBehaviour, IVersionable - /// { - /// enum Version - /// { - /// First, - /// Second - /// } - /// - /// static readonly MigrationDescription k_MigrationDescription - /// = MigrationDescription.New( - /// MigrationStep.New(Version.First, (MyComponent target) => - /// { - /// // Migration code for first version - /// }), - /// MigrationStep.New(Version.Second, (MyComponent target) => - /// { - /// // Migration code for second version - /// }) - /// ); - /// - /// [SerializeField] - /// Version m_Version; - /// Version IVersionable.Version { get { return m_Version; } set { m_Version = value; } } - /// - /// void Awake() - /// { - /// k_MigrationDescription.Migrate(this); - /// } - /// } - /// - /// public struct MigrationDescription where TVersion : struct, IConvertible where TTarget : class, IVersionable @@ -111,6 +113,11 @@ public bool Migrate(TTarget target) return true; } + /// + /// Execute a migration step. + /// + /// Target. + /// Step version. public void ExecuteStep(TTarget target, TVersion stepVersion) { for (int i = 0; i < Steps.Length; ++i) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/DiffusionProfileOverride.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/DiffusionProfileOverride.cs index 17473127776..70f646d59d8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/DiffusionProfileOverride.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/DiffusionProfileOverride.cs @@ -3,14 +3,15 @@ namespace UnityEngine.Rendering.HighDefinition { [Serializable, VolumeComponentMenu("Material/Diffusion Profile Override")] - public sealed class DiffusionProfileOverride : VolumeComponent + sealed class DiffusionProfileOverride : VolumeComponent { [Tooltip("List of diffusion profiles used inside the volume.")] - public DiffusionProfileSettingsParameter diffusionProfiles = new DiffusionProfileSettingsParameter(default(DiffusionProfileSettings[])); + [SerializeField] + internal DiffusionProfileSettingsParameter diffusionProfiles = new DiffusionProfileSettingsParameter(default(DiffusionProfileSettings[])); } [Serializable] - public sealed class DiffusionProfileSettingsParameter : VolumeParameter + sealed class DiffusionProfileSettingsParameter : VolumeParameter { public DiffusionProfileSettingsParameter(DiffusionProfileSettings[] value, bool overrideState = true) : base(value, overrideState) { } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Types.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Types.cs index 768243f9681..f7af4cc618f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Types.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Types.cs @@ -11,39 +11,57 @@ namespace UnityEngine.Rendering.HighDefinition { - /// Type of an HDRP Light + /// Type of an HDRP Light. public enum HDLightType { - /// Complete this type by setting the SpotLightShape too. + /// Spot Light. Complete this type by setting the SpotLightShape too. Spot = LightType.Spot, + /// Directional Light. Directional = LightType.Directional, + /// Point Light. Point = LightType.Point, - /// Complete this type by setting the AreaLightShape too. + /// Area Light. Complete this type by setting the AreaLightShape too. Area = LightType.Area, } + /// Shape of a spot light. public enum SpotLightShape { + /// Cone shape. The default shape of the spot light. Cone, + /// Pyramid shape. Pyramid, + /// Box shape. Similar to a directional light but with bounds. Box }; + /// Shape of an area light public enum AreaLightShape { + /// Rectangle shape. Rectangle, + /// Tube shape. Runtime only Tube, + /// Disc shape. Baking only. Disc, // Sphere, }; + /// + /// Unit of the lights supported in HDRP + /// public enum LightUnit { - Lumen, // lm = total power/flux emitted by the light - Candela, // lm/sr = flux per steradian - Lux, // lm/m² = flux per unit area - Nits, // lm/m²/sr = flux per unit area and per steradian - Ev100, // ISO 100 Exposure Value (https://en.wikipedia.org/wiki/Exposure_value) + /// Total power/flux emitted by the light. + Lumen, + /// Flux per steradian. + Candela, // lm/sr + /// Flux per unit area. + Lux, // lm/m² + /// Flux per unit area and per steradian. + Nits, // lm/m²/sr + /// ISO 100 Exposure Value (https://en.wikipedia.org/wiki/Exposure_value). + Ev100, } internal enum DirectionalLightUnit @@ -66,28 +84,39 @@ internal enum PunctualLightUnit Ev100 = LightUnit.Ev100 } - /// - /// Shadow Update mode - /// + /// Shadow Update mode public enum ShadowUpdateMode { + /// Shadow map will be rendered at every frame. EveryFrame = 0, + /// Shadow will be rendered only when the OnEnable of the light is called. OnEnable, + /// Shadow will be rendered when you call HDAdditionalLightData.RequestShadowMapRendering(). OnDemand } - // Light layering + /// Light Layers. public enum LightLayerEnum { + /// The light will no affect any object. Nothing = 0, // Custom name for "Nothing" option + /// Light Layer 0. LightLayerDefault = 1 << 0, + /// Light Layer 1. LightLayer1 = 1 << 1, + /// Light Layer 2. LightLayer2 = 1 << 2, + /// Light Layer 3. LightLayer3 = 1 << 3, + /// Light Layer 4. LightLayer4 = 1 << 4, + /// Light Layer 5. LightLayer5 = 1 << 5, + /// Light Layer 6. LightLayer6 = 1 << 6, + /// Light Layer 7. LightLayer7 = 1 << 7, + /// Everything. Everything = 0xFF, // Custom name for "Everything" option } @@ -97,18 +126,27 @@ public enum LightLayerEnum /// public enum HDLightTypeAndShape { + /// Point Light. Point, + /// Spot Light with box shape. BoxSpot, + /// Spot Light with pyramid shape. PyramidSpot, + /// Spot Light with cone shape. ConeSpot, + /// Directional Light. Directional, + /// Rectangle Light. RectangleArea, - /// Runtime Only + /// Tube Light, runtime Only. TubeArea, - /// Baking Only + /// Disc light, baking Only DiscArea, } + /// + /// Extension class for the HDLightTypeAndShape type. + /// public static class HDLightTypeExtension { /// 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 b7c6d12d611..799d5631920 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 @@ -26,6 +26,9 @@ struct TimelineWorkaround //@TODO: We should continuously move these values // into the engine when we can see them being generally useful + /// + /// HDRP Additional light data component. It contains the light API and fields used by HDRP. + /// [HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Light-Component" + Documentation.endURL)] [RequireComponent(typeof(Light))] [ExecuteAlways] @@ -1128,6 +1131,10 @@ public Color color @override = k_DefaultShadowResolution, useOverride = true, }; + + /// + /// Retrieve the scalable setting for shadow resolution. Use the SetShadowResolution function to set a custom resolution. + /// public IntScalableSettingValue shadowResolution => m_ShadowResolution; [Range(0.0f, 1.0f)] @@ -1185,6 +1192,10 @@ public float shadowFadeDistance [SerializeField] BoolScalableSettingValue m_UseContactShadow = new BoolScalableSettingValue { useOverride = true }; + + /// + /// Retrieve the scalable setting to use/ignore contact shadows. Toggle the use contact shadow using @override property of the ScalableSetting. + /// public BoolScalableSettingValue useContactShadow => m_UseContactShadow; [SerializeField] @@ -2489,7 +2500,6 @@ public void SetColor(Color color, float colorTemperature = -1) /// /// Toggle the usage of color temperature. /// - /// /// public void EnableColorTemperature(bool enable) { @@ -2526,9 +2536,9 @@ public void SetSpotLightLuxAt(float luxIntensity, float distance) } /// - /// Set light cookie. + /// Set light cookie. Note that the texture must have a power of two size. /// - /// Cookie texture, must be 2D for Directional, Spot and Area light and Cubemap for Point lights + /// Cookie texture, must be 2D for Directional, Spot and Area light and Cubemap for Point lights /// area light public void SetCookie(Texture cookie, Vector2 directionalLightCookieSize) { @@ -2566,7 +2576,7 @@ public void SetCookie(Texture cookie, Vector2 directionalLightCookieSize) /// /// Set light cookie. /// - /// Cookie texture, must be 2D for Directional, Spot and Area light and Cubemap for Point lights + /// Cookie texture, must be 2D for Directional, Spot and Area light and Cubemap for Point lights public void SetCookie(Texture cookie) => SetCookie(cookie, Vector2.zero); /// @@ -2583,8 +2593,8 @@ public void SetSpotAngle(float angle, float innerSpotPercent = 0) /// /// Set the dimmer for light and volumetric light. /// - /// - /// + /// Dimmer for the light + /// Dimmer for the volumetrics public void SetLightDimmer(float dimmer = 1, float volumetricDimmer = 1) { this.lightDimmer = dimmer; @@ -2594,7 +2604,7 @@ public void SetLightDimmer(float dimmer = 1, float volumetricDimmer = 1) /// /// Set the light unit. /// - /// + /// Unit of the light public void SetLightUnit(LightUnit unit) => lightUnit = unit; /// @@ -2618,7 +2628,7 @@ public void SetLightDimmer(float dimmer = 1, float volumetricDimmer = 1) /// /// Set whether the shadow resolution use the override value. /// - /// True to use the override value, false otherwise. + /// True to use the override value, false otherwise. public void SetShadowResolutionOverride(bool useOverride) => shadowResolution.useOverride = useOverride; /// @@ -2645,8 +2655,8 @@ public void SetPCSSParams(int blockerSampleCount = 16, int filterSampleCount = 2 /// /// Set the light layer and shadow map light layer masks. The feature must be enabled in the HDRP asset in norder to work. /// - /// - /// + /// Layer mask for receiving light + /// Layer mask for shadow rendering public void SetLightLayer(LightLayerEnum lightLayerMask, LightLayerEnum shadowLayerMask) { // disable the shadow / light layer link @@ -2696,7 +2706,7 @@ public void SetShadowDimmer(float shadowDimmer = 1, float volumetricShadowDimmer /// /// Set the shadow map light layer masks. The feature must be enabled in the HDRP asset in norder to work. /// - /// + /// public void SetShadowLightLayer(LightLayerEnum shadowLayerMask) => legacyLight.renderingLayerMask = LightLayerToRenderingLayerMask((int)shadowLayerMask, (int)legacyLight.renderingLayerMask); /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs index dbe56ea1b8f..8de7e0f0406 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs @@ -2,10 +2,15 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// Available graphic formats for the cookie atlas texture. + /// [System.Serializable] public enum CookieAtlasGraphicsFormat { + /// Faster sampling but at the cost of precision. R11G11B10 = GraphicsFormat.B10G11R11_UFloatPack32, + /// Better quality and more precision for HDR cookies but uses twice as much memory compared to R11G11B10. R16G16B16A16 = GraphicsFormat.R16G16B16A16_SFloat, } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs index 4ef5ff82c64..c4c150f3de9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs @@ -43,11 +43,17 @@ enum GPUImageBasedLightingType Refraction }; + /// + /// Cookie Mode + /// [GenerateHLSL] public enum CookieMode { + /// No cookie at all. None, + /// Cookie texture with clamped sampling mode. Clamp, + /// Cookie texture with repeat sampling mode. Repeat, } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs index 2b4e45f11d1..9704c75d253 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs @@ -292,6 +292,9 @@ public void SetRenderData(ProbeSettings.Mode targetMode, RenderData renderData) /// The realtime mode of the probe /// public ProbeSettings.RealtimeMode realtimeMode { get => m_ProbeSettings.realtimeMode; set => m_ProbeSettings.realtimeMode = value; } + /// + /// Resolution of the probee. + /// public PlanarReflectionAtlasResolution resolution { get => m_ProbeSettings.resolution; set => m_ProbeSettings.resolution = value; } // Lighting diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs index 1aee344ea15..fe0eec954e6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs @@ -15,16 +15,33 @@ public sealed class AmbientOcclusion : VolumeComponentWithQuality /// public BoolParameter rayTracing = new BoolParameter(false); + /// + /// Controls the strength of the ambient occlusion effect. Increase this value to produce darker areas. + /// public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 4f); + /// + /// Controls how much the ambient occlusion affects direct lighting. + /// public ClampedFloatParameter directLightingStrength = new ClampedFloatParameter(0f, 0f, 1f); - + /// + /// Sampling radius. Bigger the radius, wider AO will be achieved, risking to lose fine details and increasing cost of the effect due to increasing cache misses. + /// public ClampedFloatParameter radius = new ClampedFloatParameter(2.0f, 0.25f, 5.0f); + /// + /// Whether the results are accumulated over time or not. This can get higher quality results at a cheaper cost, but it can lead to temporal artifacts such as ghosting. + /// public BoolParameter temporalAccumulation = new BoolParameter(true); // Temporal only parameters + /// + /// Moving this factor closer to 0 will increase the amount of accepted samples during temporal accumulation, increasing the ghosting, but reducing the temporal noise. + /// public ClampedFloatParameter ghostingReduction = new ClampedFloatParameter(0.5f, 0.0f, 1.0f); // Non-temporal only parameters + /// + /// Modify the non-temporal blur to change how sharp features are preserved. Lower values leads to blurrier/softer results, higher values gets a sharper result, but with the risk of noise. + /// public ClampedFloatParameter blurSharpness = new ClampedFloatParameter(0.1f, 0.0f, 1.0f); // Ray tracing parameters @@ -53,6 +70,10 @@ public sealed class AmbientOcclusion : VolumeComponentWithQuality /// public ClampedFloatParameter denoiserRadius = new ClampedFloatParameter(0.5f, 0.001f, 1.0f); + /// + /// Number of steps to take along one signed direction during horizon search (this is the number of steps in positive and negative direction). Increasing the value can lead to detection + /// of finer details, but is not a guarantee of higher quality otherwise. Also note that increasing this value will lead to higher cost. + /// public int stepCount { get @@ -65,6 +86,9 @@ public int stepCount set { m_StepCount.value = value; } } + /// + /// If this option is set to true, the effect runs at full resolution. This will increases quality, but also decreases performance significantly. + /// public bool fullResolution { get @@ -77,6 +101,11 @@ public bool fullResolution set { m_FullResolution.value = value; } } + /// + /// This field imposes a maximum radius in pixels that will be considered. It is very important to keep this as tight as possible to preserve good performance. + /// Note that the pixel value specified for this field is the value used for 1080p when *not* running the effect at full resolution, it will be scaled accordingly + /// for other resolutions. + /// public int maximumRadiusInPixels { get @@ -89,6 +118,9 @@ public int maximumRadiusInPixels set { m_MaximumRadiusInPixels.value = value; } } + /// + /// This upsample method preserves sharp edges better, however may result in visible aliasing and it is slightly more expensive. + /// public bool bilateralUpsample { get @@ -101,6 +133,9 @@ public bool bilateralUpsample set { m_BilateralUpsample.value = value; } } + /// + /// Number of directions searched for occlusion at each each pixel when temporal accumulation is disabled. + /// public int directionCount { get @@ -179,7 +214,7 @@ void EnsureRTSize(AmbientOcclusion settings, HDCamera hdCamera) hdCamera.AllocateAmbientOcclusionHistoryBuffer(scaleFactor); } - public AmbientOcclusionSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources defaultResources) + internal AmbientOcclusionSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources defaultResources) { m_Settings = hdAsset.currentPlatformRenderPipelineSettings; m_Resources = defaultResources; @@ -190,7 +225,7 @@ public AmbientOcclusionSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResou AllocRT(0.5f); } - public void Cleanup() + internal void Cleanup() { if (HDRenderPipeline.GatherRayTracingSupport(m_Settings)) { @@ -200,14 +235,14 @@ public void Cleanup() ReleaseRT(); } - public void InitRaytracing(HDRenderPipeline renderPipeline) + internal void InitRaytracing(HDRenderPipeline renderPipeline) { m_RaytracingAmbientOcclusion.Init(renderPipeline); } - public bool IsActive(HDCamera camera, AmbientOcclusion settings) => camera.frameSettings.IsEnabled(FrameSettingsField.SSAO) && settings.intensity.value > 0f; + internal bool IsActive(HDCamera camera, AmbientOcclusion settings) => camera.frameSettings.IsEnabled(FrameSettingsField.SSAO) && settings.intensity.value > 0f; - public void Render(CommandBuffer cmd, HDCamera camera, ScriptableRenderContext renderContext, int frameCount) + internal void Render(CommandBuffer cmd, HDCamera camera, ScriptableRenderContext renderContext, int frameCount) { var settings = camera.volumeStack.GetComponent(); @@ -519,7 +554,7 @@ static void UpsampleAO( in RenderAOParameters parameters, } } - public void Dispatch(CommandBuffer cmd, HDCamera camera, int frameCount) + internal void Dispatch(CommandBuffer cmd, HDCamera camera, int frameCount) { var settings = camera.volumeStack.GetComponent(); if (IsActive(camera, settings)) @@ -555,7 +590,7 @@ public void Dispatch(CommandBuffer cmd, HDCamera camera, int frameCount) } } - public void PushGlobalParameters(HDCamera hdCamera, CommandBuffer cmd) + internal void PushGlobalParameters(HDCamera hdCamera, CommandBuffer cmd) { var settings = hdCamera.volumeStack.GetComponent(); if (IsActive(hdCamera, settings)) @@ -564,7 +599,7 @@ public void PushGlobalParameters(HDCamera hdCamera, CommandBuffer cmd) cmd.SetGlobalVector(HDShaderIDs._AmbientOcclusionParam, Vector4.zero); } - public void PostDispatchWork(CommandBuffer cmd, HDCamera camera) + internal void PostDispatchWork(CommandBuffer cmd, HDCamera camera) { var settings = camera.volumeStack.GetComponent(); var aoTexture = IsActive(camera, settings) ? m_AmbientOcclusionTex : TextureXR.GetBlackTexture(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceRefraction.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceRefraction.cs index c7e4549c73e..e3bc5a5144c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceRefraction.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceRefraction.cs @@ -2,7 +2,9 @@ namespace UnityEngine.Rendering.HighDefinition { - + /// + /// A volume component that holds settings for the Screen Space Refraction effect. + /// [Serializable, VolumeComponentMenu("Lighting/Screen Space Refraction")] public class ScreenSpaceRefraction : VolumeComponent { @@ -16,6 +18,10 @@ internal enum RefractionModel int m_InvScreenFadeDistanceID; + /// + /// Controls the distance at which HDRP fades out Screen Space Refraction near the edge of the screen. A value near 0 indicates a small fade distance at the edges, + /// while increasing the value towards one will start the fade closer to the center of the screen. + /// public ClampedFloatParameter screenFadeDistance = new ClampedFloatParameter(0.1f, 0.001f, 1.0f); static ScreenSpaceRefraction s_Default = null; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs index b11deaccc34..a17d4e18af0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs @@ -3,16 +3,40 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// A volume component that holds settings for the Contact Shadows effect. + /// [Serializable, VolumeComponentMenu("Shadowing/Contact Shadows")] public class ContactShadows : VolumeComponentWithQuality { - // Contact shadows + /// + /// When enabled, HDRP processes Contact Shadows for this Volume. + /// public BoolParameter enable = new BoolParameter(false); + /// + /// Controls the length of the rays HDRP uses to calculate Contact Shadows. It is in meters, but it gets scaled by a factor depending on Distance Scale Factor + /// and the depth of the point from where the contact shadow ray is traced. + /// public ClampedFloatParameter length = new ClampedFloatParameter(0.15f, 0.0f, 1.0f); + /// + /// Controls the opacity of the contact shadows. + /// public ClampedFloatParameter opacity = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); + /// + /// Scales the length of the contact shadow ray based on the linear depth value at the origin of the ray. + /// public ClampedFloatParameter distanceScaleFactor = new ClampedFloatParameter(0.5f, 0.0f, 1.0f); + /// + /// The distance from the camera, in meters, at which HDRP begins to fade out Contact Shadows. + /// public MinFloatParameter maxDistance = new MinFloatParameter(50.0f, 0.0f); + /// + /// The distance, in meters, over which HDRP fades Contact Shadows out when past the Max Distance. + /// public MinFloatParameter fadeDistance = new MinFloatParameter(5.0f, 0.0f); + /// + /// Controls the number of samples HDRP takes along each contact shadow ray. Increasing this value can lead to higher quality. + /// public int sampleCount { get diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSettings.cs index 6cb856a1974..6b78ebab3e6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSettings.cs @@ -2,12 +2,18 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// Settings for shadows. + /// [Serializable, VolumeComponentMenu("Shadowing/Shadows")] public class HDShadowSettings : VolumeComponent { float[] m_CascadeShadowSplits = new float[3]; float[] m_CascadeShadowBorders = new float[4]; + /// + /// Repartition of shadow cascade splits for directional lights. + /// public float[] cascadeShadowSplits { get @@ -19,6 +25,9 @@ public float[] cascadeShadowSplits } } + /// + /// Size of the border between each shadow cascades for directional lights. + /// public float[] cascadeShadowBorders { get @@ -37,28 +46,38 @@ public float[] cascadeShadowBorders } } + /// Sets the maximum distance HDRP renders shadows for all Light types. [Tooltip("Sets the maximum distance HDRP renders shadows for all Light types.")] public NoInterpMinFloatParameter maxShadowDistance = new NoInterpMinFloatParameter(500.0f, 0.0f); + /// Multiplier for thick transmission for directional lights. [Tooltip("Multiplier for thick transmission.")] - public ClampedFloatParameter directionalTransmissionMultiplier = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); + public ClampedFloatParameter directionalTransmissionMultiplier = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); + /// Number of cascades HDRP uses for cascaded shadow maps. [Tooltip("Controls the number of cascades HDRP uses for cascaded shadow maps.")] public NoInterpClampedIntParameter cascadeShadowSplitCount = new NoInterpClampedIntParameter(4, 1, 4); + /// Position of the first cascade split as a percentage of Max Distance. [Tooltip("Sets the position of the first cascade split as a percentage of Max Distance.")] - public CascadePartitionSplitParameter cascadeShadowSplit0 = new CascadePartitionSplitParameter(0.05f); + public CascadePartitionSplitParameter cascadeShadowSplit0 = new CascadePartitionSplitParameter(0.05f); + /// Position of the second cascade split as a percentage of Max Distance. [Tooltip("Sets the position of the second cascade split as a percentage of Max Distance.")] - public CascadePartitionSplitParameter cascadeShadowSplit1 = new CascadePartitionSplitParameter(0.15f); - [Tooltip("Sets the position of the third cascade split as a percentage of Max Distance.")] - public CascadePartitionSplitParameter cascadeShadowSplit2 = new CascadePartitionSplitParameter(0.3f); + public CascadePartitionSplitParameter cascadeShadowSplit1 = new CascadePartitionSplitParameter(0.15f); + /// Sets the position of the third cascade split as a percentage of Max Distance. + [Tooltip("Position of the third cascade split as a percentage of Max Distance.")] + public CascadePartitionSplitParameter cascadeShadowSplit2 = new CascadePartitionSplitParameter(0.3f); + /// Border size between the first and second cascade split. [Tooltip("Sets the border size between the first and second cascade split.")] - public CascadeEndBorderParameter cascadeShadowBorder0 = new CascadeEndBorderParameter(0.0f); + public CascadeEndBorderParameter cascadeShadowBorder0 = new CascadeEndBorderParameter(0.0f); + /// Border size between the second and third cascade split. [Tooltip("Sets the border size between the second and third cascade split.")] - public CascadeEndBorderParameter cascadeShadowBorder1 = new CascadeEndBorderParameter(0.0f); + public CascadeEndBorderParameter cascadeShadowBorder1 = new CascadeEndBorderParameter(0.0f); + /// Border size between the third and last cascade split. [Tooltip("Sets the border size between the third and last cascade split.")] - public CascadeEndBorderParameter cascadeShadowBorder2 = new CascadeEndBorderParameter(0.0f); + public CascadeEndBorderParameter cascadeShadowBorder2 = new CascadeEndBorderParameter(0.0f); + /// Border size at the end of the last cascade split. [Tooltip("Sets the border size at the end of the last cascade split.")] - public CascadeEndBorderParameter cascadeShadowBorder3 = new CascadeEndBorderParameter(0.0f); + public CascadeEndBorderParameter cascadeShadowBorder3 = new CascadeEndBorderParameter(0.0f); HDShadowSettings() @@ -86,6 +105,9 @@ internal void InitNormalized(bool normalized) } } + /// + /// Cascade Partition split parameter. + /// [Serializable] public class CascadePartitionSplitParameter : VolumeParameter { @@ -105,12 +127,21 @@ public class CascadePartitionSplitParameter : VolumeParameter internal float representationDistance => maxDistance.value; + /// + /// Size of the split. + /// public override float value { get => m_Value; set => m_Value = Mathf.Clamp(value, min, max); } + /// + /// Cascade Partition split parameter constructor. + /// + /// Initial value. + /// Partition is normalized. + /// Initial override state. public CascadePartitionSplitParameter(float value, bool normalized = false, bool overrideState = false) : base(value, overrideState) => this.normalized = normalized; @@ -125,6 +156,9 @@ internal void Init(NoInterpClampedIntParameter cascadeCounts, int minCascadeToAp } } + /// + /// Cascade End Border parameter. + /// [Serializable] public class CascadeEndBorderParameter : VolumeParameter { @@ -141,12 +175,21 @@ public class CascadeEndBorderParameter : VolumeParameter internal float representationDistance => (((cascadeCounts.value > minCascadeToAppears && max != null) ? max.value : 1f) - (min?.value ?? 0f)) * maxDistance.value; + /// + /// Size of the border. + /// public override float value { get => m_Value; set => m_Value = Mathf.Clamp01(value); } + /// + /// Cascade End Border parameter constructor. + /// + /// Initial value. + /// Normalized. + /// Initial override state. public CascadeEndBorderParameter(float value, bool normalized = false, bool overrideState = false) : base(value, overrideState) => this.normalized = normalized; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs index 59964cc77a5..43e592e090c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs @@ -2,10 +2,19 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// A volume component that holds settings for the Micro Shadows effect. + /// [Serializable, VolumeComponentMenu("Shadowing/Micro Shadows")] public class MicroShadowing : VolumeComponent { + /// + /// When enabled, HDRP processes Micro Shadows for this Volume. + /// public BoolParameter enable = new BoolParameter(false); + /// + /// Controls the opacity of the micro shadows. + /// public ClampedFloatParameter opacity = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); MicroShadowing() diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DensityVolume.Migration.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DensityVolume.Migration.cs index f230b952f2b..ca581ca1c19 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DensityVolume.Migration.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DensityVolume.Migration.cs @@ -4,6 +4,7 @@ namespace UnityEngine.Rendering.HighDefinition { public partial struct DensityVolumeArtistParameters { + /// Obsolete, do not use. [Obsolete("Never worked correctly due to having engine working in percent. Will be removed soon.")] public bool advancedFade => true; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DensityVolume.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DensityVolume.cs index ca060cee6df..90b3e728d1a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DensityVolume.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DensityVolume.cs @@ -3,51 +3,71 @@ namespace UnityEngine.Rendering.HighDefinition { + /// Artist-friendly density volume parametrization. [Serializable] public partial struct DensityVolumeArtistParameters { - public Color albedo; // Single scattering albedo [0, 1]. Alpha is ignored - public float meanFreePath; // In meters [1, inf]. Should be chromatic - this is an optimization! - public float asymmetry; // [-1, 1]. Not currently available for density volumes - + /// Single scattering albedo: [0, 1]. Alpha is ignored. + public Color albedo; + /// Mean free path, in meters: [1, inf]. + public float meanFreePath; // Should be chromatic - this is an optimization! + /// Anisotropy of the phase function: [-1, 1]. Positive values result in forward scattering, and negative values - in backward scattering. + [FormerlySerializedAs("asymmetry")] + public float anisotropy; // . Not currently available for density volumes + + /// Texture containing density values. public Texture3D volumeMask; + /// Scrolling speed of the density texture. public Vector3 textureScrollingSpeed; + /// Tiling rate of the density texture. public Vector3 textureTiling; + /// Edge fade factor along the positive X, Y and Z axes. [FormerlySerializedAs("m_PositiveFade")] - public Vector3 positiveFade; + public Vector3 positiveFade; + /// Edge fade factor along the negative X, Y and Z axes. [FormerlySerializedAs("m_NegativeFade")] - public Vector3 negativeFade; + public Vector3 negativeFade; [SerializeField, FormerlySerializedAs("m_UniformFade")] - internal float m_EditorUniformFade; + internal float m_EditorUniformFade; [SerializeField] - internal Vector3 m_EditorPositiveFade; + internal Vector3 m_EditorPositiveFade; [SerializeField] - internal Vector3 m_EditorNegativeFade; + internal Vector3 m_EditorNegativeFade; [SerializeField, FormerlySerializedAs("advancedFade"), FormerlySerializedAs("m_AdvancedFade")] - internal bool m_EditorAdvancedFade; + internal bool m_EditorAdvancedFade; + /// Dimensions of the volume. public Vector3 size; + /// Inverts the fade gradient. public bool invertFade; + /// Distance at which density fading starts. public float distanceFadeStart; + /// Distance at which density fading ends. public float distanceFadeEnd; - - public int textureIndex; // This shouldn't be public... Internal, maybe? - private Vector3 volumeScrollingAmount; - - public DensityVolumeArtistParameters(Color color, float _meanFreePath, float _asymmetry) + [SerializeField] + internal int textureIndex; + /// Allows translation of the tiling density texture. + [SerializeField, FormerlySerializedAs("volumeScrollingAmount")] + public Vector3 textureOffset; + + /// Constructor. + /// Single scattering albedo. + /// Mean free path. + /// Anisotropy. + public DensityVolumeArtistParameters(Color color, float _meanFreePath, float _anisotropy) { albedo = color; meanFreePath = _meanFreePath; - asymmetry = _asymmetry; + anisotropy = _anisotropy; volumeMask = null; textureIndex = -1; textureScrollingSpeed = Vector3.zero; textureTiling = Vector3.one; - volumeScrollingAmount = textureScrollingSpeed; + textureOffset = textureScrollingSpeed; size = Vector3.one; @@ -70,10 +90,10 @@ internal void Update(bool animate, float time) if (volumeMask != null) { float animationTime = animate ? time : 0.0f; - volumeScrollingAmount = (textureScrollingSpeed * animationTime); + textureOffset = (textureScrollingSpeed * animationTime); // Switch from right-handed to left-handed coordinate system. - volumeScrollingAmount.x = -volumeScrollingAmount.x; - volumeScrollingAmount.y = -volumeScrollingAmount.y; + textureOffset.x = -textureOffset.x; + textureOffset.y = -textureOffset.y; } } @@ -86,9 +106,9 @@ internal void Constrain() meanFreePath = Mathf.Clamp(meanFreePath, 1.0f, float.MaxValue); - asymmetry = Mathf.Clamp(asymmetry, -1.0f, 1.0f); + anisotropy = Mathf.Clamp(anisotropy, -1.0f, 1.0f); - volumeScrollingAmount = Vector3.zero; + textureOffset = Vector3.zero; distanceFadeStart = Mathf.Max(0, distanceFadeStart); distanceFadeEnd = Mathf.Max(distanceFadeStart, distanceFadeEnd); @@ -102,7 +122,7 @@ internal DensityVolumeEngineData ConvertToEngineData() data.scattering = VolumeRenderingUtils.ScatteringFromExtinctionAndAlbedo(data.extinction, (Vector3)(Vector4)albedo); data.textureIndex = textureIndex; - data.textureScroll = volumeScrollingAmount; + data.textureScroll = textureOffset; data.textureTiling = textureTiling; // Clamp to avoid NaNs. @@ -128,18 +148,22 @@ internal DensityVolumeEngineData ConvertToEngineData() } } // class DensityVolumeParameters + /// Density volume class. [HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Density-Volume" + Documentation.endURL)] [ExecuteAlways] [AddComponentMenu("Rendering/Density Volume")] public partial class DensityVolume : MonoBehaviour { + /// Density volume parameters. public DensityVolumeArtistParameters parameters = new DensityVolumeArtistParameters(Color.white, 10.0f, 0.0f); private Texture3D previousVolumeMask = null; + /// Action shich should be performed after updating the texture. public Action OnTextureUpdated; - //Gather and Update any parameters that may have changed + + /// Gather and Update any parameters that may have changed. internal void PrepareParameters(bool animate, float time) { //Texture has been updated notify the manager diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs index fcf3d8edc44..48f81772bf0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs @@ -3,6 +3,9 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// Decal Projector component. + /// [HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Decal-Projector" + Documentation.endURL)] [ExecuteAlways] #if UNITY_EDITOR diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs index 7476a011742..11257072709 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs @@ -13,7 +13,7 @@ class DiffusionProfileConstants } [Serializable] - public sealed class DiffusionProfile : IEquatable + class DiffusionProfile : IEquatable { public enum TexturingMode : uint { @@ -199,17 +199,18 @@ public bool Equals(DiffusionProfile other) } [HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Diffusion-Profile" + Documentation.endURL)] - public sealed partial class DiffusionProfileSettings : ScriptableObject + internal partial class DiffusionProfileSettings : ScriptableObject { - public DiffusionProfile profile; + [SerializeField] + internal DiffusionProfile profile; - [NonSerialized] public Vector4 thicknessRemaps; // Remap: 0 = start, 1 = end - start - [NonSerialized] public Vector4 worldScales; // X = meters per world unit; Y = world units per meter - [NonSerialized] public Vector4 shapeParams; // RGB = S = 1 / D, A = filter radius - [NonSerialized] public Vector4 transmissionTintsAndFresnel0; // RGB = color, A = fresnel0 - [NonSerialized] public Vector4 disabledTransmissionTintsAndFresnel0; // RGB = black, A = fresnel0 - For debug to remove the transmission - [NonSerialized] public Vector4[] filterKernels; // XY = near field, ZW = far field; 0 = radius, 1 = reciprocal of the PDF - [NonSerialized] public int updateCount; + [NonSerialized] internal Vector4 thicknessRemaps; // Remap: 0 = start, 1 = end - start + [NonSerialized] internal Vector4 worldScales; // X = meters per world unit; Y = world units per meter + [NonSerialized] internal Vector4 shapeParams; // RGB = S = 1 / D, A = filter radius + [NonSerialized] internal Vector4 transmissionTintsAndFresnel0; // RGB = color, A = fresnel0 + [NonSerialized] internal Vector4 disabledTransmissionTintsAndFresnel0; // RGB = black, A = fresnel0 - For debug to remove the transmission + [NonSerialized] internal Vector4[] filterKernels; // XY = near field, ZW = far field; 0 = radius, 1 = reciprocal of the PDF + [NonSerialized] internal int updateCount; void OnEnable() { @@ -267,12 +268,14 @@ internal void UpdateCache() updateCount++; } - public bool HasChanged(int update) + internal bool HasChanged(int update) { return update == updateCount; } - // Initialize the settings for the default diffusion profile + /// + /// Initialize the settings for the default diffusion profile. + /// public void SetDefaultParams() { worldScales = Vector4.one; diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/CustomPostProcessing/CustomPostProcessInjectionPoint.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/CustomPostProcessing/CustomPostProcessInjectionPoint.cs index 94293fce718..d07f0cf38d9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/CustomPostProcessing/CustomPostProcessInjectionPoint.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/CustomPostProcessing/CustomPostProcessInjectionPoint.cs @@ -1,9 +1,15 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// Custom Post Processing injection points. + /// public enum CustomPostProcessInjectionPoint { + /// After Opaque and Sky. AfterOpaqueAndSky, + /// Before Post Processing. BeforePostProcess, + /// After Post Processing. AfterPostProcess, } } \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs index e72972925d4..460f93cff7f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs @@ -128,25 +128,42 @@ public void CopyTo(HDPhysicalCamera c) } } + /// + /// Additional component that holds HDRP specific parameters for Cameras. + /// [HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "HDRP-Camera" + Documentation.endURL)] [DisallowMultipleComponent, ExecuteAlways] [RequireComponent(typeof(Camera))] public partial class HDAdditionalCameraData : MonoBehaviour, IFrameSettingsHistoryContainer { + /// + /// How the camera should handle vertically flipping the frame at the end of rendering. + /// public enum FlipYMode { + /// Handle flip automatically. Automatic, + /// For vertical flip. ForceFlipY } + /// + /// Type of buffers that can be accessed for this camera. + /// [Flags] public enum BufferAccessType { + /// Depth buffer. Depth = 1, + /// Normal buffer. Normal = 1 << 1, + /// Color buffer. Color = 1 << 2 } + /// + /// Structure used to access graphics buffers for this camera. + /// public struct BufferAccess { internal BufferAccessType bufferAccess; @@ -156,6 +173,10 @@ internal void Reset() bufferAccess = 0; } + /// + /// Request access to a list of buffer in the form of a bitfield. + /// + /// List of buffers that need to be accessed. public void RequestAccess(BufferAccessType flags) { bufferAccess |= flags; @@ -165,90 +186,132 @@ public void RequestAccess(BufferAccessType flags) // The light culling use standard projection matrices (non-oblique) // If the user overrides the projection matrix with an oblique one // He must also provide a callback to get the equivalent non oblique for the culling + /// + /// Returns the non oblique projection matrix for a particular camera. + /// + /// Requested camera. + /// The non oblique projection matrix for a particular camera. public delegate Matrix4x4 NonObliqueProjectionGetter(Camera camera); Camera m_Camera; + /// + /// Clear mode for the camera background. + /// public enum ClearColorMode { + /// Clear the background with the sky. Sky, + /// Clear the background with a constant color. Color, + /// Don't clear the background. None }; + /// + /// Anti-aliasing mode. + /// public enum AntialiasingMode { + /// No Anti-aliasing. None, + /// FXAA. FastApproximateAntialiasing, + /// Temporal anti-aliasing. TemporalAntialiasing, + /// SMAA. SubpixelMorphologicalAntiAliasing } + /// + /// SMAA quality level. + /// public enum SMAAQualityLevel { + /// Low quality. Low, + /// Medium quality. Medium, + /// High quality. High } - + /// Clear mode for the camera background. public ClearColorMode clearColorMode = ClearColorMode.Sky; + /// HDR color used for clearing the camera background. [ColorUsage(true, true)] public Color backgroundColorHDR = new Color(0.025f, 0.07f, 0.19f, 0.0f); + /// Clear depth as well as color. public bool clearDepth = true; - + /// Layer mask used to select which volumes will influence this camera. [Tooltip("LayerMask HDRP uses for Volume interpolation for this Camera.")] public LayerMask volumeLayerMask = 1; + /// Optional transform override for the position where volumes are interpolated. public Transform volumeAnchorOverride; + /// Anti-aliasing mode. public AntialiasingMode antialiasing = AntialiasingMode.None; + /// Quality of the anti-aliasing when using SMAA. public SMAAQualityLevel SMAAQuality = SMAAQualityLevel.High; + /// Use dithering to filter out minor banding. public bool dithering = false; + /// Use a pass to eliminate NaNs contained in the color buffer before post-processing. public bool stopNaNs = false; + /// Strength of the sharpening component of temporal anti-aliasing. [Range(0, 2)] public float taaSharpenStrength = 0.6f; - // Physical parameters + /// Physical camera parameters. public HDPhysicalCamera physicalParameters = new HDPhysicalCamera(); + /// Vertical flip mode. public FlipYMode flipYMode; + /// Skips rendering settings to directly render in fullscreen (Useful for video). [Tooltip("Skips rendering settings to directly render in fullscreen (Useful for video).")] public bool fullscreenPassthrough = false; + /// Allows dynamic resolution on buffers linked to this camera. [Tooltip("Allows dynamic resolution on buffers linked to this camera.")] public bool allowDynamicResolution = false; - [Tooltip("Allows you to override the default settings for this Renderer.")] + /// Allows you to override the default frame settings for this camera. + [Tooltip("Allows you to override the default settings for this camera.")] public bool customRenderingSettings = false; + /// Invert face culling. public bool invertFaceCulling = false; + /// Probe layer mask. public LayerMask probeLayerMask = ~0; - /// - /// Enable to retain history buffers even if the camera is disabled. - /// + /// Enable to retain history buffers even if the camera is disabled. public bool hasPersistentHistory = false; /// Event used to override HDRP rendering for this particular camera. public event Action customRender; /// True if any Custom Render event is registered for this camera. public bool hasCustomRender { get { return customRender != null; } } - + /// + /// Delegate used to request access to various buffers of this camera. + /// + /// Ref to a BufferAccess structure on which users should specify which buffer(s) they need. public delegate void RequestAccessDelegate(ref BufferAccess bufferAccess); + /// RequestAccessDelegate used to request access to various buffers of this camera. public event RequestAccessDelegate requestGraphicsBuffer; internal float probeCustomFixedExposure = 1.0f; [SerializeField, FormerlySerializedAs("renderingPathCustomFrameSettings")] FrameSettings m_RenderingPathCustomFrameSettings = FrameSettings.NewDefaultCamera(); + /// Mask specifying which frame settings are overridden when using custom frame settings. public FrameSettingsOverrideMask renderingPathCustomFrameSettingsOverrideMask; + /// When using default frame settings, specify which type of frame settings to use. public FrameSettingsRenderType defaultFrameSettings; - + /// Custom frame settings. public ref FrameSettings renderingPathCustomFrameSettings => ref m_RenderingPathCustomFrameSettings; bool IFrameSettingsHistoryContainer.hasCustomFrameSettings @@ -274,6 +337,10 @@ FrameSettingsHistory IFrameSettingsHistoryContainer.frameSettingsHistory string IFrameSettingsHistoryContainer.panelName => m_CameraRegisterName; + /// + /// . + /// + /// . Action IDebugData.GetReset() //caution: we actually need to retrieve the right //m_FrameSettingsHistory as it is a struct so no direct @@ -386,6 +453,10 @@ public void SetAOVRequests(AOVRequestDataCollection aovRequests) internal bool isEditorCameraPreview { get; set; } // This is use to copy data into camera for the Reset() workflow in camera editor + /// + /// Copy HDAdditionalCameraData. + /// + /// Component to copy to. public void CopyTo(HDAdditionalCameraData data) { data.clearColorMode = clearColorMode; @@ -412,8 +483,16 @@ public void CopyTo(HDAdditionalCameraData data) // For custom projection matrices // Set the proper getter + /// + /// Specify a custom getter for non oblique projection matrix. + /// public NonObliqueProjectionGetter nonObliqueProjectionGetter = GeometryUtils.CalculateProjectionMatrix; + /// + /// Returns the non oblique projection matrix for this camera. + /// + /// Requested camera. + /// The non oblique projection matrix for this camera. public Matrix4x4 GetNonObliqueProjection(Camera camera) { return nonObliqueProjectionGetter(camera); @@ -522,6 +601,13 @@ internal BufferAccessType GetBufferAccess() return result.bufferAccess; } + /// + /// Returns the requested graphics buffer. + /// Users should use the requestGraphicsBuffer event to make sure that the required buffers are requested first. + /// Note that depending on the current frame settings some buffers may not be available. + /// + /// Type of the requested buffer. + /// Requested buffer as a RTHandle. Can be null if the buffer is not available. public RTHandle GetGraphicsBuffer(BufferAccessType type) { HDCamera hdCamera = HDCamera.GetOrCreate(m_Camera); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineEditorResources.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineEditorResources.cs index 6c8919f6d1c..dc09bc40684 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineEditorResources.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineEditorResources.cs @@ -21,7 +21,8 @@ public partial class HDRenderPipelineEditorResources : ScriptableObject "Runtime/RenderPipelineResources/Skin Diffusion Profile.asset", "Runtime/RenderPipelineResources/Foliage Diffusion Profile.asset" })] - public DiffusionProfileSettings[] defaultDiffusionProfileSettingsList; + [SerializeField] + internal DiffusionProfileSettings[] defaultDiffusionProfileSettingsList; [Reload("Editor/RenderPipelineResources/DefaultSettingsVolumeProfile.asset")] public VolumeProfile defaultSettingsVolumeProfile; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs index f65a25b3b53..606dbe3112e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs @@ -268,6 +268,7 @@ public struct Culling probeRangeCompressionFactor = 1.0f }; + /// Default camera settings. public static readonly CameraSettings defaultCameraSettingsNonAlloc = NewDefault(); /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs index 46557f9c9c0..faa360006dd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs @@ -42,6 +42,7 @@ public enum ProbeSettingsFields frustumViewerScale = 1 << 14, /// lighting.fadeDistance lightingFadeDistance = 1 << 15, + /// resolution. resolution = 1 << 16, } @@ -256,6 +257,7 @@ public enum FOVMode /// Camera settings to use when capturing data. /// The resolution of the probe. public PlanarReflectionAtlasResolution resolution; + /// Probe camera settings. [Serialization.FormerlySerializedAs("camera")] public CameraSettings cameraSettings; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/VolumeComponentWithQuality.cs b/com.unity.render-pipelines.high-definition/Runtime/Utilities/VolumeComponentWithQuality.cs index acb8357d75e..05c52bf7203 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Utilities/VolumeComponentWithQuality.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/VolumeComponentWithQuality.cs @@ -2,8 +2,12 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// Volume Component that uses Quality Settings. + /// public abstract class VolumeComponentWithQuality : VolumeComponent { + /// Quality level used by this component. [Tooltip("Specifies the quality level to be used for performance relevant parameters.")] public ScalableSettingLevelParameter quality = new ScalableSettingLevelParameter((int)ScalableSettingLevelParameter.Level.Medium, false); @@ -29,6 +33,10 @@ static internal GlobalLightingQualitySettings GetLightingQualitySettings() return null; } + /// + /// Returns true if the component uses parameters from the quality settings. + /// + /// True if the component uses parameters from the quality settings. protected bool UsesQualitySettings() { return !quality.levelAndOverride.useOverride && (HDRenderPipeline)RenderPipelineManager.currentPipeline != null; diff --git a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Utility/PropertyBinders/HDRPCameraBinder.cs b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Utility/PropertyBinders/HDRPCameraBinder.cs index 0c063c5aa65..38155111c86 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Utility/PropertyBinders/HDRPCameraBinder.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Utility/PropertyBinders/HDRPCameraBinder.cs @@ -1,4 +1,4 @@ -using System.Collections; +using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; @@ -7,9 +7,15 @@ namespace UnityEngine.VFX.Utility { + /// + /// Camera parameter binding helper class. + /// [VFXBinder("HDRP/HDRP Camera")] public class HDRPCameraBinder : VFXBinderBase { + /// + /// Camera HDRP additional data. + /// public HDAdditionalCameraData AdditionalData; Camera m_Camera; @@ -29,6 +35,10 @@ public class HDRPCameraBinder : VFXBinderBase ExposedProperty m_DepthBuffer; ExposedProperty m_ColorBuffer; + /// + /// Set a camera property. + /// + /// Property name. public void SetCameraProperty(string name) { CameraProperty = name; @@ -62,6 +72,9 @@ void RequestHDRPBuffersAccess(ref HDAdditionalCameraData.BufferAccess access) access.RequestAccess(HDAdditionalCameraData.BufferAccessType.Depth); } + /// + /// OnEnable implementation. + /// protected override void OnEnable() { base.OnEnable(); @@ -71,6 +84,10 @@ protected override void OnEnable() UpdateSubProperties(); } + + /// + /// OnDisable implementation. + /// protected override void OnDisable() { base.OnDisable(); @@ -87,9 +104,14 @@ private void OnValidate() AdditionalData.requestGraphicsBuffer += RequestHDRPBuffersAccess; } + /// + /// Returns true if the Visual Effect and the configuration of the binder are valid to perform the binding. + /// + /// Component to be tested. + /// True if the Visual Effect and the configuration of the binder are valid to perform the binding. public override bool IsValid(VisualEffect component) { - return AdditionalData != null + return AdditionalData != null && m_Camera != null && component.HasVector3(m_Position) && component.HasVector3(m_Angles) @@ -103,7 +125,10 @@ public override bool IsValid(VisualEffect component) && component.HasTexture(m_ColorBuffer); } - + /// + /// Update bindings for a visual effect. + /// + /// Component to update. public override void UpdateBinding(VisualEffect component) { var depth = AdditionalData.GetGraphicsBuffer(HDAdditionalCameraData.BufferAccessType.Depth); @@ -132,6 +157,10 @@ public override void UpdateBinding(VisualEffect component) } + /// + /// To string implementation. + /// + /// String containing the binder information. public override string ToString() { return string.Format($"HDRP Camera : '{(AdditionalData == null? "null" : AdditionalData.gameObject.name)}' -> {CameraProperty}"); From e051d5baa154d0e1a962d7f2e9d0e1cf2efefc06 Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Tue, 4 Feb 2020 10:04:39 +0100 Subject: [PATCH 04/44] [Backport 2019.3] Camera Stacking fixes. (#5735) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * Fix color grading LUT. * Fixed post-processing when SMAA was enabled. * PPv2 fixes. * made OnFinishCameraStackRendering internal. * Exposed Volume properties in Overlay Cameras. Created a test scene for CameraStacking and Volumes * Hide clear depth and clear color in the overlay camera. * revert bad changeset * Fixed the volume trigger not working when set to none. * Disabled overlay camera require depth and opaque data * Exposed ViewportRect when having render texture as output * Added Reference Images to tests 125 and created a test 119 for cameras outputting to RT with viewport rect * Disabling CameraStackingVolume test in the build settings Currently it doesn't work because it's not reading from the backbuffer, therefore only outputting black images * Revert Changes to post processing profiles not related to Camera Stacking Co-authored-by: Elvar Ă–rn Unnþórsson Co-authored-by: Andre McGrail --- .../Assets/CommonAssets/ForwardRenderer.asset | 1 + .../ReferenceImages/Linear/Android.meta | 8 + .../Linear/Android/OpenGLES3.meta | 8 + .../119_CameraToRTWithViewportRect.png | 3 + .../119_CameraToRTWithViewportRect.png.meta | 91 + .../OpenGLES3/125_CameraStackingVolumes.png | 3 + .../125_CameraStackingVolumes.png.meta | 91 + .../ReferenceImages/Linear/LinuxEditor.meta | 8 + .../Linear/LinuxEditor/OpenGLCore.meta | 8 + .../119_CameraToRTWithViewportRect.png | 3 + .../119_CameraToRTWithViewportRect.png.meta | 91 + .../OpenGLCore/125_CameraStackingVolumes.png | 3 + .../125_CameraStackingVolumes.png.meta | 91 + .../Linear/LinuxEditor/Vulkan.meta | 8 + .../Vulkan/119_CameraToRTWithViewportRect.png | 3 + .../119_CameraToRTWithViewportRect.png.meta | 91 + .../Vulkan/125_CameraStackingVolumes.png | 3 + .../Vulkan/125_CameraStackingVolumes.png.meta | 91 + .../Metal/119_CameraToRTWithViewportRect.png | 3 + .../119_CameraToRTWithViewportRect.png.meta | 91 + .../Metal/125_CameraStackingVolumes.png | 3 + .../Metal/125_CameraStackingVolumes.png.meta | 91 + .../119_CameraToRTWithViewportRect.png | 3 + .../119_CameraToRTWithViewportRect.png.meta | 91 + .../OpenGLCore/125_CameraStackingVolumes.png | 3 + .../125_CameraStackingVolumes.png.meta | 91 + .../Metal/119_CameraToRTWithViewportRect.png | 3 + .../119_CameraToRTWithViewportRect.png.meta | 91 + .../Metal/125_CameraStackingVolumes.png | 3 + .../Metal/125_CameraStackingVolumes.png.meta | 91 + .../119_CameraToRTWithViewportRect.png | 3 + .../119_CameraToRTWithViewportRect.png.meta | 91 + .../OpenGLCore/125_CameraStackingVolumes.png | 3 + .../125_CameraStackingVolumes.png.meta | 91 + .../119_CameraToRTWithViewportRect.png | 3 + .../119_CameraToRTWithViewportRect.png.meta | 91 + .../Direct3D11/125_CameraStackingVolumes.png | 3 + .../125_CameraStackingVolumes.png.meta | 91 + .../Vulkan/119_CameraToRTWithViewportRect.png | 3 + .../119_CameraToRTWithViewportRect.png.meta | 91 + .../Vulkan/125_CameraStackingVolumes.png | 3 + .../Vulkan/125_CameraStackingVolumes.png.meta | 91 + .../119_CameraToRTWithViewportRect.png | 3 + .../119_CameraToRTWithViewportRect.png.meta | 91 + .../Direct3D11/125_CameraStackingVolumes.png | 3 + .../125_CameraStackingVolumes.png.meta | 91 + .../Vulkan/119_CameraToRTWithViewportRect.png | 3 + .../119_CameraToRTWithViewportRect.png.meta | 91 + .../Vulkan/125_CameraStackingVolumes.png | 3 + .../Vulkan/125_CameraStackingVolumes.png.meta | 91 + .../Textures/Scavengers_SpriteSheet.png.meta | 1057 +++- .../011_UnlitSprites/Textures/bg.png.meta | 67 +- .../011_UnlitSprites/Textures/box.png.meta | 67 +- .../Textures/colorVenDiagram(Sprite).psd.meta | 40 +- .../119_CameraToRTWithViewportRect.meta | 8 + .../119_CameraToRTWithViewportRect.unity | 4599 +++++++++++++++++ .../119_CameraToRTWithViewportRect.unity.meta | 9 + .../MapRenderTexture.renderTexture | 37 + .../MapRenderTexture.renderTexture.meta | 8 + .../Scenes/125_CameraStackingVolumes.meta | 8 + .../Scenes/125_CameraStackingVolumes.unity | 1392 +++++ .../125_CameraStackingVolumes.unity.meta | 7 + .../125_ChannelMixerPostProcessing.asset | 75 + .../125_ChannelMixerPostProcessing.asset.meta | 8 + .../125_ColorAdjustmentsPostProcessing.asset | 92 + ..._ColorAdjustmentsPostProcessing.asset.meta | 8 + .../125_FilmGrainPostProcessing.asset | 76 + .../125_FilmGrainPostProcessing.asset.meta | 8 + .../125_VignettePostProcessing.asset | 104 + .../125_VignettePostProcessing.asset.meta | 8 + .../ProjectSettings/EditorBuildSettings.asset | 6 + .../ProjectSettings/TagManager.asset | 8 +- .../CHANGELOG.md | 1 + .../UniversalRenderPipelineCameraEditor.cs | 74 +- .../Runtime/ForwardRenderer.cs | 9 + .../Runtime/Passes/ColorGradingLutPass.cs | 2 +- .../Runtime/Passes/PostProcessPass.cs | 4 +- .../Runtime/Passes/ScriptableRenderPass.cs | 3 +- .../Runtime/UniversalRenderPipeline.cs | 38 +- 79 files changed, 9652 insertions(+), 280 deletions(-) create mode 100644 TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/Android.meta create mode 100644 TestProjects/UniversalGraphicsTest/Assets/ReferenceImages/Linear/Android/OpenGLES3.meta create mode 100644 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spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 alphaIsTransparency: 1 + spriteTessellationDetail: -1 textureType: 8 - buildTargetSettings: [] + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 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 spriteSheet: + serializedVersion: 2 sprites: - - name: Scavengers_SpriteSheet_0 + - serializedVersion: 2 + name: Scavengers_SpriteSheet_0 rect: serializedVersion: 2 x: 0 @@ -115,8 +249,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_1 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 02305410000000000800000000000000 + internalID: 21300000 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_1 rect: serializedVersion: 2 x: 32 @@ -126,8 +270,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_2 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 22305410000000000800000000000000 + internalID: 21300002 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_2 rect: serializedVersion: 2 x: 64 @@ -137,8 +291,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_3 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 42305410000000000800000000000000 + internalID: 21300004 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_3 rect: serializedVersion: 2 x: 96 @@ -148,8 +312,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_4 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 62305410000000000800000000000000 + internalID: 21300006 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_4 rect: serializedVersion: 2 x: 128 @@ -159,8 +333,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_5 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 82305410000000000800000000000000 + internalID: 21300008 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_5 rect: serializedVersion: 2 x: 160 @@ -170,8 +354,18 @@ TextureImporter: 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physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: e2305410000000000800000000000000 + internalID: 21300014 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_8 rect: serializedVersion: 2 x: 0 @@ -203,8 +417,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_9 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 03305410000000000800000000000000 + internalID: 21300016 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_9 rect: serializedVersion: 2 x: 32 @@ -214,8 +438,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_10 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 23305410000000000800000000000000 + internalID: 21300018 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_10 rect: serializedVersion: 2 x: 64 @@ -225,8 +459,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_11 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 43305410000000000800000000000000 + internalID: 21300020 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_11 rect: serializedVersion: 2 x: 96 @@ -236,8 +480,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_12 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 63305410000000000800000000000000 + internalID: 21300022 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_12 rect: serializedVersion: 2 x: 128 @@ -247,8 +501,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_13 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 83305410000000000800000000000000 + internalID: 21300024 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_13 rect: serializedVersion: 2 x: 160 @@ -258,8 +522,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_14 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: a3305410000000000800000000000000 + internalID: 21300026 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_14 rect: serializedVersion: 2 x: 192 @@ -269,8 +543,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, 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spriteID: 04305410000000000800000000000000 + internalID: 21300032 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_17 rect: serializedVersion: 2 x: 32 @@ -302,8 +606,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_18 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 24305410000000000800000000000000 + internalID: 21300034 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_18 rect: serializedVersion: 2 x: 64 @@ -313,8 +627,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_19 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 44305410000000000800000000000000 + internalID: 21300036 + vertices: [] + indices: + edges: [] + weights: [] + - 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[] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: e4305410000000000800000000000000 + internalID: 21300046 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_24 rect: serializedVersion: 2 x: 0 @@ -379,8 +753,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_25 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 05305410000000000800000000000000 + internalID: 21300048 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_25 rect: serializedVersion: 2 x: 32 @@ -390,8 +774,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_26 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 25305410000000000800000000000000 + internalID: 21300050 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_26 rect: serializedVersion: 2 x: 64 @@ -401,8 +795,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_27 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 45305410000000000800000000000000 + internalID: 21300052 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_27 rect: serializedVersion: 2 x: 96 @@ -412,8 +816,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_28 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 65305410000000000800000000000000 + internalID: 21300054 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_28 rect: serializedVersion: 2 x: 128 @@ -423,8 +837,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_29 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 85305410000000000800000000000000 + internalID: 21300056 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_29 rect: serializedVersion: 2 x: 160 @@ -434,8 +858,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_30 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: a5305410000000000800000000000000 + internalID: 21300058 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_30 rect: serializedVersion: 2 x: 192 @@ -445,8 +879,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_31 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: c5305410000000000800000000000000 + internalID: 21300060 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_31 rect: serializedVersion: 2 x: 224 @@ -456,8 +900,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_32 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: e5305410000000000800000000000000 + internalID: 21300062 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_32 rect: serializedVersion: 2 x: 0 @@ -467,8 +921,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_33 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 06305410000000000800000000000000 + internalID: 21300064 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_33 rect: serializedVersion: 2 x: 32 @@ -478,8 +942,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_34 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 26305410000000000800000000000000 + internalID: 21300066 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_34 rect: serializedVersion: 2 x: 64 @@ -489,8 +963,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_35 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 46305410000000000800000000000000 + internalID: 21300068 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_35 rect: serializedVersion: 2 x: 96 @@ -500,8 +984,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_36 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 66305410000000000800000000000000 + internalID: 21300070 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_36 rect: serializedVersion: 2 x: 128 @@ -511,8 +1005,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_37 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 86305410000000000800000000000000 + internalID: 21300072 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_37 rect: serializedVersion: 2 x: 160 @@ -522,8 +1026,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_38 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: a6305410000000000800000000000000 + internalID: 21300074 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_38 rect: serializedVersion: 2 x: 192 @@ -533,8 +1047,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_39 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: c6305410000000000800000000000000 + internalID: 21300076 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_39 rect: serializedVersion: 2 x: 224 @@ -544,8 +1068,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_40 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: e6305410000000000800000000000000 + internalID: 21300078 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_40 rect: serializedVersion: 2 x: 0 @@ -555,8 +1089,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_41 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 07305410000000000800000000000000 + internalID: 21300080 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_41 rect: serializedVersion: 2 x: 32 @@ -566,8 +1110,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_42 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 27305410000000000800000000000000 + internalID: 21300082 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_42 rect: serializedVersion: 2 x: 64 @@ -577,8 +1131,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_43 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 47305410000000000800000000000000 + internalID: 21300084 + vertices: [] + indices: + edges: [] + weights: [] + - serializedVersion: 2 + name: Scavengers_SpriteSheet_43 rect: serializedVersion: 2 x: 96 @@ -588,8 +1152,18 @@ TextureImporter: alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} - packingTag: - - name: Scavengers_SpriteSheet_44 + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 67305410000000000800000000000000 + internalID: 21300086 + vertices: [] + indices: + edges: [] + weights: [] + - 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100644 --- a/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset @@ -215,6 +215,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/108_MoveCamera.unity guid: 5365b5739a6ca3c40bd03dc1ee5cb3c6 + - enabled: 1 + path: Assets/Scenes/119_CameraToRTWithViewportRect.unity + guid: c7b61419ee9382545afe530714fda0c2 - enabled: 1 path: Assets/Scenes/120_RenderUICustomRendererNoPP.unity guid: 40c4ce99a7711204d978b31395d890b4 @@ -224,4 +227,7 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/122_RenderUICustomRendererFXAA.unity guid: 9fc0d4010bbf28b4594072e72b8655ab + - enabled: 0 + path: Assets/Scenes/125_CameraStackingVolumes.unity + guid: 9173c5ffc1365594aa9b927c4cd84c54 m_configObjects: {} diff --git a/TestProjects/UniversalGraphicsTest/ProjectSettings/TagManager.asset b/TestProjects/UniversalGraphicsTest/ProjectSettings/TagManager.asset index 16ddb0d35c4..1fbdc60b0b1 100644 --- a/TestProjects/UniversalGraphicsTest/ProjectSettings/TagManager.asset +++ b/TestProjects/UniversalGraphicsTest/ProjectSettings/TagManager.asset @@ -13,10 +13,10 @@ TagManager: - UI - - - - - - - - - - + - VolumeLayer1 + - VolumeLayer2 + - VolumeLayer3 + - VolumeLayer4 - - - diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index e29cd3d7642..e78d0e161c6 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -45,6 +45,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue where the editor would sometimes crash when using additional lights [case 1176131](https://issuetracker.unity3d.com/issues/mac-crash-on-processshadowcasternodevisibilityandcullwithoutumbra-when-same-rp-asset-is-set-in-graphics-and-quality-settings) - Fixed an issue that allowed height-based blending on Terrains with more than 4 materials, which is not supported and causes artifacts. - Fixed an issue where a depth texture was always created when post-processing was enabled, even if no effects made use of it. +- Fixed an issue where the Volume System would not use the Cameras Transform when no `Volume Trigger` was set. ## [7.1.8] - 2020-01-20 diff --git a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineCameraEditor.cs b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineCameraEditor.cs index 54ee9ac2975..d3f91df6fb9 100644 --- a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineCameraEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineCameraEditor.cs @@ -436,30 +436,25 @@ public override void OnInspectorGUI() settings.Update(); UpdateAnimationValues(false); - DrawCameraType(); + // Get the type of Camera we are using + CameraRenderType camType = (CameraRenderType)m_AdditionalCameraDataCameraTypeProp.intValue; + + DrawCameraType(camType); EditorGUILayout.Space(); EditorGUI.indentLevel++; - // Get the type of Camera we are using - var camType = (CameraRenderType)m_AdditionalCameraDataCameraTypeProp.intValue; - // Game Camera + DrawCommonSettings(); + DrawRenderingSettings(camType); + DrawEnvironmentSettings(camType); + + // Settings only relevant to base cameras if (camType == CameraRenderType.Base) { - DrawCommonSettings(); - DrawRenderingSettings(); - DrawEnvironmentSettings(); DrawOutputSettings(); DrawStackSettings(); } - // Overlay Camera - if (camType == CameraRenderType.Overlay) - { - DrawCommonSettings(); - DrawRenderingSettings(); - } - EditorGUI.indentLevel--; settings.ApplyModifiedProperties(); } @@ -533,20 +528,23 @@ void DrawStackSettings() EditorGUILayout.EndFoldoutHeaderGroup(); } - void DrawEnvironmentSettings() + void DrawEnvironmentSettings(CameraRenderType camType) { m_EnvironmentSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_EnvironmentSettingsFoldout.value, Styles.environmentSettingsText); if (m_EnvironmentSettingsFoldout.value) { - DrawClearFlags(); - - if (GetBackgroundType((CameraClearFlags)settings.clearFlags.intValue) == BackgroundType.SolidColor) + if (camType == CameraRenderType.Base) { - using (var group = new EditorGUILayout.FadeGroupScope(m_ShowBGColorAnim.faded)) + DrawClearFlags(); + + if (GetBackgroundType((CameraClearFlags)settings.clearFlags.intValue) == BackgroundType.SolidColor) { - if (group.visible) + using (var group = new EditorGUILayout.FadeGroupScope(m_ShowBGColorAnim.faded)) { - settings.DrawBackgroundColor(); + if (group.visible) + { + settings.DrawBackgroundColor(); + } } } } @@ -557,30 +555,32 @@ void DrawEnvironmentSettings() EditorGUILayout.EndFoldoutHeaderGroup(); } - void DrawRenderingSettings() + void DrawRenderingSettings(CameraRenderType camType) { m_RenderingSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_RenderingSettingsFoldout.value, Styles.renderingSettingsText); if (m_RenderingSettingsFoldout.value) { DrawRenderer(); - var selectedCameraType = (CameraRenderType)m_AdditionalCameraDataCameraTypeProp.intValue; - if (selectedCameraType == CameraRenderType.Base) + if (camType == CameraRenderType.Base) + { DrawPostProcessing(); - - if (selectedCameraType == CameraRenderType.Overlay) + } + else if (camType == CameraRenderType.Overlay) { + DrawPostProcessingOverlay(); EditorGUILayout.PropertyField(m_AdditionalCameraClearDepth, Styles.clearDepth); m_AdditionalCameraDataSO.ApplyModifiedProperties(); - DrawPostProcessingOverlay(); } - DrawOpaqueTexture(); - DrawDepthTexture(); DrawRenderShadows(); - if (selectedCameraType == CameraRenderType.Base) + if (camType == CameraRenderType.Base) + { DrawPriority(); + DrawOpaqueTexture(); + DrawDepthTexture(); + } settings.DrawCullingMask(); settings.DrawOcclusionCulling(); @@ -628,7 +628,7 @@ void DrawOutputSettings() { DrawTargetTexture(); - if(camera.targetTexture == null) + if (camera.targetTexture == null) { DrawHDR(); DrawMSAA(); @@ -636,7 +636,10 @@ void DrawOutputSettings() settings.DrawDynamicResolution(); settings.DrawMultiDisplay(); } - // Third option comes later. + else + { + settings.DrawNormalizedViewPort(); + } EditorGUILayout.Space(); EditorGUILayout.Space(); @@ -646,13 +649,10 @@ void DrawOutputSettings() EditorGUILayout.EndFoldoutHeaderGroup(); } - void DrawCameraType() + void DrawCameraType(CameraRenderType camType) { - CameraRenderType selectedCameraType; - selectedCameraType = (CameraRenderType)m_AdditionalCameraDataCameraTypeProp.intValue; - EditorGUI.BeginChangeCheck(); - int selCameraType = EditorGUILayout.IntPopup(Styles.cameraType, (int)selectedCameraType, Styles.m_CameraTypeNames.ToArray(), Styles.additionalDataCameraTypeOptions); + int selCameraType = EditorGUILayout.IntPopup(Styles.cameraType, (int)camType, Styles.m_CameraTypeNames.ToArray(), Styles.additionalDataCameraTypeOptions); if (EditorGUI.EndChangeCheck()) { m_AdditionalCameraDataCameraTypeProp.intValue = selCameraType; diff --git a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs index 904f0993057..8b89fade35d 100644 --- a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs @@ -141,6 +141,12 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re // We generate color LUT in the base camera only. This allows us to not break render pass execution for overlay cameras. bool generateColorGradingLUT = anyPostProcessing && cameraData.renderType == CameraRenderType.Base; +#if POST_PROCESSING_STACK_2_0_0_OR_NEWER + // PPv2 doesn't need to generate color grading LUT. + if (postProcessFeatureSet == PostProcessingFeatureSet.PostProcessingV2) + generateColorGradingLUT = false; +#endif + bool isSceneViewCamera = cameraData.isSceneViewCamera; bool requiresDepthTexture = cameraData.requiresDepthTexture; bool isStereoEnabled = cameraData.isStereoEnabled; @@ -231,7 +237,10 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(RenderingUtils.postProcessRenderContext); if (hasOpaquePostProcessCompat) + { m_OpaquePostProcessPassCompat.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, m_ActiveCameraColorAttachment); + EnqueuePass(m_OpaquePostProcessPassCompat); + } #pragma warning restore 0618 #endif diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs index c2b7dffc8e0..bd71e3426e3 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs @@ -171,7 +171,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData } /// - public override void OnFinishCameraStackRendering(CommandBuffer cmd) + internal override void OnFinishCameraStackRendering(CommandBuffer cmd) { cmd.ReleaseTemporaryRT(m_InternalLut.id); } diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs index 13861969c8c..acf5799e8ce 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs @@ -365,7 +365,7 @@ int GetDestination() if (!finishPostProcessOnScreen) { cmd.SetGlobalTexture("_BlitTex", cameraTarget); - Blit(cmd, BuiltinRenderTextureType.CurrentActive, GetSource(), m_BlitMaterial); + Blit(cmd, BuiltinRenderTextureType.CurrentActive, m_Source.id, m_BlitMaterial); } } else @@ -384,7 +384,7 @@ int GetDestination() if (!finishPostProcessOnScreen) { cmd.SetGlobalTexture("_BlitTex", cameraTarget); - cmd.SetRenderTarget(GetSource(), RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); + cmd.SetRenderTarget(m_Source.id, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_BlitMaterial); } diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs index dd87534d0e6..38a00cc1289 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs @@ -183,7 +183,8 @@ public virtual void FrameCleanup(CommandBuffer cmd) /// In that case the Base camera is the first and last camera in the stack. /// /// Use this CommandBuffer to cleanup any generated data - public virtual void OnFinishCameraStackRendering(CommandBuffer cmd) + /// NB: We are not so sure about this API. Thus, why internal. + internal virtual void OnFinishCameraStackRendering(CommandBuffer cmd) {} /// diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 012b06eee52..7420c53b4eb 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -213,7 +213,7 @@ public static void RenderSingleCamera(ScriptableRenderContext context, Camera ca } InitializeCameraData(camera, additionalCameraData, out var cameraData); - RenderSingleCamera(context, cameraData, true); + RenderSingleCamera(context, cameraData, true, cameraData.postProcessEnabled); } /// @@ -222,7 +222,8 @@ public static void RenderSingleCamera(ScriptableRenderContext context, Camera ca /// Render context used to record commands during execution. /// Camera rendering data. This might contain data inherited from a base camera. /// True if this is the last camera in the stack rendering, false otherwise. - static void RenderSingleCamera(ScriptableRenderContext context, CameraData cameraData, bool requiresBlitToBackbuffer) + /// True if at least one camera has post-processing enabled in the stack, false otherwise. + static void RenderSingleCamera(ScriptableRenderContext context, CameraData cameraData, bool requiresBlitToBackbuffer, bool anyPostProcessingEnabled) { Camera camera = cameraData.camera; var renderer = cameraData.renderer; @@ -255,7 +256,7 @@ static void RenderSingleCamera(ScriptableRenderContext context, CameraData camer #endif var cullResults = context.Cull(ref cullingParameters); - InitializeRenderingData(asset, ref cameraData, ref cullResults, requiresBlitToBackbuffer, cameraData.postProcessEnabled, out var renderingData); + InitializeRenderingData(asset, ref cameraData, ref cullResults, requiresBlitToBackbuffer, anyPostProcessingEnabled, out var renderingData); renderer.Setup(context, ref renderingData); renderer.Execute(context, ref renderingData); @@ -285,7 +286,7 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera bool supportsCameraStacking = renderer != null && renderer.supportedRenderingFeatures.cameraStacking; List cameraStack = (supportsCameraStacking) ? baseCameraAdditionalData?.cameraStack : null; - bool anyProcessingEnabled = baseCameraAdditionalData != null && baseCameraAdditionalData.renderPostProcessing; + bool anyPostProcessingEnabled = baseCameraAdditionalData != null && baseCameraAdditionalData.renderPostProcessing; // We need to know the last active camera in the stack to be able to resolve // rendering to screen when rendering it. The last camera in the stack is not @@ -320,7 +321,7 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera } else { - anyProcessingEnabled |= data.renderPostProcessing; + anyPostProcessingEnabled |= data.renderPostProcessing; lastActiveOverlayCameraIndex = i; } } @@ -349,7 +350,7 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera #endif UpdateVolumeFramework(baseCamera, baseCameraAdditionalData); InitializeCameraData(baseCamera, baseCameraAdditionalData, out var baseCameraData); - RenderSingleCamera(context, baseCameraData, !isStackedRendering); + RenderSingleCamera(context, baseCameraData, !isStackedRendering, anyPostProcessingEnabled); EndCameraRendering(context, baseCamera); if (!isStackedRendering) @@ -377,7 +378,7 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera #endif UpdateVolumeFramework(currCamera, currCameraData); InitializeAdditionalCameraData(currCamera, currCameraData, ref overlayCameraData); - RenderSingleCamera(context, overlayCameraData, lastCamera); + RenderSingleCamera(context, overlayCameraData, lastCamera, anyPostProcessingEnabled); EndCameraRendering(context, currCamera); } } @@ -387,20 +388,25 @@ static void UpdateVolumeFramework(Camera camera, UniversalAdditionalCameraData a { // Default values when there's no additional camera data available LayerMask layerMask = 1; // "Default" - Transform trigger = null; + Transform trigger = camera.transform; if (additionalCameraData != null) { layerMask = additionalCameraData.volumeLayerMask; - trigger = additionalCameraData.volumeTrigger ?? camera.transform; + trigger = additionalCameraData.volumeTrigger != null + ? additionalCameraData.volumeTrigger + : trigger; } else if (camera.cameraType == CameraType.SceneView) { // Try to mirror the MainCamera volume layer mask for the scene view - do not mirror the target var mainCamera = Camera.main; + UniversalAdditionalCameraData mainAdditionalCameraData = null; - if (mainCamera != null && mainCamera.TryGetComponent(out var mainAdditionalCameraData)) + if (mainCamera != null && mainCamera.TryGetComponent(out mainAdditionalCameraData)) layerMask = mainAdditionalCameraData.volumeLayerMask; + + trigger = mainAdditionalCameraData != null && mainAdditionalCameraData.volumeTrigger != null ? mainAdditionalCameraData.volumeTrigger : trigger; } VolumeManager.instance.Update(trigger, layerMask); @@ -596,6 +602,14 @@ static void InitializeAdditionalCameraData(Camera camera, UniversalAdditionalCam cameraData.renderer = asset.scriptableRenderer; } + // Disable depth and color copy. We should add it in the renderer instead to avoid performance pitfalls + // of camera stacking breaking render pass execution implicitly. + if (cameraData.renderType == CameraRenderType.Overlay) + { + cameraData.requiresDepthTexture = false; + cameraData.requiresOpaqueTexture = false; + } + // Disables post if GLes2 cameraData.postProcessEnabled &= SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2; @@ -619,7 +633,7 @@ static void InitializeAdditionalCameraData(Camera camera, UniversalAdditionalCam } static void InitializeRenderingData(UniversalRenderPipelineAsset settings, ref CameraData cameraData, ref CullingResults cullResults, - bool requiresBlitToBackbuffer, bool postProcessingEnabled, out RenderingData renderingData) + bool requiresBlitToBackbuffer, bool anyPostProcessingEnabled, out RenderingData renderingData) { var visibleLights = cullResults.visibleLights; @@ -662,7 +676,7 @@ static void InitializeRenderingData(UniversalRenderPipelineAsset settings, ref C bool isOffscreenCamera = cameraData.targetTexture != null && !cameraData.isSceneViewCamera; renderingData.resolveFinalTarget = requiresBlitToBackbuffer; - renderingData.postProcessingEnabled = postProcessingEnabled; + renderingData.postProcessingEnabled = anyPostProcessingEnabled; #pragma warning disable // avoid warning because killAlphaInFinalBlit has attribute Obsolete renderingData.killAlphaInFinalBlit = false; #pragma warning restore From 4e427421f44216db6bd9c6c28dd4ed3bb16811d4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Elvar=20=C3=96rn=20Unn=C3=BE=C3=B3rsson?= Date: Tue, 4 Feb 2020 17:49:00 +0100 Subject: [PATCH 05/44] [2019.3 Backport] Camera Stacking Fixes Part2 (#5744) (#5743) * Bugfix: Updating volumes did not work when only scene view was active and not game view. * Only override projection matrix if viewport is different between base and overlay. * Fixing issues with camera stacking and multiple renderers * Fixing profiling errors * Skybox pass is now public * Adding missing bugfixes in the ChangeLog document Co-authored-by: Felipe Lira Co-authored-by: Andre McGrail --- .../CHANGELOG.md | 3 +++ .../Runtime/ForwardRenderer.cs | 11 +++++----- .../Runtime/Passes/DrawSkyboxPass.cs | 2 +- .../Runtime/ScriptableRenderer.cs | 11 +++++----- .../Runtime/UniversalRenderPipeline.cs | 20 +++++++++++-------- 5 files changed, 28 insertions(+), 19 deletions(-) diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index e78d0e161c6..b51f57e0a62 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -46,6 +46,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue that allowed height-based blending on Terrains with more than 4 materials, which is not supported and causes artifacts. - Fixed an issue where a depth texture was always created when post-processing was enabled, even if no effects made use of it. - Fixed an issue where the Volume System would not use the Cameras Transform when no `Volume Trigger` was set. +- Fixed an issue where post processing disappeared when using custom renderers and SMAA or no AA +- Fixed an issue with soft particles having dark blending when intersecting with scene geometry [case 1199812](https://issuetracker.unity3d.com/issues/urp-soft-particles-create-dark-blending-artefacts-when-intersecting-with-scene-geometry) +- Fixed an issue with additive particles blending incorrectly [case 1215713](https://issuetracker.unity3d.com/issues/universal-render-pipeline-additive-particles-not-using-vertex-alpha) ## [7.1.8] - 2020-01-20 diff --git a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs index 8b89fade35d..66110736a26 100644 --- a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs @@ -195,6 +195,12 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re if (Camera.main == camera && camera.cameraType == CameraType.Game && cameraData.targetTexture == null) SetupBackbufferFormat(backbufferMsaaSamples, isStereoEnabled); } + else + { + m_ActiveCameraColorAttachment = m_CameraColorAttachment; + m_ActiveCameraDepthAttachment = m_CameraDepthAttachment; + } + ConfigureCameraTarget(m_ActiveCameraColorAttachment.Identifier(), m_ActiveCameraDepthAttachment.Identifier()); for (int i = 0; i < rendererFeatures.Count; ++i) @@ -500,11 +506,6 @@ bool RequiresIntermediateColorTexture(ref RenderingData renderingData, RenderTex if (renderingData.cameraData.renderType == CameraRenderType.Base && !renderingData.resolveFinalTarget) return true; - // Only base cameras create working intermediate render texture - // Overlay cameras will composite on top of the working texture provided by base camera. - if (renderingData.cameraData.renderType != CameraRenderType.Base) - return false; - ref CameraData cameraData = ref renderingData.cameraData; int msaaSamples = cameraData.cameraTargetDescriptor.msaaSamples; bool isStereoEnabled = renderingData.cameraData.isStereoEnabled; diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs index cc8293dd233..205e10f9865 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs @@ -1,4 +1,4 @@ -namespace UnityEngine.Rendering.Universal.Internal +namespace UnityEngine.Rendering.Universal { /// /// Draw the skybox into the given color buffer using the given depth buffer for depth testing. diff --git a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index ec5fe0f388d..7d74e3642f8 100644 --- a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -164,7 +164,7 @@ public ScriptableRenderer(ScriptableRendererData data) feature.Create(); m_RendererFeatures.Add(feature); } - Clear(); + Clear(CameraRenderType.Base); } /// @@ -411,7 +411,7 @@ void SetCameraRenderState(CommandBuffer cmd, ref CameraData cameraData) cmd.DisableShaderKeyword(ShaderKeywordStrings.LinearToSRGBConversion); } - internal void Clear() + internal void Clear(CameraRenderType cameraType) { m_ActiveColorAttachments[0] = BuiltinRenderTextureType.CameraTarget; for (int i = 1; i < m_ActiveColorAttachments.Length; ++i) @@ -419,10 +419,11 @@ internal void Clear() m_ActiveDepthAttachment = BuiltinRenderTextureType.CameraTarget; - m_InsideStereoRenderBlock = false; - m_FirstTimeCameraColorTargetIsBound = true; + m_InsideStereoRenderBlock = false; + + m_FirstTimeCameraColorTargetIsBound = cameraType == CameraRenderType.Base; m_FirstTimeCameraDepthTargetIsBound = true; - + m_ActiveRenderPassQueue.Clear(); m_CameraColorTarget = BuiltinRenderTextureType.CameraTarget; diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 7420c53b4eb..5f888a9197b 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -185,6 +185,8 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c //It should be called before culling to prepare material. When there isn't any VisualEffect component, this method has no effect. VFX.VFXManager.PrepareCamera(camera); #endif + UpdateVolumeFramework(camera, null); + RenderSingleCamera(renderContext, camera); EndCameraRendering(renderContext, camera); } @@ -238,21 +240,22 @@ static void RenderSingleCamera(ScriptableRenderContext context, CameraData camer SetupPerCameraShaderConstants(cameraData); - string tag = (asset.debugLevel >= PipelineDebugLevel.Profiling) ? camera.name: k_RenderCameraTag; - CommandBuffer cmd = CommandBufferPool.Get(tag); - using (new ProfilingScope(cmd, _CameraProfilingSampler)) + ProfilingSampler sampler = (asset.debugLevel >= PipelineDebugLevel.Profiling) ? new ProfilingSampler(camera.name): _CameraProfilingSampler; + CommandBuffer cmd = CommandBufferPool.Get(sampler.name); + using (new ProfilingScope(cmd, sampler)) { - renderer.Clear(); + renderer.Clear(cameraData.renderType); renderer.SetupCullingParameters(ref cullingParameters, ref cameraData); context.ExecuteCommandBuffer(cmd); cmd.Clear(); #if UNITY_EDITOR - // Emit scene view UI if (cameraData.isSceneViewCamera) + { ScriptableRenderContext.EmitWorldGeometryForSceneView(camera); + } #endif var cullResults = context.Cull(ref cullingParameters); @@ -567,9 +570,10 @@ static void InitializeAdditionalCameraData(Camera camera, UniversalAdditionalCam cameraData.viewMatrix = camera.worldToCameraMatrix; - // Overlay cameras inherit viewport from base. In this case, we need to guarantee that the aspect ratio is the same in the projection - // matrix to not cause squishing when rendering objects in overlay cameras. - cameraData.projectionMatrix = (!camera.orthographic) ? + // Overlay cameras inherit viewport from base. + // If the viewport is different between them we might need to patch the projection + // matrix to prevent squishing when rendering objects in overlay cameras. + cameraData.projectionMatrix = (!camera.orthographic && !cameraData.isStereoEnabled && cameraData.pixelRect != camera.pixelRect) ? Matrix4x4.Perspective(camera.fieldOfView, cameraData.aspectRatio, camera.nearClipPlane, camera.farClipPlane) : camera.projectionMatrix; From cf7b170e06a10c5a2c2a058c9a219c217fcbee4b Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Tue, 4 Feb 2020 17:57:08 +0100 Subject: [PATCH 06/44] Updated camera stacking docs. [Skip CI] (#5745) (#5752) * Updated camera stacking docs. * Update camera-stacking.md * Update camera-component-reference.md * Updated wording on overdraw, camera component screenshots, and code samples * Updated references to Universal Additional Camera Data component, fixed link to API docs * Typos, link fixing, etc. * Link fixes * Fixed enormous screenshot of Light inspector * Fixing page titles * Restored additional lighting data file * Updated package description Co-authored-by: Kerry Turner # Conflicts: # com.unity.render-pipelines.universal/package.json --- .../Images/Inspectors/light-inspector.png | 4 +- .../Images/camera-inspector-base.png | 4 +- .../Images/camera-inspector-overlay.png | 4 +- .../Documentation~/TableOfContents.md | 10 ++-- .../camera-component-reference.md | 46 +++++++++---------- .../Documentation~/camera-stacking.md | 23 +++++----- .../camera-types-and-render-type.md | 14 +++--- .../Documentation~/cameras-advanced.md | 12 +++-- .../Documentation~/cameras.md | 7 ++- .../Documentation~/faq.md | 2 +- .../Documentation~/lighting.md | 2 + .../rendering-to-a-render-texture.md | 2 +- .../universal-additional-camera-data.md | 16 ++++--- ....md => universal-additional-light-data.md} | 2 +- .../package.json | 2 +- 15 files changed, 78 insertions(+), 72 deletions(-) rename com.unity.render-pipelines.universal/Documentation~/{universal-additional-light-data .md => universal-additional-light-data.md} (62%) diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/light-inspector.png b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/light-inspector.png index 391140dffee..8c3bc0e1b3e 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/light-inspector.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/light-inspector.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:dcc7e4d5fca5db5e2aea05cac5eda76dcf0a9443c47e7cd2564aac8b2a4b4097 -size 61529 +oid sha256:68cc0d5a90b2959dee4af98000edb41027a077a5a0a7809d331f9ed51d2770e1 +size 78906 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/camera-inspector-base.png b/com.unity.render-pipelines.universal/Documentation~/Images/camera-inspector-base.png index 3704ae2f6b5..2491bb04352 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Images/camera-inspector-base.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/camera-inspector-base.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:c9762718008cf049f0360aa1d7815a5cd6ad0b33aeabf4cb61d696e6977d33a9 -size 52724 +oid sha256:ccc7892ac84004f4d31f6a0981d37763968c44c40ede91fd13c38f6423945238 +size 133191 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/camera-inspector-overlay.png b/com.unity.render-pipelines.universal/Documentation~/Images/camera-inspector-overlay.png index 5a3bf63e4cf..4f6c501251f 100644 --- a/com.unity.render-pipelines.universal/Documentation~/Images/camera-inspector-overlay.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/camera-inspector-overlay.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:44db98763dd0a456acc1eab500f3d315568e1f470d6603d0e1d09d8cf1b85b5f -size 28268 +oid sha256:784d944b49381c75be38e87fd5110025c526bb5d7d4dadc5b53d703924d77b99 +size 78965 diff --git a/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md b/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md index d75c0b42cac..9dca4966952 100644 --- a/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md +++ b/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md @@ -8,13 +8,13 @@ * [Light component reference](light-component) * [The Universal Additional Light Data component](universal-additional-light-data.md) * [Cameras](cameras.md) - * [The UniversalAdditionalCameraData component](universal-additional-camera-data.md) - * [Render Mode and types of Camera](camera-types-and-render-mode.md) + * [The Universal Additional Camera Data component](universal-additional-camera-data.md) + * [Render Type](camera-types-and-render-type.md) * [Working with multiple cameras](cameras-multiple.md) * [Camera Stacking](camera-stacking.md) * [Rendering from multiple Cameras to the same render target](rendering-to-the-same-render-target.md) * [Rendering to a Render Texture](rendering-to-a-render-texture.md) - * [Camera rendering order and overdraw](cameras-advanced.md) + * [Clearing, rendering order and overdraw](cameras-advanced.md) * [Camera component reference](camera-component-reference.md) * [Post-processing](integration-with-post-processing.md) @@ -71,6 +71,6 @@ * [Building for consoles](Building-For-Consoles.md) -* [Frequently asked questions (FAQ)](faq.md) +* [Frequently asked questions](faq.md) -* [Feature Comparison with Built-in](universalrp-builtin-feature-comparison.md) +* [Feature comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md) diff --git a/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md b/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md index 7c01402f2e9..93038207746 100644 --- a/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md +++ b/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md @@ -56,10 +56,12 @@ The Camera Inspector has the following sections when the Camera has its **Render | -------------------------- | ------------------------------------------------------------ | |__Renderer__ |Controls which renderer this Camera uses. | |__Post Processing__ |Enables post-processing effects. | -|         __Anti-aliasing__ | Use the drop-down to select the method that this Camera uses for post-process anti-aliasing. A Camera can still use [multisample anti-aliasing](#base-output) (MSAA), which is a hardware feature, at the same time as post-process anti-aliasing.
• **None**: This Camera can process MSAA but does not process any post-process anti-aliasing.
• **Fast Approximate Anti-aliasing (FXAA)**: Smooths edges on a per-pixel level. This is the least resource intensive anti-aliasing technique in URP.
• **Subpixel Morphological Anti-aliasing (SMAA)**: Finds patterns in borders of the image and blends the pixels on these borders according to the pattern. | +|__Anti-aliasing__ | Use the drop-down to select the method that this Camera uses for post-process anti-aliasing. A Camera can still use [multisample anti-aliasing](#base-output) (MSAA), which is a hardware feature, at the same time as post-process anti-aliasing.
• **None**: This Camera can process MSAA but does not process any post-process anti-aliasing.
• **Fast Approximate Anti-aliasing (FXAA)**: Smooths edges on a per-pixel level. This is the least resource intensive anti-aliasing technique in URP.
• **Subpixel Morphological Anti-aliasing (SMAA)**: Finds patterns in borders of the image and blends the pixels on these borders according to the pattern. | |         _Quality_| Use the drop-down to select the quality of SMAA. The difference in resource intensity is fairly small between **Low** and **High**.
• **Low**: The lowest SMAA quality. This is the least resource-intensive option.
• **Medium**: A good balance between SMAA quality and resource intensity.
• **High**: The highest SMAA quality. This is the most resource-intensive option.

This property only appears when you select **Subpixel Morphological Anti-aliasing (SMAA)** from the **Anti-aliasing** drop-down.| -|        _Stop NaN_| Enable the checkbox to make this Camera replace values that are Not a Number (NaN) with a black pixel. This stops certain effects from breaking, but is a resource-intensive process. Only enable this feature if you experience NaN issues that you can not fix. | -|         _Dithering_ |Enable the checkbox to apply 8-bit dithering to the final render. This can help reduce banding on wide gradients and low light areas. | +|__Stop NaN__| Enable the checkbox to make this Camera replace values that are Not a Number (NaN) with a black pixel. This stops certain effects from breaking, but is a resource-intensive process. Only enable this feature if you experience NaN issues that you can not fix. | +|__Dithering__ |Enable the checkbox to apply 8-bit dithering to the final render. This can help reduce banding on wide gradients and low light areas. | +|__Render Shadows__ |Enables shadow rendering. | +|__Priority__ |A Camera with a higher priority is drawn on top of a Camera with a lower priority. [-100, 100] | |__Opaque Texture__ | Controls whether the Camera creates a CameraOpaqueTexture, which is a copy of the rendered view. | |        _On_ |Camera creates a CameraOpaqueTexture.| |        _Off_ |Camera does not create a CameraOpaqueTexture. | @@ -68,8 +70,6 @@ The Camera Inspector has the following sections when the Camera has its **Render |        _On_ |The Camera creates a CameraDepthTexture.| |        _Off_ |The Camera does not create a CameraDepthTexture. | |        _Use Pipeline Settings_ |The value of this setting is determined by the Render Pipeline Asset.| -|__Render Shadows__ |Enables shadow rendering. | -|__Priority__ |A Camera with a higher priority is drawn on top of a Camera with a lower priority. [-100, 100] | |__Culling Mask__ |Which Layers the Camera renders to. | |__Occlusion Culling__ |Enables Occlusion Culling. | @@ -100,10 +100,7 @@ This is because the Render Texture determines these properties. To change them, | __Property__ | __Description__ | | -------------------------- | ------------------------------------------------------------ | -|__Output Target__ |Controls where this Camera renders its output to.| -|        _Screen_|Renders this Camera's output to the screen.| -|        _Texture_|Renders this Camera's output to a RenderTexture.| -|__Texture__ |The Render Texture to render this Camera's output to.
This property only appears when you select **Texture** from the **Output Target** drop-down.| +|__Output Texture__ | Renders this Camera's output to a RenderTexture if this field is assigned, otherwise renders to screen. |__HDR__| Enables High Dynamic Range rendering for this camera.
This property only appears when you select **Screen** from the **Output Target** drop-down.| |__MSAA__| Enables multi sample antialiasing for this camera.
This property only appears when you select **Screen** from the **Output Target** drop-down.| |__Viewport Rect__|Four values that indicate where on the screen this camera view will be drawn. Measured in Viewport Coordinates (values 0-1). This property only appears when you select **Screen** from the **Output Target** drop-down. | @@ -117,23 +114,26 @@ This is because the Render Texture determines these properties. To change them, ## Stack -When the Base Camera is part of a Camera Stack, you use the Base Camera's Inspector to define and order the Stack. For more information on configuring and using Camera Stacks, see [Camera Stacking](camera-stacking.md). +A camera stack allows to composite results of several cameras together. The camera stack consists of a Base camera and any number of additional Overlay cameras. + +You can use the stack property add Overlay cameras to the stack and they will render in the order as defined in the stack. For more information on configuring and using Camera Stacks, see [Camera Stacking](camera-stacking.md). -__Important note:__ In this version of URP, Overlay Cameras and Camera Stacking are supported only when using the Forward Renderer. +__Important note:__ In this version of URP, Camera Stacking is not supported when using the 2D Renderer or when using the VR Multi Pass mode. Support for these will be added in upcoming versions of URP. ## Overlay Camera component reference ![Overlay Camera Inspector](Images/camera-inspector-overlay.png) -__Important note:__ In this version of URP, Overlay Cameras and Camera Stacking are supported only when using the Forward Renderer. +__Important note:__ In this version of URP, Camera Stacking is not supported when using the 2D Renderer or when using the VR Multi Pass mode. Support for these will be added in upcoming versions of URP. -When you use [Camera Stacking](camera-stacking.md), the [Base Camera](camera-types-and-render-mode.md#base-camera) of a Camera Stack determines most of the properties of the Camera Stack. Because [Overlay Cameras](camera-types-and-render-mode.md#overlay-camera) can only be used as part of a Camera Stack, you can configure only a limited number of settings on an Overlay Camera. +When you use [Camera Stacking](camera-stacking.md), the [Base Camera](camera-types-and-render-mode.md#base-camera) of a Camera Stack determines most of the properties of the Camera Stack. Because [Overlay Cameras](camera-types-and-render-mode.md#overlay-camera) can only be used as part of a Camera Stack, you can configure only a limited number of settings on an Overlay Camera. Overlay cameras not assigned to a camera stack will skip rendering. The Camera Inspector has the following sections when the Camera has its Render Mode set to Overlay. To read more about a section, click the corresponding link below, or scroll down on the page: * [Projection](#overlay-projection) * [Rendering](#overlay-rendering) +* [Environment](#overlay-environment) ## Projection @@ -172,16 +172,16 @@ The Camera Inspector has the following sections when the Camera has its Render M | __Property__ | __Description__ | | -------------------------- | ------------------------------------------------------------ | |__Renderer__ |Controls which renderer this Camera uses. | +|__Post Processing__ |Enables post-processing effects. | |__Clear Depth__ | If enabled, the depth buffer from the previous Camera will be cleared at the start of this Camera's render loop. For more information, see [the documentation on clearing](cameras-advanced.md#clearing). | -|__Opaque Texture__ | Controls whether the Camera creates a CameraOpaqueTexture, which is a copy of the rendered view. | -|        _On_ |The Camera creates a CameraOpaqueTexture.| -|        _Off_ |The Camera does not create a CameraOpaqueTexture. | -|        _Use Pipeline Settings_ |The value of this setting is determined by the Render Pipeline Asset.| -|__Depth Texture__ | Controls whether the Camera creates CameraDepthTexture, which is a copy of the rendered depth values. | -|        _On_ |The Camera creates a CameraDepthTexture.| -|        _Off_ |The Camera does not create a CameraDepthTexture. | -|        _Use Pipeline Settings_ |The value of this setting is determined by the Render Pipeline Asset.| |__Render Shadows__ |Enables shadow rendering. | -|__Priority__ |A Camera with a higher priority is drawn on top of a Camera with a lower priority. [-100, 100] | |__Culling Mask__ |Which Layers the Camera renders to. | -|__Occlusion Culling__ |Enables Occlusion Culling. | \ No newline at end of file +|__Occlusion Culling__ |Enables Occlusion Culling. | + + +## Environment + +| __Property__ | __Description__ | +| -------------------------- | ------------------------------------------------------------ | +|__Volume Mask__| Use the drop-down to set the Layer Mask that defines which Volumes affect this Camera.| +|__Volume Trigger__| Assign a Transform that the [Volume](Volumes.md) system uses to handle the position of this Camera. For example, if your application uses a third person view of a character, set this property to the character's Transform. The Camera then uses the post-processing and Scene settings for Volumes that the character enters. If you do not assign a Transform, the Camera uses its own Transform instead.| diff --git a/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md b/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md index 750d0d30e07..f47a874198e 100644 --- a/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md +++ b/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md @@ -1,15 +1,13 @@ # Camera Stacking In the Universal Render Pipeline (URP), you use Camera Stacking to layer the output of multiple Cameras and create a single combined output. Camera Stacking allows you to create effects such as a 3D model in a 2D UI, or the cockpit of a vehicle. -__Important note:__ In this version of URP, Overlay Cameras and Camera Stacking are supported only when using the Forward Renderer. +__Important note:__ In this version of URP, Camera Stacking is not supported when using the 2D Renderer or when using the VR Multi Pass mode. Support for these will be added in upcoming versions of URP. ![Camera Stacking in URP](Images/camera-stacking-example.png) A Camera Stack consists of a [Base Camera](camera-types-and-render-type.md#base-camera) and one or more [Overlay Cameras](camera-types-and-render-type.md#overlay-camera). A Camera Stack overrides the output of the Base Camera with the combined output of all the Cameras in the Camera Stack. As such, anything that you can do with the output of a Base Camera, you can do with the output of a Camera Stack. For example, you can render a Camera Stack to a given render target, apply post-process effects, and so on. -You cannot apply post-processing to individual Overlay Cameras within a Camera Stack. You can apply post-processing to the Base Camera of a Camera Stack, which applies the effect to the combined output of the Camera Stack. - -Unity does not perform any optimizations within a Camera Stack to prevent overdraw. When multiple Cameras in a Camera Stack render to the same render target, each pixel in the render target will be drawn for each Camera in the Camera Stack. For more information on overdraw in URP, see [Advanced information](cameras-advanced.md). + URP performs several optimizations within a Camera, including rendering order optimizations to reduce overdraw. However, when you use a Camera Stack, you effectively define the order in which those Cameras are rendered. You must therefore be careful not to order the Cameras in a way that causes excessive overdraw. For more information on overdraw in URP, see [Advanced information](cameras-advanced.md). ## Adding a Camera to a Camera Stack @@ -23,10 +21,11 @@ Unity does not perform any optimizations within a Camera Stack to prevent overdr The Overlay Camera is now part of the Base Camera's Camera Stack. Unity renders the Overlay Camera's output on top of the Base Camera's output. -You can add a Camera to a Camera Stack in a script by directly manipulating the `cameraStack` property of the Base Camera's [UniversalAdditionalCameraData](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.htmll) component, like this: +You can add a Camera to a Camera Stack in a script by directly manipulating the `cameraStack` property of the Base Camera's [Universal Additional Camera Data](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.html) component, like this: ``` -myBaseUniversalAdditionalCameraData.cameraStack.Add(myOverlayCamera); +var cameraData = camera.GetUniversalAdditionalCameraData(); +cameraData.cameraStack.Add(myOverlayCamera); ``` ## Removing a Camera from a Camera Stack @@ -39,10 +38,11 @@ myBaseUniversalAdditionalCameraData.cameraStack.Add(myOverlayCamera); The Overlay Camera remains in the Scene, but is no longer part of the Camera Stack. -You can remove a Camera from a Camera Stack in a script by directly manipulating the `cameraStack` property of the Base Camera's [UniversalAdditionalCameraData](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.htmll) component, like this: +You can remove a Camera from a Camera Stack in a script by directly manipulating the `cameraStack` property of the Base Camera's [Universal Additional Camera Data](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.html) component, like this: ``` -myBaseUniversalAdditionalCameraData.cameraStack.Remove(myOverlayCamera); +var cameraData = camera.GetUniversalAdditionalCameraData(); +cameraData.cameraStack.Remove(myOverlayCamera); ``` ## Changing the order of Cameras in a Camera Stack @@ -56,7 +56,7 @@ myBaseUniversalAdditionalCameraData.cameraStack.Remove(myOverlayCamera); The Base Camera renders the base layer of the Camera Stack, and the Overlay Cameras in the stack render on top of this in the order that they are listed, from top to bottom. -You can reorder a Camera Stack in a script by directly manipulating the `cameraStack` property of the Base Camera's [UniversalAdditionalCameraData](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.htmll) component. +You can reorder a Camera Stack in a script by directly manipulating the `cameraStack` property of the Base Camera's [Universal Additional Camera Data](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.html) component. ## Adding the same Overlay Camera to multiple stacks @@ -69,8 +69,9 @@ To add an Overlay Camera to multiple Camera Stacks: The Overlay Camera is now rendering in both Camera Stacks. -You can also add a Camera to a Camera Stack in a script by directly manipulating the `cameraStack` property of the Base Camera's [UniversalAdditionalCameraData](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.htmll) component, like this: +You can also add a Camera to a Camera Stack in a script by directly manipulating the `cameraStack` property of the Base Camera's [Universal Additional Camera Data](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.html) component, like this: ``` -myBaseUniversalAdditionalCameraData.cameraStack.Add(myOverlayCamera); +var cameraData = camera.GetUniversalAdditionalCameraData(); +cameraData.cameraStack.Add(myOverlayCamera); ``` diff --git a/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md b/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md index 9dcee273140..c30b2acbf22 100644 --- a/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md +++ b/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md @@ -1,27 +1,27 @@ -# Render Type and types of Camera +# Render Type There are two types of Camera in the Universal Render Pipeline (URP): * A [Base Camera](#base-camera) is a general purpose Camera that renders to a render target (a screen, or a [Render Texture](https://docs.unity3d.com/Manual/class-RenderTexture.html)). * An [Overlay Camera](#overlay-camera) renders on top of another Camera's output. You can combine the output of a Base Camera with the output of one or more Overlay Cameras. This is called [Camera stacking](CameraStacking.md). -## Render Type Use a Camera’s **Render Type** property to make it a Base Camera or an Overlay Camera. To change the type of a Camera in the Unity Editor: 1. Create or select a Camera in your Scene. 2. In the Camera Inspector, use the **Render Type** drop-down menu to select a different type of Camera. Select either: - * Base to change the Camera to a Base Camera - * Overlay to change the Camera to an Overlay Camera + * **Base** to change the Camera to a Base Camera + * **Overlay** to change the Camera to an Overlay Camera ![Render Type in the Camera component Inspector](Images/camera-inspector-render-type.png) -You can change a Camera’s type in a script, by setting the `renderType` property of the Camera's [UniversalAdditionalCameraData](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.htmll) component, like this: +You can change a Camera’s type in a script, by setting the `renderType` property of the Camera's [Universal Additional Camera Data](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.html) component, like this: ``` -myUniversalAdditionalCameraData.renderType = CameraRenderType.Base; +var cameraData = camera.GetUniversalAdditionalCameraData(); +cameraData.renderType = CameraRenderType.Base; ``` - + ## Base Camera Base Camera is the default type of Camera in URP. A Base Camera is a general purpose Camera that renders to a given render target. diff --git a/com.unity.render-pipelines.universal/Documentation~/cameras-advanced.md b/com.unity.render-pipelines.universal/Documentation~/cameras-advanced.md index fd18f46ee52..88f42ee20e5 100644 --- a/com.unity.render-pipelines.universal/Documentation~/cameras-advanced.md +++ b/com.unity.render-pipelines.universal/Documentation~/cameras-advanced.md @@ -1,4 +1,4 @@ -# Camera clearing, rendering order and overdraw +# Clearing, rendering order and overdraw ## Clearing @@ -27,7 +27,9 @@ At the start of its render loop, an [Overlay Camera](camera-types-and-render-typ At the start of its render loop, an Overlay Camera receives a depth buffer containing depth data from the previous Cameras in the Camera Stack. You can choose this behavior using the __Clear Depth__ property in the [Overlay Camera Inspector](camera-component-reference.md#overlay-camera). When __Clear Depth__ is set to true, the Overlay Camera clears the depth buffer and draws its view to the color buffer on top of any existing color data. When __Clear Depth__ is set to false, the Overlay Camera tests against the depth buffer before drawing its view to the color buffer. + + ## Camera culling and rendering order If your URP Scene contains multiple Cameras, Unity performs their culling and rendering operations in a predictable order. @@ -35,14 +37,14 @@ Once per frame, Unity performs the following operations: 1. Unity gets the list of all active [Base Cameras](camera-types-and-render-type.md#base-camera) in the Scene. 2. Unity organises the active Base Cameras into 2 groups: Cameras that render their view to Render Textures, and Cameras that render their view to the screen. -3. Unity sorts the Base Cameras that render to Render Textures into priority order, so that Cameras with a higher priority value are drawn last. +3. Unity sorts the Base Cameras that render to Render Textures into **Priority** order, so that Cameras with a higher **Priority** value are drawn last. 4. For each Base Camera that renders to a Render Texture, Unity performs the following steps: 1. Cull the Base Camera 2. Render the Base Camera to the Render Texture 3. For each [Overlay Camera](camera-types-and-render-type.md#overlay-camera) that is part of the Base Camera's [Camera Stack](camera-stacking.md), in the order defined in the Camera Stack: 1. Cull the Overlay Camera 2. Render the Overlay Camera to the Render Texture -5. Unity sorts the Base Cameras that render to the screen into priority order, so that Cameras with a higher priority value are drawn last. +5. Unity sorts the Base Cameras that render to the screen into **Priority** order, so that Cameras with a higher **Priority** value are drawn last. 6. For each Base Camera that renders to the screen, Unity performs the following steps: 1. Cull the Base Camera 2. Render the Base Camera to the screen @@ -56,8 +58,8 @@ __Important note:__ In this version of URP, Overlay Cameras and Camera Stacking ## Overdraw -Unity does not perform any optimizations within URP to prevent overdraw. +URP performs several optimizations within a Camera, including rendering order optimizations to reduce overdraw. However, when you use a Camera Stack, you effectively define the order in which those Cameras are rendered. You must therefore be careful not to order the Cameras in a way that causes excessive overdraw. When multiple Cameras in a Camera Stack render to the same render target, Unity draws each pixel in the render target for each Camera in the Camera Stack. Additionally, if more than one Base Camera or Camera Stack renders to the same area of the same render target, Unity draws any pixels in the overlapping area again, as many times as required by each Base Camera or Camera Stack. -With this in mind, you must manage your Cameras to prevent excessive overdraw, which can result in excessive CPU and GPU resource usage. You can use Unity's [Frame Debugger](https://docs.unity3d.com/Manual/FrameDebugger.html), or platform-specific frame capture and debugging tools, to understand where excessive overdraw occurs in your Scene. You can then optimize your use of Cameras accordingly. +You can use Unity's [Frame Debugger](https://docs.unity3d.com/Manual/FrameDebugger.html), or platform-specific frame capture and debugging tools, to understand where excessive overdraw occurs in your Scene. You can then optimize your Camera Stacks accordingly. \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Documentation~/cameras.md b/com.unity.render-pipelines.universal/Documentation~/cameras.md index 5d92c5ec9a8..82ae0ef90fb 100644 --- a/com.unity.render-pipelines.universal/Documentation~/cameras.md +++ b/com.unity.render-pipelines.universal/Documentation~/cameras.md @@ -2,13 +2,12 @@ A Camera in Unity works like a camera in the real world: it captures a view of objects in 3-dimensional space and flattens that view to display it on a 2-dimensional surface. -The Universal Render Pipeline (URP) uses Unity's standard [Camera component](https://docs.unity3d.com/Manual/class-Camera.html), but it extends and overrides some of its functionality. +Cameras in the Universal Render Pipeline (URP) are based on Unity's standard Camera functionality, but with some significant differences. The most notable ways in which Cameras in URP differ from standard Unity Cameras are: -The most notable ways in which the Camera system in URP differs from the standard Unity Camera are: - -* The [UniversalAdditionalCameraData](universal-additional-camera-data.md) component, which allows URP to store additional Camera-related data +* The [Universal Additional Camera Data](universal-additional-camera-data.md) component, which extends the Camera component's functionality and allows URP to store additional Camera-related data * The [Render Type](camera-types-and-render-type.md) setting, which defines the two types of Camera in URP: Base and Overlay * The [Camera Stacking](camera-stacking.md) system, which allows you to layer the output of multiple Cameras into a single combined output * The [Volume](Volumes.md) system, which allows you to apply [post-processing effects](integration-with-post-processing.md) to a Camera based on a given Transform's position within your Scene +* The [Camera component](camera-component-reference.md), which exposes URP-specific properties in the Inspector For a general introduction to how Cameras work in Unity, and examples of common Camera workflows, see [the Unity Manual section on Cameras](https://docs.unity3d.com/Manual/CamerasOverview.html). diff --git a/com.unity.render-pipelines.universal/Documentation~/faq.md b/com.unity.render-pipelines.universal/Documentation~/faq.md index 0d4bd74b4c3..9e791fb09d2 100644 --- a/com.unity.render-pipelines.universal/Documentation~/faq.md +++ b/com.unity.render-pipelines.universal/Documentation~/faq.md @@ -1,4 +1,4 @@ -# Frequently asked questions +# Frequently asked questions (FAQ) This section answers some frequently asked questions about the Universal Render Pipeline (URP). These questions come from the [General Graphics](https://forum.unity.com/forums/general-graphics.76/) section on our forums, from the [Unity Discord](https://discord.gg/unity) channel, and from our support teams. For information about the High Definition Render Pipeline (HDRP), please see the [HDRP documentation](https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/High-Definition-Render-Pipeline-overview). diff --git a/com.unity.render-pipelines.universal/Documentation~/lighting.md b/com.unity.render-pipelines.universal/Documentation~/lighting.md index 796158ae201..10d07e74794 100644 --- a/com.unity.render-pipelines.universal/Documentation~/lighting.md +++ b/com.unity.render-pipelines.universal/Documentation~/lighting.md @@ -1,3 +1,5 @@ +# Lighting in the Universal Render Pipeline + Using the Universal Render Pipeline (URP), you can achieve realistic lighting that is suitable for a range of art styles. All of Unity's render pipelines share common lighting functionality, but each render pipeline has some important differences. diff --git a/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md b/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md index c6d89179090..b307f0ea57f 100644 --- a/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md +++ b/com.unity.render-pipelines.universal/Documentation~/rendering-to-a-render-texture.md @@ -20,7 +20,7 @@ Place the Quad within the view of the new Base Camera. The first Camera renders its view to the Render Texture. The second Camera renders the Scene including the Render Texture to the screen. -You can set the Output Target for a Camera in a script by setting the `cameraOutput` property of the Camera's [UniversalAdditionalCameraData](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.htmll) component, like this: +You can set the Output Target for a Camera in a script by setting the `cameraOutput` property of the Camera's [Universal Additional Camera Data](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.html) component, like this: ``` myUniversalAdditionalCameraData.cameraOutput = CameraOutput.Texture; diff --git a/com.unity.render-pipelines.universal/Documentation~/universal-additional-camera-data.md b/com.unity.render-pipelines.universal/Documentation~/universal-additional-camera-data.md index c3d0e5288d8..f42097c891a 100644 --- a/com.unity.render-pipelines.universal/Documentation~/universal-additional-camera-data.md +++ b/com.unity.render-pipelines.universal/Documentation~/universal-additional-camera-data.md @@ -1,15 +1,17 @@ -# The UniversalAdditionalCameraData component +# The Universal Additional Camera Data component -[UniversalAdditionalCameraData](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.htmll) is a component that the Universal Render Pipeline (URP) uses for internal data storage. The UniversalAdditionalCameraData component allows URP to extend and override the functionality of Unity's standard Camera component. +The Universal Additional Camera Data component is a component that the Universal Render Pipeline (URP) uses for internal data storage. The Universal Additional Camera Data component allows URP to extend and override the functionality and appearance of Unity's standard Camera component. -In URP, a GameObject that has a Camera component must also have a UniversalAdditionalCameraData component. If your Project uses URP, Unity automatically adds the UniversalAdditionalCameraData component when you create a Camera GameObject. You cannot remove the UniversalAdditionalCameraData component from a Camera GameObject. +In URP, a GameObject that has a Camera component must also have a Universal Additional Camera Data component. If your Project uses URP, Unity automatically adds the Universal Additional Camera Data component when you create a Camera GameObject. You cannot remove the Universal Additional Camera Data component from a Camera GameObject. -If you are not using scripts to control and customise URP, you do not need to do anything with the UniversalAdditionaCameraData component. +If you are not using scripts to control and customise URP, you do not need to do anything with the Universal Additiona Camera Data component. -If you are using scripts to control and customise URP, you can access a Camera's UniversalAdditionalCameraData component in a script by calling [CameraExtensions.GetUniversalAdditionalCameraData()](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.htmll). +If you are using scripts to control and customise URP, you can access a Camera's Universal Additional Camera Data component in a script like this: ``` -UniversalAdditionalCameraData myCameraData = CameraExtensions.GetUniversalAdditionalCameraData(myCamera); +var cameraData = camera.GetUniversalAdditionalCameraData(); ``` -If you need to access the UniversalAdditionalCameraData component frequently in a script, you should cache the reference to it to avoid unnecessary CPU work. +For more information, see [the UniversalAdditionalCameraData API documentation](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.html). + +If you need to access the Universal Additional Camera Data component frequently in a script, you should cache the reference to it to avoid unnecessary CPU work. \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Documentation~/universal-additional-light-data .md b/com.unity.render-pipelines.universal/Documentation~/universal-additional-light-data.md similarity index 62% rename from com.unity.render-pipelines.universal/Documentation~/universal-additional-light-data .md rename to com.unity.render-pipelines.universal/Documentation~/universal-additional-light-data.md index 72a784d24ee..dc6ec79aeac 100644 --- a/com.unity.render-pipelines.universal/Documentation~/universal-additional-light-data .md +++ b/com.unity.render-pipelines.universal/Documentation~/universal-additional-light-data.md @@ -1,5 +1,5 @@ # The Universal Additional Light Data component -[Universal Additional Light Data](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.htmll) is a component that the Universal Render Pipeline (URP) uses for internal data storage. The Universal Additional Light Data component allows URP to extend and override the functionality of Unity's standard Light component. +[Universal Additional Light Data](../api/UnityEngine.Rendering.Universal.UniversalAdditionalCameraData.html) is a component that the Universal Render Pipeline (URP) uses for internal data storage. The Universal Additional Light Data component allows URP to extend and override the functionality of Unity's standard Light component. In URP, a GameObject that has a Light component must also have a Universal Additional Light Data component. If your Project uses URP, Unity automatically adds the Universal Additional Light Data component when you create a Light GameObject. You cannot remove the Universal Additional Light Data component from a Light GameObject. \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/package.json b/com.unity.render-pipelines.universal/package.json index b7f7ef95132..503dc675ae2 100644 --- a/com.unity.render-pipelines.universal/package.json +++ b/com.unity.render-pipelines.universal/package.json @@ -1,6 +1,6 @@ { "name": "com.unity.render-pipelines.universal", - "description": "The Universal Render Pipeline is a prebuilt Scriptable Render Pipeline, made by Unity. The technology offers graphics that are scalable to mobile platforms, and you can also use it for higher-end consoles and PCs. You’re able to achieve quick rendering at a high quality without needing compute shader technology. The Universal Render Pipeline uses simplified, physically based Lighting and Materials. The Universal Render Pipeline uses single-pass forward rendering. Use this pipeline to get optimized real-time performance on several platforms.", + "description": "The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.", "version": "7.2.0", "unity": "2019.3", "unityRelease": "0f6", From 559ad15a1502ed57acee5d545acc13620f4d32a4 Mon Sep 17 00:00:00 2001 From: Emmanuel Turquin Date: Tue, 4 Feb 2020 23:48:31 +0100 Subject: [PATCH 07/44] Hdrp/staging pt6 #5529 --- .../CHANGELOG.md | 2 + .../Ray-Tracing-Path-Tracing.md | 4 +- .../Runtime/Material/Lit/LitPathTracing.hlsl | 119 ++++++++++++++---- .../RenderPipeline/PathTracing/PathTracing.cs | 63 ++++++++-- .../PathTracing/Shaders/PathTracingBSDF.hlsl | 55 ++++---- .../PathTracing/Shaders/PathTracingLight.hlsl | 82 ++++++++---- .../Shaders/PathTracingMain.raytrace | 40 +++--- .../Shaders/PathTracingMaterial.hlsl | 2 +- .../Raytracing/HDRaytracingManager.cs | 2 +- .../ShaderPass/ShaderPassPathTracing.hlsl | 69 +++++----- 10 files changed, 287 insertions(+), 151 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 3ac22c391e4..1d5b9a593d6 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -35,6 +35,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added support for Smoothness Fade start work when enabling ray traced reflections. - Added Contact shadow, Micro shadows and Screen space refraction API documentation. - Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, etc. +- Added path tracing support for refraction and internal reflections. +- Added support for Thin Refraction Model and Lit's Clear Coat in Path Tracing. ### Fixed - Update documentation of HDRISky-Backplate, precise how to have Ambient Occlusion on the Backplate 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 188566c7d39..700289c68e4 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 @@ -14,11 +14,11 @@ Noisy image with **Maximum Samples** set to 1 Clean image with **Maximum Samples** set to 256 -The current implementation for path tracing in the High Definition Render Pipeline (HDRP) accumulates paths for every pixel up to a maximum count, unless the Camera moves. If the Camera moves, HDRP restarts the path accumulation. Path tracing supports diffuse and specular reflections, specular refractions, and area, point, directional and environment lights. +The current implementation for path tracing in the High Definition Render Pipeline (HDRP) accumulates paths for every pixel up to a maximum count, unless the Camera moves. If the Camera moves, HDRP restarts the path accumulation. Path tracing supports Lit, LayeredLit and Unlit materials, and area, point, directional and environment lights. ## Set up path tracing -Path tracing shares the general requirements and setup as other ray tracing effects, so for information on hardware requirements and set up, see [getting started with ray tracing](Ray-Tracing-Getting-Started.html). The only difference is that you need to set the [Ray Tracing Tier](Ray-Tracing-Getting-Started.html#TierTable) to 3. You must carry out this setup before you can add path tracing to your Scene. +Path tracing shares the general requirements and setup as other ray tracing effects, so for information on hardware requirements and set up, see [getting started with ray tracing](Ray-Tracing-Getting-Started.html). You must carry out this setup before you can add path tracing to your Scene. ## Add path tracing to your Scene diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl index f9ffd7bb929..c1c11ab1fba 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl @@ -3,27 +3,31 @@ // Lit Material Data: // -// bsdfCount 3 +// bsdfCount 4 // bsdfWeight0 Diffuse BRDF -// bsdfWeight1 GGX BRDF -// bsdfWeight2 GGX BTDF +// bsdfWeight1 Coat GGX BRDF +// bsdfWeight2 Spec GGX BRDF +// bsdfWeight3 Spec GGX BTDF MaterialData CreateMaterialData(BSDFData bsdfData, float3 V) { MaterialData mtlData; - mtlData.bsdfCount = 3; + mtlData.bsdfCount = 4; // First determine if our incoming direction V is above (exterior) or below (interior) the surface if (IsAbove(bsdfData.geomNormalWS, V)) { - float NdotV = dot(bsdfData.normalWS, V); - float3 F = F_Schlick(bsdfData.fresnel0, NdotV); + float NdotV = dot(bsdfData.normalWS, V); + float Fcoat = HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) ? F_Schlick(CLEAR_COAT_F0, NdotV) * bsdfData.coatMask : 0.0; + float Fspec = Luminance(F_Schlick(bsdfData.fresnel0, NdotV)); // If N.V < 0 (can happen with normal mapping) we want to avoid spec sampling bool consistentNormal = (NdotV > 0.001); - mtlData.bsdfWeight[0] = Luminance(bsdfData.diffuseColor) * (1.0 - bsdfData.transmittanceMask); - mtlData.bsdfWeight[1] = consistentNormal ? lerp(Luminance(F), 0.5, bsdfData.roughnessT) : 0.0; - mtlData.bsdfWeight[2] = consistentNormal ? (1.0 - mtlData.bsdfWeight[1]) * bsdfData.transmittanceMask : 0.0; + mtlData.bsdfWeight[1] = consistentNormal ? Fcoat : 0.0; + mtlData.bsdfWeight[2] = consistentNormal ? (1.0 - mtlData.bsdfWeight[1]) * lerp(Fspec, 0.5, bsdfData.roughnessT) : 0.0; + mtlData.bsdfWeight[3] = consistentNormal ? (1.0 - mtlData.bsdfWeight[1] - mtlData.bsdfWeight[2]) * bsdfData.transmittanceMask : 0.0; + mtlData.bsdfWeight[0] = (1.0 - mtlData.bsdfWeight[1]) * (1.0 - bsdfData.transmittanceMask) * Luminance(bsdfData.diffuseColor); + } else // Below { @@ -33,17 +37,19 @@ MaterialData CreateMaterialData(BSDFData bsdfData, float3 V) // If N.V < 0 (can happen with normal mapping) we want to avoid spec sampling bool consistentNormal = (NdotV > 0.001); mtlData.bsdfWeight[0] = 0.0; - mtlData.bsdfWeight[1] = consistentNormal ? F : 0.0; - mtlData.bsdfWeight[2] = consistentNormal ? (1.0 - mtlData.bsdfWeight[1]) * bsdfData.transmittanceMask : 0.0; + mtlData.bsdfWeight[1] = 0.0; + mtlData.bsdfWeight[2] = consistentNormal ? F : 0.0; + mtlData.bsdfWeight[3] = consistentNormal ? (1.0 - mtlData.bsdfWeight[1]) * bsdfData.transmittanceMask : 0.0; } // If we are basically black, no need to compute anything else for this material if (!IsBlack(mtlData)) { - float denom = mtlData.bsdfWeight[0] + mtlData.bsdfWeight[1] + mtlData.bsdfWeight[2]; + float denom = mtlData.bsdfWeight[0] + mtlData.bsdfWeight[1] + mtlData.bsdfWeight[2] + mtlData.bsdfWeight[3]; mtlData.bsdfWeight[0] /= denom; mtlData.bsdfWeight[1] /= denom; mtlData.bsdfWeight[2] /= denom; + mtlData.bsdfWeight[3] /= denom; // Keep these around, rather than passing them to all methods mtlData.bsdfData = bsdfData; @@ -59,31 +65,78 @@ bool SampleMaterial(MaterialData mtlData, float3 inputSample, out float3 sampleD if (IsAbove(mtlData)) { + float3 value; + float pdf; + float fresnelSpec, fresnelClearCoat = 0.0; + if (inputSample.z < mtlData.bsdfWeight[0]) // Diffuse BRDF { if (!BRDF::SampleDiffuse(mtlData, inputSample, sampleDir, result.diffValue, result.diffPdf)) return false; + result.diffPdf *= mtlData.bsdfWeight[0]; + if (mtlData.bsdfWeight[1] > BSDF_WEIGHT_EPSILON) { - BRDF::EvaluateGGX(mtlData, sampleDir, result.specValue, result.specPdf); - result.specPdf *= mtlData.bsdfWeight[1]; + BRDF::EvaluateGGX(mtlData, CLEAR_COAT_ROUGHNESS, CLEAR_COAT_F0, sampleDir, value, pdf, fresnelClearCoat); + fresnelClearCoat *= mtlData.bsdfData.coatMask; + result.specValue += value * mtlData.bsdfData.coatMask; + result.specPdf += mtlData.bsdfWeight[1] * pdf; } - result.diffPdf *= mtlData.bsdfWeight[0]; + result.diffValue *= (1.0 - mtlData.bsdfData.transmittanceMask) * (1.0 - fresnelClearCoat); + + if (mtlData.bsdfWeight[2] > BSDF_WEIGHT_EPSILON) + { + BRDF::EvaluateGGX(mtlData, mtlData.bsdfData.roughnessT, mtlData.bsdfData.fresnel0, sampleDir, value, pdf, fresnelSpec); + result.specValue += value * (1.0 - fresnelClearCoat); + result.specPdf += mtlData.bsdfWeight[2] * pdf; + } } - else if (inputSample.z < mtlData.bsdfWeight[0] + mtlData.bsdfWeight[1]) // Specular BRDF + else if (inputSample.z < mtlData.bsdfWeight[0] + mtlData.bsdfWeight[1]) // Clear coat BRDF { - if (!BRDF::SampleGGX(mtlData, inputSample, sampleDir, result.specValue, result.specPdf)) + if (!BRDF::SampleGGX(mtlData, CLEAR_COAT_ROUGHNESS, CLEAR_COAT_F0, inputSample, sampleDir, result.specValue, result.specPdf, fresnelClearCoat)) return false; + fresnelClearCoat *= mtlData.bsdfData.coatMask; + result.specValue *= mtlData.bsdfData.coatMask; + result.specPdf *= mtlData.bsdfWeight[1]; + if (mtlData.bsdfWeight[0] > BSDF_WEIGHT_EPSILON) { BRDF::EvaluateDiffuse(mtlData, sampleDir, result.diffValue, result.diffPdf); + result.diffValue *= (1.0 - mtlData.bsdfData.transmittanceMask) * (1.0 - fresnelClearCoat); result.diffPdf *= mtlData.bsdfWeight[0]; } - result.specPdf *= mtlData.bsdfWeight[1]; + if (mtlData.bsdfWeight[2] > BSDF_WEIGHT_EPSILON) + { + BRDF::EvaluateGGX(mtlData, mtlData.bsdfData.roughnessT, mtlData.bsdfData.fresnel0, sampleDir, value, pdf, fresnelSpec); + result.specValue += value * (1.0 - fresnelClearCoat); + result.specPdf += mtlData.bsdfWeight[2] * pdf; + } + } + else if (inputSample.z < mtlData.bsdfWeight[0] + mtlData.bsdfWeight[1] + mtlData.bsdfWeight[2]) // Specular BRDF + { + if (!BRDF::SampleGGX(mtlData, mtlData.bsdfData.roughnessT, mtlData.bsdfData.fresnel0, inputSample, sampleDir, result.specValue, result.specPdf, fresnelSpec)) + return false; + + result.specPdf *= mtlData.bsdfWeight[2]; + + if (mtlData.bsdfWeight[1] > BSDF_WEIGHT_EPSILON) + { + BRDF::EvaluateGGX(mtlData, CLEAR_COAT_ROUGHNESS, CLEAR_COAT_F0, sampleDir, value, pdf, fresnelClearCoat); + fresnelClearCoat *= mtlData.bsdfData.coatMask; + result.specValue = result.specValue * (1.0 - fresnelClearCoat) + value * mtlData.bsdfData.coatMask; + result.specPdf += mtlData.bsdfWeight[1] * pdf; + } + + if (mtlData.bsdfWeight[0] > BSDF_WEIGHT_EPSILON) + { + BRDF::EvaluateDiffuse(mtlData, sampleDir, result.diffValue, result.diffPdf); + result.diffValue *= (1.0 - mtlData.bsdfData.transmittanceMask) * (1.0 - fresnelClearCoat); + result.diffPdf *= mtlData.bsdfWeight[0]; + } } else // Specular BTDF { @@ -96,7 +149,8 @@ bool SampleMaterial(MaterialData mtlData, float3 inputSample, out float3 sampleD return false; #endif - result.specPdf *= mtlData.bsdfWeight[2]; + result.specValue *= mtlData.bsdfData.transmittanceMask; + result.specPdf *= mtlData.bsdfWeight[3]; } } else // Below @@ -110,19 +164,19 @@ bool SampleMaterial(MaterialData mtlData, float3 inputSample, out float3 sampleD result.specPdf = DELTA_PDF; } #else - if (inputSample.z < mtlData.bsdfWeight[1]) // Specular BRDF + if (inputSample.z < mtlData.bsdfWeight[2]) // Specular BRDF { if (!BRDF::SampleDelta(mtlData, sampleDir, result.specValue, result.specPdf)) return false; - result.specPdf *= mtlData.bsdfWeight[1]; + result.specPdf *= mtlData.bsdfWeight[2]; } else // Specular BTDF { if (!BTDF::SampleDelta(mtlData, sampleDir, result.specValue, result.specPdf)) return false; - result.specPdf *= mtlData.bsdfWeight[2]; + result.specPdf *= mtlData.bsdfWeight[3]; } #endif } @@ -136,15 +190,30 @@ void EvaluateMaterial(MaterialData mtlData, float3 sampleDir, out MaterialResult if (IsAbove(mtlData)) { + float3 value; + float pdf; + float fresnelSpec, fresnelClearCoat = 0.0; + + if (mtlData.bsdfWeight[1] > BSDF_WEIGHT_EPSILON) + { + BRDF::EvaluateGGX(mtlData, CLEAR_COAT_ROUGHNESS, CLEAR_COAT_F0, sampleDir, result.specValue, result.specPdf, fresnelClearCoat); + fresnelClearCoat *= mtlData.bsdfData.coatMask; + result.specValue *= mtlData.bsdfData.coatMask; + result.specPdf *= mtlData.bsdfWeight[1]; + } + if (mtlData.bsdfWeight[0] > BSDF_WEIGHT_EPSILON) { BRDF::EvaluateDiffuse(mtlData, sampleDir, result.diffValue, result.diffPdf); + result.diffValue *= (1.0 - mtlData.bsdfData.transmittanceMask) * (1.0 - fresnelClearCoat); result.diffPdf *= mtlData.bsdfWeight[0]; } - if (mtlData.bsdfWeight[1] > BSDF_WEIGHT_EPSILON) + + if (mtlData.bsdfWeight[2] > BSDF_WEIGHT_EPSILON) { - BRDF::EvaluateGGX(mtlData, sampleDir, result.specValue, result.specPdf); - result.specPdf *= mtlData.bsdfWeight[1]; + BRDF::EvaluateGGX(mtlData, mtlData.bsdfData.roughnessT, mtlData.bsdfData.fresnel0, sampleDir, value, pdf, fresnelSpec); + result.specValue += value * (1.0 - fresnelClearCoat); + result.specPdf += mtlData.bsdfWeight[2] * pdf; } } } 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 e3839c282b8..3e4f4dda3b3 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 @@ -1,6 +1,10 @@ using System; using UnityEngine.Experimental.Rendering; +#if UNITY_EDITOR + using UnityEditor; +#endif // UNITY_EDITOR + namespace UnityEngine.Rendering.HighDefinition { [Serializable, VolumeComponentMenu("Ray Tracing/Path Tracing (Preview)")] @@ -12,29 +16,72 @@ public sealed class PathTracing : VolumeComponent [Tooltip("Defines the layers that path tracing should include.")] public LayerMaskParameter layerMask = new LayerMaskParameter(-1); - [Tooltip("Defines the maximum number of paths cast within each pixel.")] - public ClampedIntParameter maximumSamples = new ClampedIntParameter(256, 1, 1024); + [Tooltip("Defines the maximum number of paths cast within each pixel, over time (one per frame).")] + public ClampedIntParameter maximumSamples = new ClampedIntParameter(256, 1, 4096); [Tooltip("Defines the minimum number of bounces for each path.")] public ClampedIntParameter minimumDepth = new ClampedIntParameter(1, 1, 10); [Tooltip("Defines the maximum number of bounces for each path.")] - public ClampedIntParameter maximumDepth = new ClampedIntParameter(3, 1, 10); + public ClampedIntParameter maximumDepth = new ClampedIntParameter(4, 1, 10); [Tooltip("Defines the maximum intensity value computed for a path.")] public ClampedFloatParameter maximumIntensity = new ClampedFloatParameter(10f, 0f, 100f); } public partial class HDRenderPipeline { - // String values const string m_PathTracingRayGenShaderName = "RayGen"; + uint currentIteration = 0; +#if UNITY_EDITOR + uint maxIteration = 0; +#endif // UNITY_EDITOR void InitPathTracing() { +#if UNITY_EDITOR + Undo.postprocessModifications += UndoRecordedCallback; + Undo.undoRedoPerformed += UndoPerformedCallback; +#endif // UNITY_EDITOR } void ReleasePathTracing() { +#if UNITY_EDITOR + Undo.postprocessModifications -= UndoRecordedCallback; + Undo.undoRedoPerformed -= UndoPerformedCallback; +#endif // UNITY_EDITOR + } + +#if UNITY_EDITOR + + private void ResetIteration() + { + // If we just changed the sample count, we don't want to reset the iteration + PathTracing pathTracingSettings = VolumeManager.instance.stack.GetComponent(); + if (maxIteration != pathTracingSettings.maximumSamples.value) + maxIteration = (uint) pathTracingSettings.maximumSamples.value; + else + currentIteration = 0; + } + + private UndoPropertyModification[] UndoRecordedCallback(UndoPropertyModification[] modifications) + { + ResetIteration(); + + return modifications; + } + + private void UndoPerformedCallback() + { + ResetIteration(); + } + +#endif // UNITY_EDITOR + + private void CheckCameraChange(HDCamera hdCamera) + { + if (hdCamera.mainViewConstants.nonJitteredViewProjMatrix != (hdCamera.mainViewConstants.prevViewProjMatrix)) + currentIteration = 0; } static RTHandle PathTracingHistoryBufferAllocatorFunction(string viewName, int frameIndex, RTHandleSystem rtHandleSystem) @@ -46,14 +93,15 @@ static RTHandle PathTracingHistoryBufferAllocatorFunction(string viewName, int f void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount) { - // First thing to check is: Do we have a valid ray-tracing environment? RayTracingShader pathTracingShader = m_Asset.renderPipelineRayTracingResources.pathTracing; PathTracing pathTracingSettings = hdCamera.volumeStack.GetComponent(); - // Check the validity of the state before computing the effect + // Check the validity of the state before moving on with the computation if (!pathTracingShader || !pathTracingSettings.enable.value) return; + CheckCameraChange(hdCamera); + // Inject the ray-tracing sampling data BlueNoise blueNoiseManager = GetBlueNoiseManager(); blueNoiseManager.BindDitheredRNGData256SPP(cmd); @@ -87,9 +135,8 @@ void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputText cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane); // Set the data for the ray generation - //cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._CameraColorTextureRW, outputTexture); - cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, frameCount); + cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, (int)currentIteration++); // Compute an approximate pixel spread angle value (in radians) cmd.SetRayTracingFloatParam(pathTracingShader, HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight)); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl index adbff75a4f1..d5a1adb27ae 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl @@ -1,40 +1,49 @@ #define DELTA_PDF 1000000.0 +#define MAX_GGX_ROUGHNESS 0.999 namespace BRDF { bool SampleGGX(MaterialData mtlData, + float roughness, + float3 fresnel0, float3 inputSample, out float3 outgoingDir, out float3 value, - out float pdf) + out float pdf, + out float3 fresnel) { + roughness = min(roughness, MAX_GGX_ROUGHNESS); + float NdotL, NdotH, VdotH; float3x3 localToWorld = GetLocalFrame(mtlData.bsdfData.normalWS); - SampleGGXDir(inputSample, mtlData.V, localToWorld, mtlData.bsdfData.roughnessT, outgoingDir, NdotL, NdotH, VdotH); + SampleGGXDir(inputSample, mtlData.V, localToWorld, roughness, outgoingDir, NdotL, NdotH, VdotH); if (NdotL < 0.001 || !IsAbove(mtlData, outgoingDir)) return false; - float D = D_GGX(NdotH, mtlData.bsdfData.roughnessT); + float D = D_GGX(NdotH, roughness); pdf = D * NdotH / (4.0 * VdotH); if (pdf < 0.001) return false; float NdotV = dot(mtlData.bsdfData.normalWS, mtlData.V); - float3 F = F_Schlick(mtlData.bsdfData.fresnel0, NdotV); - float Vg = V_SmithJointGGX(NdotL, NdotV, mtlData.bsdfData.roughnessT); + float Vg = V_SmithJointGGX(NdotL, NdotV, roughness); + fresnel = F_Schlick(fresnel0, VdotH); - value = F * D * Vg * NdotL; + value = fresnel * D * Vg * NdotL; return true; } void EvaluateGGX(MaterialData mtlData, + float roughness, + float3 fresnel0, float3 outgoingDir, out float3 value, - out float pdf) + out float pdf, + out float3 fresnel) { float NdotV = dot(mtlData.bsdfData.normalWS, mtlData.V); if (NdotV < 0.001) @@ -45,16 +54,18 @@ void EvaluateGGX(MaterialData mtlData, } float NdotL = dot(mtlData.bsdfData.normalWS, outgoingDir); + roughness = min(roughness, MAX_GGX_ROUGHNESS); + float3 H = normalize(mtlData.V + outgoingDir); float NdotH = dot(mtlData.bsdfData.normalWS, H); float VdotH = dot(mtlData.V, H); - float D = D_GGX(NdotH, mtlData.bsdfData.roughnessT); + float D = D_GGX(NdotH, roughness); pdf = D * NdotH / (4.0 * VdotH); - float3 F = F_Schlick(mtlData.bsdfData.fresnel0, NdotV); - float Vg = V_SmithJointGGX(NdotL, NdotV, mtlData.bsdfData.roughnessT); + float Vg = V_SmithJointGGX(NdotL, NdotV, roughness); + fresnel = F_Schlick(fresnel0, VdotH); - value = F * D * Vg * NdotL; + value = fresnel * D * Vg * NdotL; } bool SampleDelta(MaterialData mtlData, @@ -75,7 +86,7 @@ bool SampleDelta(MaterialData mtlData, value = F_FresnelDielectric(1.0 / mtlData.bsdfData.ior, NdotV); } - value *= mtlData.bsdfData.transmittanceMask * DELTA_PDF; + value *= DELTA_PDF; pdf = DELTA_PDF; return any(outgoingDir); @@ -97,7 +108,7 @@ bool SampleLambert(MaterialData mtlData, if (pdf < 0.001) return false; - value = mtlData.bsdfData.diffuseColor * (1.0 - mtlData.bsdfData.transmittanceMask) * pdf; + value = mtlData.bsdfData.diffuseColor * pdf; return true; } @@ -108,7 +119,7 @@ void EvaluateLambert(MaterialData mtlData, out float pdf) { pdf = dot(mtlData.bsdfData.normalWS, outgoingDir) * INV_PI; - value = mtlData.bsdfData.diffuseColor * (1.0 - mtlData.bsdfData.transmittanceMask) * pdf; + value = mtlData.bsdfData.diffuseColor * pdf; } bool SampleBurley(MaterialData mtlData, @@ -130,7 +141,7 @@ bool SampleBurley(MaterialData mtlData, float NdotV = saturate(dot(mtlData.bsdfData.normalWS, mtlData.V)); float LdotV = saturate(dot(outgoingDir, mtlData.V)); - value = mtlData.bsdfData.diffuseColor * (1.0 - mtlData.bsdfData.transmittanceMask) * DisneyDiffuseNoPI(NdotV, NdotL, LdotV, mtlData.bsdfData.perceptualRoughness) * pdf; + value = mtlData.bsdfData.diffuseColor * DisneyDiffuseNoPI(NdotV, NdotL, LdotV, mtlData.bsdfData.perceptualRoughness) * pdf; return true; } @@ -145,7 +156,7 @@ void EvaluateBurley(MaterialData mtlData, float LdotV = saturate(dot(outgoingDir, mtlData.V)); pdf = NdotL * INV_PI; - value = mtlData.bsdfData.diffuseColor * (1.0 - mtlData.bsdfData.transmittanceMask) * DisneyDiffuseNoPI(NdotV, NdotL, LdotV, mtlData.bsdfData.perceptualRoughness) * pdf; + value = mtlData.bsdfData.diffuseColor * DisneyDiffuseNoPI(NdotV, NdotL, LdotV, mtlData.bsdfData.perceptualRoughness) * pdf; } bool SampleDiffuse(MaterialData mtlData, @@ -196,7 +207,7 @@ bool SampleDelta(MaterialData mtlData, value = 1.0 - F_FresnelDielectric(1.0 / mtlData.bsdfData.ior, NdotV); } - value *= mtlData.bsdfData.transmittanceMask * DELTA_PDF; + value *= DELTA_PDF; pdf = DELTA_PDF; return any(outgoingDir); @@ -208,9 +219,11 @@ bool SampleGGX(MaterialData mtlData, out float3 value, out float pdf) { + float roughness = min(mtlData.bsdfData.roughnessT, MAX_GGX_ROUGHNESS); + float NdotL, NdotH, VdotH; float3x3 localToWorld = GetLocalFrame(mtlData.bsdfData.normalWS); - SampleGGXDir(inputSample, mtlData.V, localToWorld, mtlData.bsdfData.roughnessT, outgoingDir, NdotL, NdotH, VdotH); + SampleGGXDir(inputSample, mtlData.V, localToWorld, roughness, outgoingDir, NdotL, NdotH, VdotH); // FIXME: won't be necessary after new version of SampleGGXDir() float3 H = normalize(mtlData.V + outgoingDir); @@ -224,15 +237,15 @@ bool SampleGGX(MaterialData mtlData, float LdotH = dot(outgoingDir, H); float3 F = F_Schlick(mtlData.bsdfData.fresnel0, VdotH); - float D = D_GGX(NdotH, mtlData.bsdfData.roughnessT); - float Vg = V_SmithJointGGX(-NdotL, NdotV, mtlData.bsdfData.roughnessT); + float D = D_GGX(NdotH, roughness); + float Vg = V_SmithJointGGX(-NdotL, NdotV, roughness); // Compute the Jacobian float jacobian = max(abs(VdotH + mtlData.bsdfData.ior * LdotH), 0.001); jacobian = Sq(mtlData.bsdfData.ior) * abs(LdotH) / Sq(jacobian); pdf = D * NdotH * jacobian; - value = abs(4.0 * (1.0 - F) * D * Vg * NdotL * VdotH * jacobian * mtlData.bsdfData.transmittanceMask); + value = abs(4.0 * (1.0 - F) * D * Vg * NdotL * VdotH * jacobian); return (pdf > 0.001); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl index 9b4c3038f43..86107086c5a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl @@ -144,20 +144,20 @@ bool SampleLights(LightList lightList, // Pick a local light from the list LightData lightData = GetLocalLightData(lightList, inputSample.z); - // Generate a point on the surface of the light - float3 lightCenter = GetAbsolutePositionWS(lightData.positionRWS); - float3 samplePos = lightCenter + (inputSample.x - 0.5) * lightData.size.x * lightData.right + (inputSample.y - 0.5) * lightData.size.y * lightData.up; + if (lightData.lightType == GPULIGHTTYPE_RECTANGLE) + { + // Generate a point on the surface of the light + float3 lightCenter = GetAbsolutePositionWS(lightData.positionRWS); + float3 samplePos = lightCenter + (inputSample.x - 0.5) * lightData.size.x * lightData.right + (inputSample.y - 0.5) * lightData.size.y * lightData.up; - // And the corresponding direction - outgoingDir = samplePos - position; - dist = length(outgoingDir); - outgoingDir /= dist; + // And the corresponding direction + outgoingDir = samplePos - position; + dist = length(outgoingDir); + outgoingDir /= dist; - if (dot(normal, outgoingDir) < 0.001) - return false; + if (dot(normal, outgoingDir) < 0.001) + return false; - if (lightData.lightType == GPULIGHTTYPE_RECTANGLE) - { float cosTheta = -dot(outgoingDir, lightData.forward); if (cosTheta < 0.001) return false; @@ -168,9 +168,36 @@ bool SampleLights(LightList lightList, } else // Punctual light { - // DELTA_PDF represents 1 / area, where the area is infinitesimal - value = GetPunctualEmission(lightData, outgoingDir, dist) * DELTA_PDF; - pdf = GetLocalLightWeight(lightList) * DELTA_PDF; + // Direction from shading point to light position + outgoingDir = GetAbsolutePositionWS(lightData.positionRWS) - position; + float sqDist = Length2(outgoingDir); + + if (lightData.size.x > 0.0) // Stores the square radius + { + float3x3 localFrame = GetLocalFrame(normalize(outgoingDir)); + SampleCone(inputSample, sqrt(saturate(1.0 - lightData.size.x / sqDist)), outgoingDir, pdf); // computes rcpPdf + + outgoingDir = normalize(outgoingDir.x * localFrame[0] + outgoingDir.y * localFrame[1] + outgoingDir.z * localFrame[2]); + + if (dot(normal, outgoingDir) < 0.001) + return false; + + dist = max(sqrt((sqDist - lightData.size.x)), 0.001); + value = GetPunctualEmission(lightData, outgoingDir, dist) / pdf; + pdf = GetLocalLightWeight(lightList) / pdf; + } + else + { + dist = sqrt(sqDist); + outgoingDir /= dist; + + if (dot(normal, outgoingDir) < 0.001) + return false; + + // DELTA_PDF represents 1 / area, where the area is infinitesimal + value = GetPunctualEmission(lightData, outgoingDir, dist) * DELTA_PDF; + pdf = GetLocalLightWeight(lightList) * DELTA_PDF; + } } } else // Distant lights @@ -214,7 +241,7 @@ void EvaluateLights(LightList lightList, { LightData lightData = GetLocalLightData(lightList, i); - // Punctual/directional lights have a quasi-null probability of being hit here + // Punctual lights have a quasi-null probability of being hit here if (lightData.lightType != GPULIGHTTYPE_RECTANGLE) continue; @@ -223,21 +250,24 @@ void EvaluateLights(LightList lightList, float3 lightCenter = GetAbsolutePositionWS(lightData.positionRWS); // Check if we hit the light plane, at a distance below our tMax (coming from indirect computation) - if (cosTheta > 0.0 && IntersectPlane(rayDescriptor.Origin, rayDescriptor.Direction, lightCenter, lightData.forward, t) && t < rayDescriptor.TMax) + if (cosTheta > 0.0 && IntersectPlane(rayDescriptor.Origin, rayDescriptor.Direction, lightCenter, lightData.forward, t)) { - float3 hitVec = rayDescriptor.Origin + t * rayDescriptor.Direction - lightCenter; - - // Then check if we are within the rectangle bounds - if (2.0 * abs(dot(hitVec, lightData.right) / Length2(lightData.right)) < lightData.size.x && - 2.0 * abs(dot(hitVec, lightData.up) / Length2(lightData.up)) < lightData.size.y) + if (t < rayDescriptor.TMax) { - value += lightData.color; + float3 hitVec = rayDescriptor.Origin + t * rayDescriptor.Direction - lightCenter; + + // Then check if we are within the rectangle bounds + if (2.0 * abs(dot(hitVec, lightData.right) / Length2(lightData.right)) < lightData.size.x && + 2.0 * abs(dot(hitVec, lightData.up) / Length2(lightData.up)) < lightData.size.y) + { + value += lightData.color; - float lightArea = length(cross(lightData.size.x * lightData.right, lightData.size.y * lightData.up)); - pdf += GetLocalLightWeight(lightList) * Sq(t) / (lightArea * cosTheta); + float lightArea = length(cross(lightData.size.x * lightData.right, lightData.size.y * lightData.up)); + pdf += GetLocalLightWeight(lightList) * Sq(t) / (lightArea * cosTheta); - // If we consider that a ray is very unlikely to hit 2 area lights one after another, we can exit the loop - break; + // If we consider that a ray is very unlikely to hit 2 area lights one after another, we can exit the loop + break; + } } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace index 3de5725d00e..3e47d0fd3d6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace @@ -58,26 +58,19 @@ void Miss(inout RayIntersection rayIntersection : SV_RayPayload) void RayGen() { uint2 LaunchIndex = DispatchRaysIndex(); - uint2 LaunchDim = DispatchRaysDimensions(); - // Pixel coordinate of the current pixel + // Get the current pixel coordinates uint2 currentPixelCoord = uint2(LaunchIndex.x, LaunchIndex.y); - // Get the current sample count - uint sampleCount = _AccumulatedFrameTexture[currentPixelCoord].w; - - // Grab motion blur information (FIXME: should be replaced by something else notifying of a change in the scene) - float2 velocity; - DecodeMotionVector(LOAD_TEXTURE2D_X(_CameraMotionVectorsTexture, currentPixelCoord), velocity); - // Have we reached max sampling? - if (sampleCount >= _RaytracingNumSamples && !any(velocity)) + uint sampleCount = _RaytracingFrameIndex; + if (sampleCount >= _RaytracingNumSamples) { _CameraColorTextureRW[currentPixelCoord] = float4(_AccumulatedFrameTexture[currentPixelCoord].xyz * GetCurrentExposureMultiplier(), 1.0); return; } - // Get jittered pixel coordinates + // Jitter them float3 jitteredPixelCoord = float3(currentPixelCoord, 1.0); jitteredPixelCoord.x += GetSample(currentPixelCoord, _RaytracingFrameIndex, 254); jitteredPixelCoord.y += GetSample(currentPixelCoord, _RaytracingFrameIndex, 255); @@ -98,34 +91,29 @@ void RayGen() rayIntersection.remainingDepth = _RaytracingMaxRecursion; rayIntersection.pixelCoord = currentPixelCoord; rayIntersection.maxRoughness = 0.001; - rayIntersection.rayCount = sampleCount; // In order to achieve filtering for the textures, we need to compute the spread angle of the pixel rayIntersection.cone.spreadAngle = _RaytracingPixelSpreadAngle; - rayIntersection.cone.width = 0.0f; + rayIntersection.cone.width = 0.0; // Evaluate the ray intersection TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_CULL_BACK_FACING_TRIANGLES | RAY_FLAG_FORCE_OPAQUE, RAYTRACINGRENDERERFLAG_PATH_TRACING, 0, 1, 0, rayDescriptor, rayIntersection); - // FIXME: should be based on another criterion than velocity // Accumulate the result - if (any(velocity)) - { - sampleCount = 1; // Reset sample count - } - else - { - sampleCount++; - rayIntersection.color = (_AccumulatedFrameTexture[currentPixelCoord].xyz * (sampleCount - 1) + rayIntersection.color * GetInverseCurrentExposureMultiplier()) / sampleCount; - } - _AccumulatedFrameTexture[currentPixelCoord] = float4(rayIntersection.color, sampleCount); + if (sampleCount++) + rayIntersection.color = (_AccumulatedFrameTexture[currentPixelCoord].xyz * (sampleCount - 1) + rayIntersection.color) / sampleCount; + _AccumulatedFrameTexture[currentPixelCoord] = float4(rayIntersection.color, 1.0); + + // Apply exposure modifier + rayIntersection.color *= GetCurrentExposureMultiplier(); - // Add a little convergence cue to our result (FIXME: definitely not the right way to do it!!) + // Add a little convergence cue to our result AddConvergenceCue(currentPixelCoord, sampleCount, rayIntersection.color); - _CameraColorTextureRW[currentPixelCoord] = float4(rayIntersection.color * GetCurrentExposureMultiplier(), 1.0); + _CameraColorTextureRW[currentPixelCoord] = float4(rayIntersection.color, 1.0); } +// This should never be called, return magenta just in case [shader("closesthit")] void ClosestHit(inout RayIntersection rayIntersection : SV_RayPayload, AttributeData attributeData : SV_IntersectionAttributes) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMaterial.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMaterial.hlsl index 46805308d13..c816e403bf4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMaterial.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMaterial.hlsl @@ -1,4 +1,4 @@ -#define MAX_BSDF_COUNT 3 +#define MAX_BSDF_COUNT 4 #define BSDF_WEIGHT_EPSILON 0.001 struct MaterialData diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs index 6fc3d46e9bc..29947eff1be 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs @@ -247,7 +247,7 @@ AccelerationStructureStatus AddInstanceToRAS(Renderer currentRenderer, instanceFlag |= (uint)(RayTracingRendererFlag.Opaque); } - if (rayTracedShadow) + if (rayTracedShadow || pathTracingEnabled) { if (hasTransparentSubMaterial) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl index 51297ee8b71..a97caed8476 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl @@ -83,26 +83,26 @@ void ClosestHit(inout RayIntersection rayIntersection : SV_RayPayload, Attribute // Check if we want to compute direct and emissive lighting for current depth bool computeDirect = currentDepth >= _RaytracingMinRecursion - 1; -#ifdef HAS_LIGHTLOOP - // Compute the bsdf data BSDFData bsdfData = ConvertSurfaceDataToBSDFData(posInput.positionSS, surfaceData); +#ifdef HAS_LIGHTLOOP + // FIXME: Adjust roughness to reduce fireflies bsdfData.roughnessT = max(rayIntersection.maxRoughness, bsdfData.roughnessT); bsdfData.roughnessB = max(rayIntersection.maxRoughness, bsdfData.roughnessB); // Generate the new sample (following values of the sequence) float3 inputSample = 0.0; - inputSample.x = GetSample(rayIntersection.pixelCoord, rayIntersection.rayCount, 4 * currentDepth); - inputSample.y = GetSample(rayIntersection.pixelCoord, rayIntersection.rayCount, 4 * currentDepth + 1); - inputSample.z = GetSample(rayIntersection.pixelCoord, rayIntersection.rayCount, 4 * currentDepth + 2); + inputSample.x = GetSample(rayIntersection.pixelCoord, _RaytracingFrameIndex, 4 * currentDepth); + inputSample.y = GetSample(rayIntersection.pixelCoord, _RaytracingFrameIndex, 4 * currentDepth + 1); + inputSample.z = GetSample(rayIntersection.pixelCoord, _RaytracingFrameIndex, 4 * currentDepth + 2); // Get current path throughput float3 pathThroughput = rayIntersection.color; // And reset the ray intersection color, which will store our final result - rayIntersection.color = computeDirect ? builtinData.emissiveColor * GetCurrentExposureMultiplier() : 0.0; + rayIntersection.color = computeDirect ? builtinData.emissiveColor : 0.0; // Initialize our material data MaterialData mtlData = CreateMaterialData(bsdfData, -WorldRayDirection()); @@ -138,12 +138,15 @@ void ClosestHit(inout RayIntersection rayIntersection : SV_RayPayload, Attribute nextRayIntersection.remainingDepth = _RaytracingMaxRecursion + 1; rayDescriptor.TMax -= _RaytracingRayBias; nextRayIntersection.t = rayDescriptor.TMax; - TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_CULL_BACK_FACING_TRIANGLES | RAY_FLAG_FORCE_OPAQUE, RAYTRACINGRENDERERFLAG_PATH_TRACING, 0, 1, 0, rayDescriptor, nextRayIntersection); + + // FIXME: For the time being, we choose not to apply any back/front-face culling for shadows, will possibly change in the future + TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_FORCE_NON_OPAQUE | RAY_FLAG_SKIP_CLOSEST_HIT_SHADER | RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH, + RAYTRACINGRENDERERFLAG_CAST_SHADOW, 0, 1, 0, rayDescriptor, nextRayIntersection); if (nextRayIntersection.t >= rayDescriptor.TMax) { float misWeight = PowerHeuristic(pdf, mtlResult.diffPdf + mtlResult.specPdf); - rayIntersection.color += value * misWeight * GetCurrentExposureMultiplier(); + rayIntersection.color += value * misWeight; } } } @@ -161,7 +164,7 @@ void ClosestHit(inout RayIntersection rayIntersection : SV_RayPayload, Attribute float russianRouletteValue = Luminance(pathThroughput); float russianRouletteFactor = 1.0; - float rand = GetSample(rayIntersection.pixelCoord, rayIntersection.rayCount, 4 * currentDepth + 3); + float rand = GetSample(rayIntersection.pixelCoord, _RaytracingFrameIndex, 4 * currentDepth + 3); if (RussianRouletteTest(russianRouletteValue, rand, russianRouletteFactor, !currentDepth)) { rayDescriptor.Origin = position + GetPositionBias(bsdfData.geomNormalWS, rayDescriptor.Direction, _RaytracingRayBias); @@ -169,7 +172,6 @@ void ClosestHit(inout RayIntersection rayIntersection : SV_RayPayload, Attribute // Copy path constants across nextRayIntersection.pixelCoord = rayIntersection.pixelCoord; - nextRayIntersection.rayCount = rayIntersection.rayCount; nextRayIntersection.cone.width = rayIntersection.cone.width; // Complete RayIntersection structure for this sample @@ -195,53 +197,38 @@ void ClosestHit(inout RayIntersection rayIntersection : SV_RayPayload, Attribute EvaluateLights(lightList, rayDescriptor, lightValue, lightPdf); float misWeight = PowerHeuristic(pdf, lightPdf); - nextRayIntersection.color += lightValue * misWeight * GetCurrentExposureMultiplier(); + nextRayIntersection.color += lightValue * misWeight; } +#if HAS_REFRACTION + // Apply absorption on rays below the interface, using Beer-Lambert's law + if (isfinite(nextRayIntersection.t) && IsBelow(mtlData, rayDescriptor.Direction)) + { +#ifdef _REFRACTION_THIN + nextRayIntersection.color *= exp(-mtlData.bsdfData.absorptionCoefficient * REFRACTION_THIN_DISTANCE); +#else + nextRayIntersection.color *= exp(-mtlData.bsdfData.absorptionCoefficient * nextRayIntersection.t); +#endif + } +#endif + rayIntersection.color += value * russianRouletteFactor * nextRayIntersection.color; } } #else // HAS_LIGHTLOOP - rayIntersection.color = (!currentDepth || computeDirect) ? builtinData.emissiveColor * GetCurrentExposureMultiplier() : 0.0; + rayIntersection.color = (!currentDepth || computeDirect) ? bsdfData.color * GetInverseCurrentExposureMultiplier() + builtinData.emissiveColor : 0.0; #endif // Bias the result (making it too dark), but reduces fireflies a lot - float intensity = Luminance(rayIntersection.color); + float intensity = Luminance(rayIntersection.color) * GetCurrentExposureMultiplier(); if (intensity > _RaytracingIntensityClamp) rayIntersection.color *= _RaytracingIntensityClamp / intensity; } -// Handles fully transparent objects (not called if RAY_FLAG_FORCE_OPAQUE is set) [shader("anyhit")] void AnyHit(inout RayIntersection rayIntersection : SV_RayPayload, AttributeData attributeData : SV_IntersectionAttributes) { - // The first thing that we should do is grab the intersection vertex - IntersectionVertex currentVertex; - GetCurrentIntersectionVertex(attributeData, currentVertex); - - // Build the Frag inputs from the intersection vertex - FragInputs fragInput; - BuildFragInputsFromIntersection(currentVertex, WorldRayDirection(), fragInput); - - // Compute the distance of the ray rayIntersection.t = RayTCurrent(); - - PositionInputs posInput; - posInput.positionWS = fragInput.positionRWS; - posInput.positionSS = 0; - - // Build the surfacedata and builtindata - SurfaceData surfaceData; - BuiltinData builtinData; - bool isVisible; - GetSurfaceAndBuiltinData(fragInput, -WorldRayDirection(), posInput, surfaceData, builtinData, currentVertex, rayIntersection.cone, isVisible); - - // If this fella should be culled, then we cull it - if (!isVisible) - IgnoreHit(); - - // If the depth information is marked as invalid, we are shooting a transmission ray - if (rayIntersection.remainingDepth > _RaytracingMaxRecursion) - AcceptHitAndEndSearch(); + AcceptHitAndEndSearch(); } From d604d77d8e8c7269f4dcfbc8cc5ba6ef28ba1caf Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Wed, 5 Feb 2020 10:03:47 +0100 Subject: [PATCH 08/44] 7.2.0/bugfix hdrp (#5754) * Fix custom pass doc * AO docs (#5730) * Updated missing API doc. (#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again * Added doc for AOVRequests * Fix AO depth issues (#5727) * Revert back to do bit manipulation * changelog Co-authored-by: sebastienlagarde * Update IDataProvider Documentation (#5750) * Upgrade doc (#5748) * Hdrp/fix lookdev volume when never assigned (#5747) * Fix issue when the volume is not assigned yet for lookdev * Update CHANGELOG.md Co-authored-by: sebastienlagarde Co-authored-by: Antoine Lelievre Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> --- .../CHANGELOG.md | 2 ++ .../Documentation~/Material-Upgrade.md | 2 ++ .../ScreenSpaceLighting/GTAOCommon.hlsl | 8 ++--- .../HDRenderPipeline.LookDev.cs | 34 +++++++++++++++++++ .../RenderPass/AOV/AOVBuffers.cs | 3 ++ .../RenderPass/AOV/AOVRequestData.cs | 10 ++++-- 6 files changed, 53 insertions(+), 6 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 1d5b9a593d6..3712e930fc9 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -135,6 +135,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed fallback for ray traced reflections when denoising is enabled. - Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) - Fixed Wizard check order for `Hardware and OS` and `Direct3D12` +- Fix AO issue turning black when Far/Near plane distance is big. +- Fixed issue when opening lookdev and the lookdev volume have not been assigned yet. ### Changed - Hide unused LOD settings in Quality Settings legacy window. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Material-Upgrade.md b/com.unity.render-pipelines.high-definition/Documentation~/Material-Upgrade.md index 81e0f75dd18..bee7ef5fdd7 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Material-Upgrade.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Material-Upgrade.md @@ -11,6 +11,8 @@ When the upgrade is done and the materials are written to disk, the value of *m_ When a material saved with an older version of HDRP is imported, then this will also be upgraded automatically and written to disk when done. +Please note that if a version control system that requires check out operations is in use (e.g. Perforce), it is important that it is correctly setup in the project before the upgrade operation happens. If this is not the case, the material will be upgraded and the file marked as non read-only, but they will not be checked out by the VCS. + ## Manual Material Upgrade In case the above process fails and a material is not working as expected when upgrading HDRP version, it is suggested to run the upgrade process manually. To do so, you can either: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOCommon.hlsl index 32d872ea6e8..770213f9085 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOCommon.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOCommon.hlsl @@ -137,8 +137,8 @@ float GTAOFastAcos(float x) // -------------------------------------------- float PackAOOutput(float AO, float depth) { - uint packedDepth = f32tof16(depth) << 16; - uint packedAO = f32tof16(AO); + uint packedDepth = PackFloatToUInt(depth, 0, 23); + uint packedAO = PackFloatToUInt(AO, 24, 8); uint packedVal = packedAO | packedDepth; // If it is a NaN we have no guarantee the sampler will keep the bit pattern, hence we invalidate the depth, meaning that the various bilateral passes will skip the sample. if ((packedVal & 0x7FFFFFFF) > 0x7F800000) @@ -152,8 +152,8 @@ float PackAOOutput(float AO, float depth) void UnpackData(float data, out float AO, out float depth) { - depth = f16tof32(asuint(data) >> 16); - AO = f16tof32(asuint(data)); + depth = UnpackUIntToFloat(asuint(data), 0, 23); + AO = UnpackUIntToFloat(asuint(data), 24, 8); } void UnpackGatheredData(float4 data, out float4 AOs, out float4 depths) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LookDev.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LookDev.cs index dd4a310f1f8..b8cc17d3187 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LookDev.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LookDev.cs @@ -14,6 +14,10 @@ struct LookDevDataForHDRP public Volume volume; } + /// + /// This hook allows HDRP to init the scene when creating the view + /// + /// The StageRuntimeInterface allowing to communicate with the LookDev void IDataProvider.FirstInitScene(StageRuntimeInterface SRI) { Camera camera = SRI.camera; @@ -49,6 +53,8 @@ void IDataProvider.FirstInitScene(StageRuntimeInterface SRI) #if UNITY_EDITOR HDRenderPipelineAsset hdrpAsset = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset; + if (hdrpAsset.defaultLookDevProfile == null) + hdrpAsset.defaultLookDevProfile = hdrpAsset.renderPipelineEditorResources.lookDev.defaultLookDevVolumeProfile; VolumeProfile profile = ScriptableObject.Instantiate(hdrpAsset.defaultLookDevProfile); volume.sharedProfile = profile; @@ -85,6 +91,12 @@ void IDataProvider.FirstInitScene(StageRuntimeInterface SRI) #endif } + /// + /// This hook allows HDRP to apply the sky as it is requested by the LookDev + /// + /// The Camera rendering in the LookDev + /// The requested Sky to use + /// The StageRuntimeInterface allowing to communicate with the LookDev void IDataProvider.UpdateSky(Camera camera, Sky sky, StageRuntimeInterface SRI) { LookDevDataForHDRP data = (LookDevDataForHDRP)SRI.SRPData; @@ -102,18 +114,31 @@ void IDataProvider.UpdateSky(Camera camera, Sky sky, StageRuntimeInterface SRI) } } + /// + /// This hook allows HDRP to apply some changes before the LookDev's Camera render. + /// Should mainly be used for view isolation. + /// + /// The StageRuntimeInterface allowing to communicate with the LookDev void IDataProvider.OnBeginRendering(StageRuntimeInterface SRI) { LookDevDataForHDRP data = (LookDevDataForHDRP)SRI.SRPData; data.volume.enabled = true; } + /// + /// This hook allows HDRP to apply some changes after the LookDev's Camera render. + /// Should mainly be used for view isolation. + /// + /// The StageRuntimeInterface allowing to communicate with the LookDev void IDataProvider.OnEndRendering(StageRuntimeInterface SRI) { LookDevDataForHDRP data = (LookDevDataForHDRP)SRI.SRPData; data.volume.enabled = false; } + /// + /// This hook allows HDRP to give to LookDev what debug mode it can support. + /// IEnumerable IDataProvider.supportedDebugModes => new[] { @@ -126,9 +151,18 @@ IEnumerable IDataProvider.supportedDebugModes "Alpha" }; + /// + /// This hook allows HDRP to update the debug mode used while requested in the LookDev. + /// + /// The index corresponding to the debug view, -1 = none, other have same index than iven by IDataProvider.supportedDebugModes void IDataProvider.UpdateDebugMode(int debugIndex) => debugDisplaySettings.SetDebugViewCommonMaterialProperty((Attributes.MaterialSharedProperty)(debugIndex + 1)); + /// + /// This hook allows HDRP to provide a shadow mask in order for LookDev to perform a self shadow composition. + /// + /// The created shadow mask + /// The StageRuntimeInterface allowing to communicate with the LookDev void IDataProvider.GetShadowMask(ref RenderTexture output, StageRuntimeInterface SRI) { LookDevDataForHDRP data = (LookDevDataForHDRP)SRI.SRPData; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVBuffers.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVBuffers.cs index b1ae4f9cb47..85182c54125 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVBuffers.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVBuffers.cs @@ -7,8 +7,11 @@ public enum AOVBuffers Output, /// Color buffer that will be used before post processes. Color, + /// DepthStencil buffer at the end of the frame. DepthStencil, + /// Normals buffer at the end of the frame. Normals, + /// Motion vectors buffer at the end of the frame. MotionVectors } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs index 4bcd63c5c1b..c2e29e0ba08 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs @@ -22,8 +22,13 @@ public struct AOVRequestData /// Default frame pass settings. [Obsolete("Since 2019.3, use AOVRequestData.NewDefault() instead.")] public static readonly AOVRequestData @default = default; - /// Default frame pass settings. - /// The default value and allocate 64B of garbage. + /// + /// Instantiate a new AOV request data with default values. + /// + /// Note: Allocates memory by the garbage collector. + /// If you intend only to read the default values, you should use . + /// + /// A new AOV request data with default values. public static AOVRequestData NewDefault() => new AOVRequestData { m_Settings = AOVRequest.NewDefault(), @@ -31,6 +36,7 @@ public struct AOVRequestData m_Callback = null }; + /// Default frame pass settings. public static readonly AOVRequestData defaultAOVRequestDataNonAlloc = NewDefault(); private AOVRequest m_Settings; From 49121d3396b4aa2568d5be938fc8c4921a2666df Mon Sep 17 00:00:00 2001 From: Soufiane KHIAT Date: Wed, 5 Feb 2020 09:47:52 +0100 Subject: [PATCH 09/44] Update doc for validation-script --- .../Runtime/Sky/HDRISky/HDRISky.cs | 26 +++++++++++++++++++ .../Runtime/Sky/SkySettings.cs | 16 ++++++++++++ 2 files changed, 42 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs index 28834899d98..6c597ae1872 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs @@ -13,18 +13,44 @@ public class HDRISky : SkySettings /// Cubemap used to render the HDRI sky. [Tooltip("Specify the cubemap HDRP uses to render the sky.")] public CubemapParameter hdriSky = new CubemapParameter(null); + /// Enable Backplate to have it visible. + [Tooltip("Enable or disable the backplate.")] public BoolParameter enableBackplate = new BoolParameter(false); + /// Backplate Type {Disc, Rectangle, Ellipse, Infinite (Plane)}. + [Tooltip("Backplate type.")] public BackplateTypeParameter backplateType = new BackplateTypeParameter(BackplateType.Disc); + /// Define the ground level of the Backplate. + [Tooltip("Define the ground level of the Backplate.")] public FloatParameter groundLevel = new FloatParameter(0.0f); + /// Extent of the Backplate (if circle only the X value is considered). + [Tooltip("Extent of the Backplate (if circle only the X value is considered).")] public Vector2Parameter scale = new Vector2Parameter(Vector2.one*32.0f); + /// Backplate's projection distance to varying the cubemap projection on the plate. + [Tooltip("Backplate's projection distance to varying the cubemap projection on the plate.")] public MinFloatParameter projectionDistance = new MinFloatParameter(16.0f, 1e-7f); + /// Backplate rotation parameter for the geometry. + [Tooltip("Backplate rotation parameter for the geometry.")] public ClampedFloatParameter plateRotation = new ClampedFloatParameter(0.0f, 0.0f, 360.0f); + /// Backplate rotation parameter for the projected texture. + [Tooltip("Backplate rotation parameter for the projected texture.")] public ClampedFloatParameter plateTexRotation = new ClampedFloatParameter(0.0f, 0.0f, 360.0f); + /// Backplate projection offset on the plane. + [Tooltip("Backplate projection offset on the plane.")] public Vector2Parameter plateTexOffset = new Vector2Parameter(Vector2.zero); + /// Backplate blend parameter to blend the edge of the backplate with the background. + [Tooltip("Backplate blend parameter to blend the edge of the backplate with the background.")] public ClampedFloatParameter blendAmount = new ClampedFloatParameter(0.0f, 0.0f, 100.0f); + /// Backplate Shadow Tint projected on the plane. + [Tooltip("Backplate Shadow Tint projected on the plane.")] public ColorParameter shadowTint = new ColorParameter(Color.grey); + /// Allow backplate to receive shadow from point light. + [Tooltip("Allow backplate to receive shadow from point light.")] public BoolParameter pointLightShadow = new BoolParameter(false); + /// Allow backplate to receive shadow from directional light. + [Tooltip("Allow backplate to receive shadow from directional light.")] public BoolParameter dirLightShadow = new BoolParameter(false); + /// Allow backplate to receive shadow from Area light. + [Tooltip("Allow backplate to receive shadow from Area light.")] public BoolParameter rectLightShadow = new BoolParameter(false); /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkySettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkySettings.cs index 77f81bbb647..ce444e88571 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkySettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkySettings.cs @@ -51,17 +51,33 @@ public enum SkyIntensityMode Multiplier, } + + /// + /// Backplate Type for HDRISKy. + /// public enum BackplateType { + /// Shape of backplate is a Disc. Disc, + /// Shape of backplate is a Rectangle. Rectangle, + /// Shape of backplate is a Ellispe. Ellipse, + /// Shape of backplate is a Infinite Plane. Infinite } + /// + /// Backplate Type volume parameter. + /// [Serializable, DebuggerDisplay(k_DebuggerDisplay)] public sealed class BackplateTypeParameter : VolumeParameter { + /// + /// Backplate Type volume parameter constructor. + /// + /// Backplate Type parameter. + /// Initial override state. public BackplateTypeParameter(BackplateType value, bool overrideState = false) : base(value, overrideState) { } } From e1fe44452a5987cb6f60887a2df14a8c173d8c5f Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Wed, 5 Feb 2020 17:53:55 +0100 Subject: [PATCH 10/44] [backport 7.2.0] backports [Skip CI] (#5778) * Fix API validation (#5772) * Fixed API validation * minor change. * Added obsolete message for GetCameraClearFlag * Universal/docs/7.2 docs updates (#5758) (#5776) * Update TableOfContents.md * Revert "Update TableOfContents.md" This reverts commit 43cee45f478357ae6a6b69c45f847134c17705f8. * Added first draft of LWRP > URP upgrade guide * Update TableOfContents.md * Added upgrade guide to 7.2.0 * Added Upgrade guides section, reordered table of contents for consistency * Update upgrade-guide-7-2-0.md * Updated wording on upgrades * Create filter.yml * Update index.md Co-authored-by: Felipe Lira Co-authored-by: Kerry Turner Co-authored-by: Kerry Turner --- .../InstallingAndConfiguringURP.md | 3 +- .../Documentation~/TableOfContents.md | 9 +- .../Documentation~/filter.yml | 9 ++ .../Documentation~/index.md | 13 ++- .../Documentation~/upgrade-guide-7-2-0.md | 41 ++++++++ .../Documentation~/upgrade-guides.md | 6 ++ .../Documentation~/upgrade-lwrp-to-urp.md | 95 +++++++++++++++++++ .../Runtime/Passes/ColorGradingLutPass.cs | 6 ++ .../Runtime/Passes/DrawSkyboxPass.cs | 3 + .../Runtime/Passes/PostProcessPass.cs | 2 +- .../Runtime/Passes/ScriptableRenderPass.cs | 7 +- .../Runtime/ScriptableRenderer.cs | 23 +++++ .../Runtime/UniversalAdditionalCameraData.cs | 3 +- 13 files changed, 208 insertions(+), 12 deletions(-) create mode 100644 com.unity.render-pipelines.universal/Documentation~/filter.yml create mode 100644 com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md create mode 100644 com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md create mode 100644 com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md diff --git a/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md b/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md index 8a8f7879b01..ca9f9353745 100644 --- a/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md +++ b/com.unity.render-pipelines.universal/Documentation~/InstallingAndConfiguringURP.md @@ -3,8 +3,7 @@ To use the Universal Render Pipeline (URP), you can start a new Project or upgrade an existing Project. You can do this in the following ways: - [Create a new URP Project from a Template](creating-a-new-project-with-urp.md). If you are starting a new Project from scratch, this is the best choice. When you do this, Unity automatically installs and configures URP for you. -- [Upgrade a Project that uses the Built-in Render Pipeline](InstallURPIntoAProject.md). If your Project uses the Built-in Render Pipeline, you can upgrade it to use URP. When you do this, you must configure URP yourself. You may also need to manually convert or recreate parts of your Project (such as lit shaders or post-processing effects) to be compatbible with URP. -- [Upgrade a Project that uses the Lightweight Render Pipeline (LWRP)](https://docs.google.com/document/d/1Xd5bZa8pYZRHri-EnNkyhwrWEzSa15vtnpcg--xUCIs). If your Project uses LWRP, you can upgrade it to use URP. When you do this, Unity automatically upgrades most of your Project settings, but you need to perform some manual steps. +- [Install URP into an existing Unity Project](InstallURPIntoAProject.md). If you have started a Project using the Built-in Render Pipeline, you can install URP and configure your Project to use URP. When you do this, you must configure URP yourself. You will need to manually convert or recreate parts of your Project (such as lit shaders or post-processing effects) to be compatbible with URP. **Note:** URP's integrated post-processing solution does not currently support custom post-processing effects. If your Project uses custom post-processing effects, these cannot currently be recreated in URP's integrated post-processing solution. Custom post-processing effects will be supported in a forthcoming release of URP. diff --git a/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md b/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md index 9dca4966952..78440022543 100644 --- a/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md +++ b/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md @@ -1,8 +1,13 @@ * [Universal Render Pipeline](index.md) +* [Features]() + * [Feature Comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md) * [Getting started](InstallingAndConfiguringURP.md) * [Create a Project from a Template](creating-a-new-project-with-urp.md) * [Install URP into an existing Project](InstallURPIntoAProject.md) * [The Universal Render Pipeline Asset](universalrp-asset.md) +* [Upgrade guides](upgrade-guides.md) + * [Upgrade to URP 7.2.0](upgrade-guide-7-2-0.md) + * [Upgrade from LWRP to URP](upgrade-lwrp-to-urp.md) * [Rendering](rendering-in-universalrp.md) * [Lighting](lighting.md) * [Light component reference](light-component) @@ -71,6 +76,6 @@ * [Building for consoles](Building-For-Consoles.md) -* [Frequently asked questions](faq.md) +* [Frequently asked questions (FAQ)](faq.md) -* [Feature comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md) +* [Feature comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md) \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Documentation~/filter.yml b/com.unity.render-pipelines.universal/Documentation~/filter.yml new file mode 100644 index 00000000000..082447575e5 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/filter.yml @@ -0,0 +1,9 @@ +apiRules: + - exclude: + hasAttribute: + uid: System.ObsoleteAttribute + type: Member + - exclude: + hasAttribute: + uid: System.ObsoleteAttribute + type: Type \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Documentation~/index.md b/com.unity.render-pipelines.universal/Documentation~/index.md index 564976b2061..f5a9571f0d7 100644 --- a/com.unity.render-pipelines.universal/Documentation~/index.md +++ b/com.unity.render-pipelines.universal/Documentation~/index.md @@ -1,4 +1,4 @@ -# About the Universal Render Pipeline +# Universal Render Pipeline overview ![Universal Render Pipeline in action](Images/AssetShots/Beauty/Overview.png) @@ -14,6 +14,13 @@ URP is supported on the following platforms: * WebGL * All current VR platforms -For information on starting a new URP Project from scratch, or upgrading an existing Project that uses the Built-in Render Pipeline or the Lightweight Render Pipeline (LWRP), see [Getting started](InstallingAndConfiguringURP.md). +**Note:** Projects made using URP are not compatible with the High Definition Render Pipeline (HDRP) or the Built-in Render Pipeline. Before you start development, you must decide which render pipeline to use in your Project. For information on choosing a render pipeline, see [the Render Pipelines section of the Unity Manual](https://docs.unity3d.com/2019.3/Documentation/Manual/render-pipelines.html). -**Note:** Projects made using URP are not compatible with the High Definition Render Pipeline (HDRP) or the Built-in Render Pipeline. Before you start development, you must decide which render pipeline to use in your Project. For information on choosing a render pipeline, see [the Render Pipelines section of the Unity Manual](https://docs.unity3d.com/2019.3/Documentation/Manual/render-pipelines.html). \ No newline at end of file +## What's new in URP +For information on what's new in the latest version of URP, see the [Changelog](../changelog/CHANGELOG.html). + +## Getting started with URP +For information on starting a new URP Project from scratch, or about installing URP in an existing Unity Project, see [Getting started](InstallingAndConfiguringURP.md). + +## Upgrading +For information on upgrading from a previous version of URP to the current version, or for information about upgrading from the Lightweight Render Pipeline (LWRP) to URP, see [Upgrade guides](upgrade-guides.md). \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md new file mode 100644 index 00000000000..ecd8cc00816 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md @@ -0,0 +1,41 @@ +# Upgrading to version 7.2.0 of the Universal Render Pipeline + +On this page, you will find information about upgrading from an older version of the Universal Render Pipeline (URP) to the current version. + +## Building your Project for consoles + +To build a Project for the **PlayStation 4** or **Xbox One**, you need to install an additional package for each platform you want to support. + +For more information, see the documentation on [Building for Consoles](Building-For-Consoles.md). + +## Require Depth Texture +In previous versions of URP, if post-processing was enabled it would cause the pipeilne to always require depth. We have improved the post-processing integration to only require depth from the pipeline when Depth of Field, Motion Blur or SMAA effects are enabled. This improves performance in many cases. + +Because Cameras that use post-processing no longer require depth by default, you must now manually indicate that Cameras require depth if you are using it for other effects, such as soft particles. + +To make all Cameras require depth, enable the the `Depth Texture` option in the [Pipeline Asset](universalrp-asset.md). To make an individual Camera require depth, set `Depth Texture` option to `On` in the [Camera Inspector](camera-component-reference.md). + +## Sampling shadows from the Main Light +In previous versions of URP, if shadow cascades were enabled for the main Light, shadows would be resolved in a screen space pass. The pipeline now always resolves shadows while rendering opaques or transparent objects. This allows for consistency and solved many issues regarding shadows. + +If have custom hlsl shaders and sample `_ScreenSpaceShadowmapTexture` texture, you must upgrade them to sample shadows by using the `GetMainLight` function instead. + +For example: + +``` +float4 shadowCoord = TransformWorldToShadowCoord(positionWorldSpace); +Light mainLight = GetMainLight(inputData.shadowCoord); + +// now you can use shadow to apply realtime occlusion +half shadow = mainLight.shadowAttenuation; +``` + +You must also define the following in your .shader file to make sure your custom shader can receive shadows correctly: + +``` +#pragma multi_compile _ _MAIN_LIGHT_SHADOWS +#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE +``` + +## Transparent receiving shadows +Transparent objects can now receive shadows when using shadow cascades. You can also optionally disable shadow receiving for transparent to improve performance. To do so, disable `Transparent Receive Shadows` in the Forward Renderer asset. \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md new file mode 100644 index 00000000000..f9b711ff512 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md @@ -0,0 +1,6 @@ +# Upgrade guides + +In this section, you will find information about upgrading from an older version of the Universal Render Pipeline (URP) to a more recent version, and about upgrading from the Lightweight Render Pipeline (LWRP) to URP. + +* [Upgrading to URP 7.2.0](upgrade-guide-7-2-0.md) +* [Upgrading from LWRP to URP](upgrade-lwrp-to-urp.md) \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md new file mode 100644 index 00000000000..812cd0e3d98 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md @@ -0,0 +1,95 @@ +# Upgrading from the Lightweight Render Pipeline to the Universal Render Pipeline +The Universal Render Pipeline (URP) replaces the Lightweight Render Pipeline (LWRP) in Unity 2019.3. If your Project uses LWRP, you must upgrade it to use URP to use Unity 2019.3. + +Unity upgrades some things automatically, and you must make some manual changes. Follow the steps in this guide to transition from using LWRP to using URP. + +## Before upgrading +### Update Assembly Definition Asssets +URP uses GUIDs instead of Assembly Definition string names. If you are using Assembly Definition Assets (ASMDefs) in your Project, you should ensure that **Use GUIDs** is enabled on each of them. + +Unity upgrades any existing string references to LWRP automatically as part of the upgrade process, but it is best practice to use GUIDs on your Assembly Definition Assets for future proofing. + +For each Assembly Definition Asset in your Project: + +* Select the Assembly Defintion Asset +* In the Inspector, enable **Use GUIDs** + +For information on using Assembly Definition files, see the [documentation on Assembly Definitions](https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html). + +## Upgrade process +### Upgrading your version of LWRP +To start the upgrade process: + +* Open the Project you want to upgrade in Unity 2019.3 + +Unity automatically updates LWRP to a 7.x.x version, and pulls in the URP package as a dependency of the updated LWRP package. The Unity script updater automatically upgrades your script files. When the script updater has finished, all of your scripts should compile properly. + +### Upgrading the Shader search path +If your LWRP Project uses `Shader.Find` to search for LWRP Shaders, you need to change the search path. + +To do this: +* Change all instances of `Shader.Find` that search for `Lightweight` to search for `Universal`. + +### Upgrading custom shaders +#### Upgrading tags +URP uses its own scripting tags. If your Shaders use the LWRP `LightMode` tags, they will work in your URP Project, because Unity uses an internal alias for this. However, you should change the tags manually to future-proof your Project. + +To do this: + +* Change all instances of `Lightweight2D` tag to `Universal2D`. +* Change all instances of `LightweightForward` tag to `UniversalForward`. + +In addition to this, URP also uses a different RenderPipeline tag to LWRP. If your own Shaders include this tag, you need to change it manually for the Shaders to work: + +* Change all instances of `LightweightPipeline` tag to `UniversalPipeline`. + +#### Upgrading Shader names +The following Shader names have been changed for URP, so you need to manually update your Shader files: +* Change all instances of `UsePass 'Lightweight Render Pipeline/...'` to `UsePass 'Universal Render Pipeline/...'` + +#### Upgrading include paths +URP uses different include paths to LWRP. LWRP 7.x.x contains forwarding includes, so your custom Shaders will upgrade from LWRP to URP. However, URP 7.x.x does not contain forwarding includes, so you must then manually update the include paths. + +* Change all instances of `#include 'Packages/com.unity.render-pipelines.lightweight/xxx'` to `#include 'Packages/com.unity.render-pipelines.universal/xxx'` + +### Upgrading namespaces +In the .cs files in your Project, find and replace references to the LWRP namespace with the new Universal namespace. + +* Change all instances of `UnityEditor.Rendering.LWRP.xxx` to now `UnityEditor.Rendering.Universal.xxx` + +## Upgrading post-processing effects + +URP supports both [Post Processing Version 2 (PPV2) and its own integrated post-processing solution](integration-with-post-processing.md). If you have the Post Processing Version 2 package installed in your Project and you want to use URP's integrated post-processing solution, you need to delete the Post Processing Version 2 package before you install URP into your Project. When you have installed URP, you can then recreate your post-processing effects. + +Upgrading post-processing effects from LWRP to URP is a manual process. You must manually recreate each Post-Processing Profile in your Project, using URP's post-processing implementation. + +URP's integrated post-processing solution does not currently support custom post-processing effects. If your Project uses custom post-processing effects, these cannot currently be recreated in URP's integrated post-processing solution. Custom post-processing effects will be supported in a forthcoming release of URP. + +## Installing URP and removing LWRP +As part of the automatic upgrade process, Unity installed URP as a dependency of LWRP. You must now install URP as a dependency of the Project itself, so that when you remove LWRP, Unity does not automatically remove URP. + +To install URP as a dependency of the Project: + +* Go to menu: **Window** > **Package Manager**. +* Locate the **Universal RP** package, and note the version number to the right of its name. This is the version of URP that has been added to your Project. +* Close Unity. +* In your file explorer, open the root folder of your Unity Project. +* Open the Packages folder, and locate *manifest.json*. This is your Project's Project Manifest file. +* Open the Project Manifest file using a text editor. +* At the top of the dependencies section, add the following entry: + +`com.unity.render-pipelines.universal`: `[Version number you noted earlier]`, + +So, for example, if the version of URP was 7.1.1, your dependencies section would look like this: + +`dependencies`: { + `com.unity.render-pipelines.universal`: `7.1.1`, + … +}, + +This marks the version of URP that you have installed as a dependency of the Project. You can now safely remove LWRP. + +* Open your Project in Unity. +* Open the Package Manager Window. +* Locate **Lightweight RP** and select it. +* In the bottom right of the Package Manager window, click Remove. Unity completely removes the LWRP package from the Project. \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs index bd71e3426e3..1541b322609 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs @@ -176,6 +176,12 @@ internal override void OnFinishCameraStackRendering(CommandBuffer cmd) cmd.ReleaseTemporaryRT(m_InternalLut.id); } + /// + public override void FrameCleanup(CommandBuffer cmd) + { + + } + // Precomputed shader ids to same some CPU cycles (mostly affects mobile) static class ShaderConstants { diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs index 205e10f9865..74467a5640a 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs @@ -1,3 +1,5 @@ +using UnityEngine.Scripting.APIUpdating; + namespace UnityEngine.Rendering.Universal { /// @@ -5,6 +7,7 @@ namespace UnityEngine.Rendering.Universal /// /// This pass renders the standard Unity skybox. /// + [MovedFrom("UnityEngine.Rendering.Internal.Universal")] public class DrawSkyboxPass : ScriptableRenderPass { public DrawSkyboxPass(RenderPassEvent evt) diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs index acf5799e8ce..39811c341f8 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs @@ -71,7 +71,7 @@ public class PostProcessPass : ScriptableRenderPass Material m_BlitMaterial; - public PostProcessPass(RenderPassEvent evt, PostProcessData data, Material blitMaterial) + public PostProcessPass(RenderPassEvent evt, PostProcessData data, Material blitMaterial = null) { renderPassEvent = evt; m_Data = data; diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs index 38a00cc1289..0f1114b215f 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs @@ -221,14 +221,15 @@ public void Blit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetI /// Destination texture or render target identifier. /// If true, only renders opaque post-processing effects. Otherwise, renders before and after stack post-processing effects. /// If true, flips image vertically. -#if POST_PROCESSING_STACK_2_0_0_OR_NEWER - [Obsolete("The use of the Post-processing Stack V2 is deprecated in the Universal Render Pipeline. Use the builtin post-processing effects instead.")] + + [Obsolete("RenderPostProcessing only works with Post-processing v2. The use of the Post-processing Stack V2 is deprecated in the Universal Render Pipeline.")] public void RenderPostProcessing(CommandBuffer cmd, ref CameraData cameraData, RenderTextureDescriptor sourceDescriptor, RenderTargetIdentifier source, RenderTargetIdentifier destination, bool opaqueOnly, bool flip) { +#if POST_PROCESSING_STACK_2_0_0_OR_NEWER ScriptableRenderer.ConfigureActiveTarget(destination, BuiltinRenderTextureType.CameraTarget); RenderingUtils.RenderPostProcessingCompat(cmd, ref cameraData, sourceDescriptor, source, destination, opaqueOnly, flip); - } #endif + } /// /// Creates DrawingSettings based on current the rendering state. diff --git a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index 7d74e3642f8..4097b722368 100644 --- a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -345,6 +345,29 @@ public void EnqueuePass(ScriptableRenderPass pass) m_ActiveRenderPassQueue.Add(pass); } + #region deprecated + + [Obsolete("Use GetCameraClearFlag(ref CameraData cameraData) instead")] + protected static ClearFlag GetCameraClearFlag(CameraClearFlags cameraClearFlags) + { +#if UNITY_EDITOR + // We need public API to tell if FrameDebugger is active and enabled. In that case + // we want to force a clear to see properly the drawcall stepping. + // For now, to fix FrameDebugger in Editor, we force a clear. + cameraClearFlags = CameraClearFlags.SolidColor; +#endif + // Always clear on first render pass in mobile as it's same perf of DontCare and avoid tile clearing issues. + if (Application.isMobilePlatform) + return ClearFlag.All; + + if ((cameraClearFlags == CameraClearFlags.Skybox && RenderSettings.skybox != null) || + cameraClearFlags == CameraClearFlags.Nothing) + return ClearFlag.Depth; + + return ClearFlag.All; + } + #endregion + /// /// Returns a clear flag based on CameraClearFlags. /// diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs index 28d30c26bb5..6cd76c59901 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs @@ -65,7 +65,7 @@ public enum CameraRenderType /// Holds information about the output target for a camera. /// Only used for cameras of render type Base. . /// - [Obsolete("This enum is deprecated. You should query camera output target by calling Camera.targetTexture.")] + [Obsolete("This enum is deprecated.")] [EditorBrowsable(EditorBrowsableState.Never)] public enum CameraOutput { @@ -236,6 +236,7 @@ public CameraOutput cameraOutput return CameraOutput.Texture; } + set { } } [Obsolete("AddCamera has been deprecated. You can add cameras to the stack by calling cameraStack property and modifying the camera stack list.")] From 41c3ef6b5f569ece906b8b483811a5a14dba8aac Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Thomas=20ICH=C3=89?= Date: Wed, 5 Feb 2020 17:14:20 +0100 Subject: [PATCH 11/44] Added API Documentation + Refactor/Obsoleted Badly named methods (#5770) --- .../PropertyBinding/ExposedProperty.cs | 28 ++++++ .../PropertyBinding/VFXBinderAttribute.cs | 10 ++ .../PropertyBinding/VFXBinderBase.cs | 35 ++++++- .../PropertyBinding/VFXPropertyBinder.cs | 97 ++++++++++++++++++- 4 files changed, 164 insertions(+), 6 deletions(-) diff --git a/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/ExposedProperty.cs b/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/ExposedProperty.cs index 35c5abb65e2..523b5825724 100644 --- a/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/ExposedProperty.cs +++ b/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/ExposedProperty.cs @@ -6,6 +6,9 @@ namespace UnityEngine.VFX.Utility { + /// + /// An utility Class that Accelerates caching of both string properties and their integer values based on Shader.PropertyToID() + /// [Serializable] public class ExposedProperty { @@ -15,16 +18,28 @@ public class ExposedProperty private int m_Id; #endif + /// + /// Creates a new ExposedProperty from a string. + /// + /// the string desired name public static implicit operator ExposedProperty(string name) { return new ExposedProperty(name); } + /// + /// Converts automatically an ExposedProperty to a string + /// + /// public static explicit operator string(ExposedProperty parameter) { return parameter.m_Name; } + /// + /// Converts automatically an ExposedProperty to an int (based on Shader.PropertyToID()) + /// + /// public static implicit operator int(ExposedProperty parameter) { #if UNITY_EDITOR @@ -46,11 +61,20 @@ public static implicit operator int(ExposedProperty parameter) #endif } + /// + /// Implicit string concatenation Operator + /// + /// + /// + /// public static ExposedProperty operator+(ExposedProperty self, ExposedProperty other) { return new ExposedProperty(self.m_Name + other.m_Name); } + /// + /// Default Constructor + /// public ExposedProperty() { #if !UNITY_EDITOR @@ -66,6 +90,10 @@ private ExposedProperty(string name) #endif } + /// + /// The string value of this ExposedProperty + /// + /// public override string ToString() { return m_Name; diff --git a/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXBinderAttribute.cs b/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXBinderAttribute.cs index 7461380277f..facb3c4ee50 100644 --- a/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXBinderAttribute.cs +++ b/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXBinderAttribute.cs @@ -5,11 +5,21 @@ namespace UnityEngine.VFX.Utility { + /// + /// A ClassAttribute for use with VFXBinderBase in order to set the Add Menu Path in Inspector. + /// [AttributeUsage(AttributeTargets.Class)] public class VFXBinderAttribute : PropertyAttribute { + /// + /// The Specified Menu Path for this VFXBinder + /// public string MenuPath; + /// + /// Specifies a Add Menu Path for this VFXBinder. + /// + /// public VFXBinderAttribute(string menuPath) { MenuPath = menuPath; diff --git a/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXBinderBase.cs b/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXBinderBase.cs index d19489e05ef..3f83f9cd760 100644 --- a/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXBinderBase.cs +++ b/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXBinderBase.cs @@ -5,23 +5,45 @@ namespace UnityEngine.VFX.Utility { + /// + /// Base Class to derive in order to Write Visual Effect Binders + /// [ExecuteInEditMode, RequireComponent(typeof(VFXPropertyBinder))] public abstract class VFXBinderBase : MonoBehaviour { + /// + /// VFXPropertyBinder master behaviour this binder is attached to. + /// protected VFXPropertyBinder binder; + /// + /// Implement this method to perform validity checks: + /// - Visual Effect Implements correct Properties + /// - Objects to get values from are correctly set + /// + /// the Visual Effect Componnent to bind properties to + /// Whether the binding can be performed public abstract bool IsValid(VisualEffect component); + /// + /// Optional method allowing potential manual state reset of binder + /// public virtual void Reset() { - //Optional method allowing potential manual state reset of binder + } + /// + /// Awake Message : gets the master VFX Property Binder from this game object. + /// protected virtual void Awake() { binder = GetComponent(); } + /// + /// OnEnable Message : Adds this binding in the VFXPropertyBinder update loop + /// protected virtual void OnEnable() { if (!binder.m_Bindings.Contains(this)) @@ -30,14 +52,25 @@ protected virtual void OnEnable() hideFlags = HideFlags.HideInInspector; // Comment to debug } + /// + /// OnEnable Message : Removes this binding from the VFXPropertyBinder update loop + /// protected virtual void OnDisable() { if (binder.m_Bindings.Contains(this)) binder.m_Bindings.Remove(this); } + /// + /// Implement UpdateBinding to perform the actual binding. This method is called by the VFXPropertyBinder if IsValid() returns true; + /// + /// The VisualEffect component to bind to public abstract void UpdateBinding(VisualEffect component); + /// + /// Returns a readable string summary of this Binder. + /// + /// a readable string summary of this Binder public override string ToString() { return GetType().ToString(); diff --git a/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXPropertyBinder.cs b/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXPropertyBinder.cs index 9f4c94dfed1..1c747cdeebd 100644 --- a/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXPropertyBinder.cs +++ b/com.unity.visualeffectgraph/Runtime/Utilities/PropertyBinding/VFXPropertyBinder.cs @@ -1,3 +1,4 @@ +using System; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -5,14 +6,28 @@ namespace UnityEngine.VFX.Utility { + /// + /// A Behaviour that controls binding between Visual Effect Properties, and other scene values, through the use of VFXBinderBase + /// [RequireComponent(typeof(VisualEffect))] [DefaultExecutionOrder(1)] [ExecuteInEditMode] public class VFXPropertyBinder : MonoBehaviour { + /// + /// Whether the bindings should be executed in editor (as preview) + /// [SerializeField] protected bool m_ExecuteInEditor = true; + + /// + /// The list of all Bindings attached to the binder, these bindings are managed by the VFXPropertyBinder and should be managed using the AddPropertyBinder, ClearPropertyBinders, RemovePropertyBinder, RemovePropertyBinders, and GetPropertyBinders. + /// public List m_Bindings = new List(); + + /// + /// The Visual Effect component attached to the VFXPropertyBinder + /// [SerializeField] protected VisualEffect m_VisualEffect; @@ -42,35 +57,107 @@ void Update() } } - public T AddParameterBinder() where T : VFXBinderBase + /// + /// Adds a new PropertyBinder + /// + /// the Type of Property Binder + /// The PropertyBinder newly Created + public T AddPropertyBinder() where T : VFXBinderBase { return gameObject.AddComponent(); } - public void ClearParameterBinders() + /// + /// Adds a new PropertyBinder + /// + /// the Type of Property Binder + /// The PropertyBinder newly Created + [Obsolete("Use AddPropertyBinder() instead")] + public T AddParameterBinder() where T : VFXBinderBase + { + return AddPropertyBinder(); + } + + /// + /// Clears all the Property Binders + /// + public void ClearPropertyBinders() { var allBinders = GetComponents(); foreach (var binder in allBinders) Destroy(binder); } - public void RemoveParameterBinder(VFXBinderBase binder) + /// + /// Clears all the Property Binders + /// + [Obsolete("Please use ClearPropertyBinders() instead")] + public void ClearParameterBinders() + { + ClearPropertyBinders(); + } + + /// + /// Removes specified Property Binder + /// + /// The VFXBinderBase to remove + public void RemovePropertyBinder(VFXBinderBase binder) { if (binder.gameObject == this.gameObject) Destroy(binder); } - public void RemoveParameterBinders() where T : VFXBinderBase + /// + /// Removes specified Property Binder + /// + /// The VFXBinderBase to remove + [Obsolete("Please use RemovePropertyBinder() instead")] + public void RemoveParameterBinder(VFXBinderBase binder) + { + RemovePropertyBinder(binder); + } + + /// + /// Remove all Property Binders of Given Type + /// + /// Specified VFXBinderBase type + public void RemovePropertyBinders() where T : VFXBinderBase { var allBinders = GetComponents(); foreach (var binder in allBinders) if (binder is T) Destroy(binder); } - public IEnumerable GetParameterBinders() where T : VFXBinderBase + /// + /// Remove all Property Binders of Given Type + /// + /// Specified VFXBinderBase type + [Obsolete("Please use RemovePropertyBinders() instead")] + public void RemoveParameterBinders() where T : VFXBinderBase + { + RemovePropertyBinders(); + } + + /// + /// Gets all VFXBinderBase of Given Type, attached to this VFXPropertyBinder + /// + /// Specific VFXBinderBase type + /// An IEnumerable of all VFXBinderBase + public IEnumerable GetPropertyBinders() where T : VFXBinderBase { foreach (var binding in m_Bindings) { if (binding is T) yield return binding as T; } } + + /// + /// Gets all VFXBinderBase of Given Type, attached to this VFXPropertyBinder + /// + /// Specific VFXBinderBase type + /// An IEnumerable of all VFXBinderBase + [Obsolete("Please use GetPropertyBinders() instead")] + public IEnumerable GetParameterBinders() where T : VFXBinderBase + { + return GetPropertyBinders(); + } } } From bca97ef667ce35f72c0c2eb864d93bb421dcf2ca Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Wed, 5 Feb 2020 19:39:22 +0100 Subject: [PATCH 12/44] Make License and changelog compliant with Yamato test (#5767) * Fix license files * Fix changelog format --- com.unity.render-pipelines.core/CHANGELOG.md | 11 ++----- com.unity.render-pipelines.core/LICENSE.md | 2 +- .../LICENSE.md | 2 +- .../CHANGELOG.md | 26 +++++++--------- .../LICENSE.md | 4 ++- .../CHANGELOG.md | 26 +++++++--------- .../LICENSE.md | 2 +- .../CHANGELOG.md | 26 +++++++--------- .../LICENSE.md | 2 +- com.unity.shadergraph/LICENSE.md | 31 ++----------------- com.unity.testframework.graphics/CHANGELOG.md | 13 +++----- com.unity.visualeffectgraph/LICENSE.md | 31 ++----------------- 12 files changed, 53 insertions(+), 123 deletions(-) diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index a09bfa0e318..242741e3919 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -142,11 +142,11 @@ The version number for this package has increased due to a version update of a r ### Changed - Removed setting shader inclue path via old API, use package shader include paths -## [3.3.0] +## [3.3.0] - 2018-01-01 -## [3.2.0] +## [3.2.0] - 2018-01-01 -## [3.1.0] +## [3.1.0] - 2018-01-01 ### Added - Add PCSS shadow filter @@ -160,8 +160,3 @@ The version number for this package has increased due to a version update of a r ### Changed - Moved root files into folders for easier maintenance -## [0.1.6] - 2018-xx-yy - -### Changelog starting - -Started Changelog diff --git a/com.unity.render-pipelines.core/LICENSE.md b/com.unity.render-pipelines.core/LICENSE.md index 8e00ac5b73d..4e8a09130ae 100644 --- a/com.unity.render-pipelines.core/LICENSE.md +++ b/com.unity.render-pipelines.core/LICENSE.md @@ -1,4 +1,4 @@ -Render Pipeline Core copyright © 2020 Unity Technologies ApS +com.unity.render-pipelines.core copyright © 2020 Unity Technologies ApS Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). diff --git a/com.unity.render-pipelines.high-definition-config/LICENSE.md b/com.unity.render-pipelines.high-definition-config/LICENSE.md index 8e00ac5b73d..3d052509224 100644 --- a/com.unity.render-pipelines.high-definition-config/LICENSE.md +++ b/com.unity.render-pipelines.high-definition-config/LICENSE.md @@ -1,4 +1,4 @@ -Render Pipeline Core copyright © 2020 Unity Technologies ApS +com.unity.render-pipelines.high-definition-config copyright © 2020 Unity Technologies ApS Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 3712e930fc9..ce9161e6b76 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -1359,7 +1359,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Done a reorganization of the files (Move ShaderPass to RenderPipeline folder, Move all shadow related files to Lighting/Shadow and others) - Improved performance and quality of Screen Space Shadows -## [3.3.0-preview] +## [3.3.0-preview] - 2018-01-01 ### Added - Added an error message to say to use Metal or Vulkan when trying to use OpenGL API @@ -1382,7 +1382,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Increased the precision when comparing Planar or HD reflection probe volumes - Remove various GC alloc in C#. Slightly better performance -## [3.2.0-preview] +## [3.2.0-preview] - 2018-01-01 ### Added - Added a luminance meter in the debug menu @@ -1405,7 +1405,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Shader code refactor: Split MaterialUtilities file in two parts BuiltinUtilities (independent of FragInputs) and MaterialUtilities (Dependent of FragInputs) - Change screen space shadow rendertarget format from ARGB32 to RG16 -## [3.1.0-preview] +## [3.1.0-preview] - 2018-01-01 ### Added - Decal now support per channel selection mask. There is now two mode. One with BaseColor, Normal and Smoothness and another one more expensive with BaseColor, Normal, Smoothness, Metal and AO. Control is on HDRP Asset. This may require to launch an update script for old scene: 'Edit/Render Pipeline/Single step upgrade script/Upgrade all DecalMaterial MaskBlendMode'. @@ -1449,7 +1449,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Refactor shader code: Added a backBakeDiffuseLighting to BuiltinData to handle lighting for transmission - Refactor shader code: Material must now call InitBuiltinData (Init all to zero + init bakeDiffuseLighting and backBakeDiffuseLighting ) and PostInitBuiltinData -## [3.0.0-preview] +## [3.0.0-preview] - 2018-01-01 ### Fixed - Fixed an issue with distortion that was using previous frame instead of current frame @@ -1458,7 +1458,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Changed - Update assembly definitions to output assemblies that match Unity naming convention (Unity.*). -## [2.0.5-preview] +## [2.0.5-preview] - 2018-01-01 ### Added - Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed @@ -1492,17 +1492,17 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue with color temperature not take correctly into account with static lighting - Don't display fog when diffuse lighting, specular lighting, or lux meter debug mode are enabled. -## [2.0.4-preview] +## [2.0.4-preview] - 2018-01-01 ### Fixed - Fix issue when disabling rough refraction and building a player. Was causing a crash. -## [2.0.3-preview] +## [2.0.3-preview] - 2018-01-01 ### Added - Increased debug color picker limit up to 260k lux -## [2.0.2-preview] +## [2.0.2-preview] - 2018-01-01 ### Added - Add Light -> Planar Reflection Probe command @@ -1525,7 +1525,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue where interpolation volumes were not updated correctly for reflection captures. - Fixed an exception in Light Loop settings UI -## [2.0.1-preview] +## [2.0.1-preview] - 2018-01-01 ### Added - Add stripper of shader variant when building a player. Save shader compile time. @@ -1562,7 +1562,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Allow projector decal with null material to allow to configure decal when HDRP is not set - Decal atlas texture offset/scale is updated after allocations (used to be before so it was using date from previous frame) -## [2018.1 experimental] +## [0.0.0-preview] - 2018-01-01 ### Added - Configure the VolumetricLightingSystem code path to be on by default @@ -1606,7 +1606,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix issue with ResetMaterialKeyword not resetting correctly ToggleOff/Roggle Keyword - Fix issue with motion vector not render correctly if there is no depth prepass in deferred -## [2018.1.0f2] +## [0.0.0-preview] - 2018-01-01 ### Added - Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching) @@ -1644,7 +1644,3 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure. - Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle. - Fix decal atlas debug view to work correctly when shadow atlas view is also enabled - -## [2018.1.0b13] - -... diff --git a/com.unity.render-pipelines.high-definition/LICENSE.md b/com.unity.render-pipelines.high-definition/LICENSE.md index 739197cab0b..34e60dd8f68 100644 --- a/com.unity.render-pipelines.high-definition/LICENSE.md +++ b/com.unity.render-pipelines.high-definition/LICENSE.md @@ -1,5 +1,7 @@ -High Definition Render Pipeline copyright © 2020 Unity Technologies ApS +com.unity.render-pipelines.high-definition copyright © 2020 Unity Technologies ApS Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. + + diff --git a/com.unity.render-pipelines.lightweight/CHANGELOG.md b/com.unity.render-pipelines.lightweight/CHANGELOG.md index 3ef48fc0e2c..e70f2609cc1 100644 --- a/com.unity.render-pipelines.lightweight/CHANGELOG.md +++ b/com.unity.render-pipelines.lightweight/CHANGELOG.md @@ -330,7 +330,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - Fixed multiple C# code analysis rule violations. - The fullscreen mesh is no longer recreated upon every call to `ScriptableRenderer.fullscreenMesh`. -## [3.3.0-preview] +## [3.3.0-preview] - 2018-01-01 ### Added - Added callbacks to LWRP that can be attached to a camera (IBeforeCameraRender, IAfterDepthPrePass, IAfterOpaquePass, IAfterOpaquePostProcess, IAfterSkyboxPass, IAfterTransparentPass, IAfterRender) @@ -347,7 +347,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. ### Fixed - Lightweight Unlit shader UI doesn't throw an error about missing receive shadow property anymore. -## [3.2.0-preview] +## [3.2.0-preview] - 2018-01-01 ### Changed - Receive Shadows property is now exposed in the material instead of in the renderer. - The UI for Lightweight asset has been updated with new categories. A more clean structure and foldouts has been added to keep things organized. @@ -359,13 +359,13 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - When you change a Shadow Cascade option in the Pipeline Asset, this no longer warns you that you've exceeded the array size for the _WorldToShadow property. - Terrain shader optimizations. -## [3.1.0-preview] +## [3.1.0-preview] - 2018-01-01 ### Fixed - Fixed assert errors caused by multi spot lights - Fixed LWRP-DirectionalShadowConstantBuffer params setting -## [3.0.0-preview] +## [3.0.0-preview] - 2018-01-01 ### Added - Added camera additional data component to control shadows, depth and color texture. - pipeline now uses XRSEttings.eyeTextureResolutionScale as renderScale when in XR. @@ -391,7 +391,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - VR Single Pass Instancing shadows - Fixed compilation errors on Nintendo Switch (limited XRSetting support). -## [2.0.0-preview] +## [2.0.0-preview] - 2018-01-01 ### Added - Explicit render target load/store actions were added to improve tile utilization @@ -423,7 +423,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - UWP build issues - Prevent nested camera rendering in the pipeline -## [1.1.4-preview] +## [1.1.4-preview] - 2018-01-01 ### Added - Terrain and grass shaders ported @@ -443,7 +443,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - GI in Unlit shader - Null reference in the Unlit material shader GUI -## [1.1.2-preview] +## [1.1.2-preview] - 2018-01-01 ### Changed - Performance improvements in mobile @@ -457,7 +457,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - Issue that was causing Camera clear flags was being ignored in mobile -## [1.1.1-preview] +## [1.1.1-preview] - 2018-01-01 ### Added - Added Cascade Split selection UI @@ -472,7 +472,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - Shadow Distance does not accept negative values anymore -## [0.1.24] +## [0.1.24] - 2018-01-01 ### Added - Added Light abstraction layer on lightweight shader library. @@ -497,7 +497,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - Viewport rendering issues when rendering to with MSAA turned off. - Multi-camera rendering. -## [0.1.23] +## [0.1.23] - 2018-01-01 ### Added - UI Improvements (Rendering features not supported by LW are hidden) @@ -516,7 +516,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - Fixed spot light attenuation to match Unity Built-in pipeline. - Fixed depth pre-pass clearing issue. -## [0.1.12] +## [0.1.12] - 2018-01-01 ### Added - Standard Unlit shader now has an option to sample GI. @@ -529,7 +529,3 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. ### Fixed - Fixed an issue that was including unreferenced shaders in the build. - Fixed a null reference caused by Particle System component lights. - - -## [0.1.11] - Initial Release. diff --git a/com.unity.render-pipelines.lightweight/LICENSE.md b/com.unity.render-pipelines.lightweight/LICENSE.md index a4f3189ef67..69bf4b8013a 100644 --- a/com.unity.render-pipelines.lightweight/LICENSE.md +++ b/com.unity.render-pipelines.lightweight/LICENSE.md @@ -1,4 +1,4 @@ -Lightweight Render Pipeline copyright © 2020 Unity Technologies ApS +com.unity.render-pipelines.lightweight copyright © 2020 Unity Technologies ApS Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index b51f57e0a62..b1f7879ea9f 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -517,7 +517,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - Fixed multiple C# code analysis rule violations. - The fullscreen mesh is no longer recreated upon every call to `ScriptableRenderer.fullscreenMesh`. -## [3.3.0-preview] +## [3.3.0-preview] - 2018-01-01 ### Added - Added callbacks to LWRP that can be attached to a camera (IBeforeCameraRender, IAfterDepthPrePass, IAfterOpaquePass, IAfterOpaquePostProcess, IAfterSkyboxPass, IAfterTransparentPass, IAfterRender) @@ -534,7 +534,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. ### Fixed - Lightweight Unlit shader UI doesn't throw an error about missing receive shadow property anymore. -## [3.2.0-preview] +## [3.2.0-preview] - 2018-01-01 ### Changed - Receive Shadows property is now exposed in the material instead of in the renderer. - The UI for Lightweight asset has been updated with new categories. A more clean structure and foldouts has been added to keep things organized. @@ -546,13 +546,13 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - When you change a Shadow Cascade option in the Pipeline Asset, this no longer warns you that you've exceeded the array size for the _WorldToShadow property. - Terrain shader optimizations. -## [3.1.0-preview] +## [3.1.0-preview] - 2018-01-01 ### Fixed - Fixed assert errors caused by multi spot lights - Fixed LWRP-DirectionalShadowConstantBuffer params setting -## [3.0.0-preview] +## [3.0.0-preview] - 2018-01-01 ### Added - Added camera additional data component to control shadows, depth and color texture. - pipeline now uses XRSEttings.eyeTextureResolutionScale as renderScale when in XR. @@ -578,7 +578,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - VR Single Pass Instancing shadows - Fixed compilation errors on Nintendo Switch (limited XRSetting support). -## [2.0.0-preview] +## [2.0.0-preview] - 2018-01-01 ### Added - Explicit render target load/store actions were added to improve tile utilization @@ -610,7 +610,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - UWP build issues - Prevent nested camera rendering in the pipeline -## [1.1.4-preview] +## [1.1.4-preview] - 2018-01-01 ### Added - Terrain and grass shaders ported @@ -630,7 +630,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - GI in Unlit shader - Null reference in the Unlit material shader GUI -## [1.1.2-preview] +## [1.1.2-preview] - 2018-01-01 ### Changed - Performance improvements in mobile @@ -644,7 +644,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - Issue that was causing Camera clear flags was being ignored in mobile -## [1.1.1-preview] +## [1.1.1-preview] - 2018-01-01 ### Added - Added Cascade Split selection UI @@ -659,7 +659,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - Shadow Distance does not accept negative values anymore -## [0.1.24] +## [0.1.24] - 2018-01-01 ### Added - Added Light abstraction layer on lightweight shader library. @@ -684,7 +684,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - Viewport rendering issues when rendering to with MSAA turned off. - Multi-camera rendering. -## [0.1.23] +## [0.1.23] - 2018-01-01 ### Added - UI Improvements (Rendering features not supported by LW are hidden) @@ -703,7 +703,7 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. - Fixed spot light attenuation to match Unity Built-in pipeline. - Fixed depth pre-pass clearing issue. -## [0.1.12] +## [0.1.12] - 2018-01-01 ### Added - Standard Unlit shader now has an option to sample GI. @@ -716,7 +716,3 @@ Read/write XRGraphicsConfig -> Read-only XRGraphics interface to XRSettings. ### Fixed - Fixed an issue that was including unreferenced shaders in the build. - Fixed a null reference caused by Particle System component lights. - - -## [0.1.11] - Initial Release. diff --git a/com.unity.render-pipelines.universal/LICENSE.md b/com.unity.render-pipelines.universal/LICENSE.md index 930497d34d1..287e785a450 100644 --- a/com.unity.render-pipelines.universal/LICENSE.md +++ b/com.unity.render-pipelines.universal/LICENSE.md @@ -1,4 +1,4 @@ -Universal Render Pipeline copyright © 2020 Unity Technologies ApS +com.unity.render-pipelines.universal copyright © 2020 Unity Technologies ApS Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). diff --git a/com.unity.shadergraph/LICENSE.md b/com.unity.shadergraph/LICENSE.md index bf626f33d26..97c8f587722 100644 --- a/com.unity.shadergraph/LICENSE.md +++ b/com.unity.shadergraph/LICENSE.md @@ -1,31 +1,6 @@ -**Unity Companion Package License v1.0 ("_License_")** +com.unity.shadergraph copyright © 2020 Unity Technologies ApS -Copyright © 2020 Unity Technologies ApS ("**_Unity_**") +Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). -Unity hereby grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available with this License ("**_Software_**"), subject to the following terms and conditions: +Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. -1. *Unity Companion Use Only*. Exercise of the license granted herein is limited to exercise for the creation, use, and/or distribution of applications, software, or other content pursuant to a valid Unity development engine software license ("**_Engine License_**"). That means while use of the Software is not limited to use in the software licensed under the Engine License, the Software may not be used for any purpose other than the creation, use, and/or distribution of Engine License-dependent applications, software, or other content. No other exercise of the license granted herein is permitted. - -1. *No Modification of Engine License*. Neither this License nor any exercise of the license granted herein modifies the Engine License in any way. - -1. *Ownership & Grant Back to You*. - - 3.1. You own your content. In this License, "derivative works" means derivatives of the Software itself--works derived only from the Software by you under this License (for example, modifying the code of the Software itself to improve its efficacy); “derivative works” of the Software do not include, for example, games, apps, or content that you create using the Software. You keep all right, title, and interest to your own content. - - 3.2. Unity owns its content. While you keep all right, title, and interest to your own content per the above, as between Unity and you, Unity will own all right, title, and interest to all intellectual property rights (including patent, trademark, and copyright) in the Software and derivative works of the Software, and you hereby assign and agree to assign all such rights in those derivative works to Unity. - - 3.3. You have a license to those derivative works. Subject to this License, Unity grants to you the same worldwide, non-exclusive, no-charge, and royalty-free copyright license to derivative works of the Software you create as is granted to you for the Software under this License. - -1. *Trademarks*. You are not granted any right or license under this License to use any trademarks, service marks, trade names, products names, or branding of Unity or its affiliates ("**_Trademarks_**"). Descriptive uses of Trademarks are permitted; see, for example, Unity’s Branding Usage Guidelines at [https://unity3d.com/public-relations/brand](https://unity3d.com/public-relations/brand). - -1. *Notices & Third-Party Rights*. This License, including the copyright notice above, must be provided in all substantial portions of the Software and derivative works thereof (or, if that is impracticable, in any other location where such notices are customarily placed). Further, if the Software is accompanied by a Unity "third-party notices" or similar file, you acknowledge and agree that software identified in that file is governed by those separate license terms. - -1. *DISCLAIMER, LIMITATION OF LIABILITY*. THE SOFTWARE AND ANY DERIVATIVE WORKS THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES (WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - -1. *USE IS ACCEPTANCE and License Versions*. Your receipt and use of the Software constitutes your acceptance of this License and its terms and conditions. Software released by Unity under this License may be modified or updated and the License with it; upon any such modification or update, you will comply with the terms of the updated License for any use of any of the Software under the updated License. - -1. *Use in Compliance with Law and Termination*. Your exercise of the license granted herein will at all times be in compliance with applicable law and will not infringe any proprietary rights (including intellectual property rights); this License will terminate immediately on any breach by you of this License. - -1. *Severability*. If any provision of this License is held to be unenforceable or invalid, that provision will be enforced to the maximum extent possible and the other provisions will remain in full force and effect. - -1. *Governing Law and Venue*. This License is governed by and construed in accordance with the laws of Denmark, except for its conflict of laws rules; the United Nations Convention on Contracts for the International Sale of Goods will not apply. If you reside (or your principal place of business is) within the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the state and federal courts located in San Francisco County, California concerning any dispute arising out of this License ("**_Dispute_**"). If you reside (or your principal place of business is) outside the United States, you and Unity agree to submit to the personal and exclusive jurisdiction of and venue in the courts located in Copenhagen, Denmark concerning any Dispute. diff --git a/com.unity.testframework.graphics/CHANGELOG.md b/com.unity.testframework.graphics/CHANGELOG.md index 9200e865fa3..42fd2900004 100644 --- a/com.unity.testframework.graphics/CHANGELOG.md +++ b/com.unity.testframework.graphics/CHANGELOG.md @@ -45,15 +45,10 @@ The version number for this package has increased due to a version update of a r ## [4.0.0-preview] - 2019-09-21 -## [3.3.0] +## [3.3.0] - 2018-01-01 -## [3.2.0] +## [3.2.0] - 2018-01-01 -## [3.1.0] +## [3.1.0] - 2018-01-01 -## [0.1.0] - 2018-05-04 - -### This is the first release of *Unity Package com.unity.testframework.graphics*. - -* ImageAssert for comparing images -* Automatic management of reference images and test case generation +## [0.1.0] - 2018-01-01 diff --git a/com.unity.visualeffectgraph/LICENSE.md b/com.unity.visualeffectgraph/LICENSE.md index bf626f33d26..ad5ea6db5dd 100644 --- a/com.unity.visualeffectgraph/LICENSE.md +++ b/com.unity.visualeffectgraph/LICENSE.md @@ -1,31 +1,6 @@ -**Unity Companion Package License v1.0 ("_License_")** +com.unity.visualeffectgraph copyright © 2020 Unity Technologies ApS -Copyright © 2020 Unity Technologies ApS ("**_Unity_**") +Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). -Unity hereby grants to you a worldwide, non-exclusive, no-charge, and royalty-free copyright license to reproduce, prepare derivative works of, publicly display, publicly perform, sublicense, and distribute the software that is made available with this License ("**_Software_**"), subject to the following terms and conditions: +Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. 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From f24156752686d3e4d642f64df394dde7114e9c07 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Thu, 6 Feb 2020 08:46:28 +0100 Subject: [PATCH 13/44] 7.2.0/bugfix hdrp (#5787) * Fix custom pass doc * AO docs (#5730) * Updated missing API doc. (#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again * Added doc for AOVRequests * Fix AO depth issues (#5727) * Revert back to do bit manipulation * changelog Co-authored-by: sebastienlagarde * Update IDataProvider Documentation (#5750) * Upgrade doc (#5748) * Hdrp/fix lookdev volume when never assigned (#5747) * Fix issue when the volume is not assigned yet for lookdev * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Resize size of image in HDRP documentation * Added missing API doc for serialization callbacks * Adding CAS enum doc (#5762) * Added comments to path tracing attributes, for API documentation. (#5761) * Updated platform error message (#5760) * Misc missing api doc. (#5765) * Improved memory usage of Sky system. (#5751) * Improved memory usage of Sky system. * Update changelog. * Updated text in the quality preference settings (case 1215100) * Fixed decal projector gizmo not undoing properly (case 1216629) * Hdrp/fix lookdev environment on library removal [skip ci] (#5766) * Better handling for assets in project * Add helper to iterate on ViewContexts * Add refresh on Focus to deal with asset deletion * Fix event order when changing cubemap (view was refreshed with one cubemap late) * Fix sun position button position * Update CHANGELOG.md * Missing API doc. * Fix a leak in the denoising of ray traced reflections. (#5777) * Update test scene * Update test scene * Fix a leak in the denoising of ray traced reflections. * Added another troubleshooting step to custom pass doc * Update doc * Hdrp/fix alignment issues (#5779) * Fix alignment issue in light preset * Fix Header in LightingWindow * Fix missing separators and colors for dark skin * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Fix an issue where hair shader could write garbage in the diffuse lighting buffer. (#5774) * Updated materials and exposure for shader graph sample * More changes * Fixed an issue where opaque hair shader could write garbage in the diffuse lighting buffer. * Update changelog. Co-authored-by: sebastienlagarde * - Fixed an exposure issue with ray traced sub-surface scattering. (#5773) Co-authored-by: sebastienlagarde * Expose currentPlatformRenderPipelineSettings (#5781) * Fix debug menu light hierarchy (#5753) * Fixed bitfield of runtime debug display none not working * Updated changelog Co-authored-by: sebastienlagarde * Update PathTracing.cs Co-authored-by: Antoine Lelievre Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Emmanuel Turquin Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> --- .../Direct3D12/104_ReflectionsNoisy.png | 4 +- .../Direct3D12/105_ReflectionsDenoised.png | 4 +- .../Direct3D12/105_ReflectionsDenoised2.png | 3 + .../105_ReflectionsDenoised2.png.meta | 93 + .../Direct3D12/801_SubSurfaceScattering.png | 4 +- .../Assets/Scenes/104_ReflectionsNoisy.unity | 4047 ++--------------- .../Scenes/105_ReflectionsDenoised.unity | 3912 ++-------------- .../Scenes/105_ReflectionsDenoised2.unity | 1509 ++++++ .../105_ReflectionsDenoised2.unity.meta | 7 + .../LitSGVariableSmoothness.shadergraph | 61 + .../LitSGVariableSmoothness.shadergraph.meta | 10 + .../M_LitVariablesSmoothness.mat | 77 + .../M_LitVariablesSmoothness.mat.meta | 8 + .../RayTracedReflectionsDenoised2.asset | 328 ++ .../RayTracedReflectionsDenoised2.asset.meta | 8 + .../RayTracingReflectionDenoisingData.prefab | 3236 +++++++++++++ ...TracingReflectionDenoisingData.prefab.meta | 7 + .../Global Volume Profile.asset | 93 +- .../ProjectSettings/EditorBuildSettings.asset | 3 + .../ProjectSettings/VFXManager.asset | 9 +- com.unity.render-pipelines.core/CHANGELOG.md | 3 + .../Editor/ContextualMenuDispatcher.cs | 5 +- .../Editor/LookDev/Context.cs | 58 +- ...splayWindow.EnvironmentLibrarySidePanel.cs | 38 +- .../Editor/LookDev/DisplayWindow.uss | 9 + .../Editor/LookDev/Environment.cs | 33 +- .../Common/GlobalDynamicResolutionSettings.cs | 4 +- .../Prefabs/Scripts/DebugUIHandlerBitField.cs | 5 + .../Scripts/DebugUIHandlerIndirectToggle.cs | 2 +- .../CHANGELOG.md | 9 + .../Documentation~/Custom-Pass.md | 2 + .../Documentation~/HDRP-Sample-Content.md | 36 + .../Documentation~/HDRP-Sample-Projects.md | 60 + .../Images/CustomPassVolumeBox_Collider.png | 4 +- .../Documentation~/Images/GettingStarted3.png | 4 +- .../Images/HDRPDemos-Fontainebleau.png | 3 + .../Images/HDRPDemos-Spaceship.png | 3 + .../Images/HDRPDemos-VRAlchemyLab.png | 3 + .../Documentation~/Images/MaterialSamples.png | 3 + .../Images/Override-PhysicallyBasedSky2.png | 4 +- .../Images/Override-PhysicallyBasedSky3.png | 4 +- .../Images/Override-PhysicallyBasedSky4.png | 4 +- .../Images/RayTracedContactShadow1.png | 4 +- .../Images/RayTracedContactShadow2.png | 4 +- .../Images/RayTracedContactShadow3.png | 4 +- .../Images/RayTracedShadows1.png | 4 +- .../Images/RayTracedShadows10.png | 4 +- .../Images/RayTracedShadows11.png | 4 +- .../Images/RayTracedShadows12.png | 4 +- .../Images/RayTracedShadows2.png | 4 +- .../Images/RayTracedShadows3.png | 4 +- .../Images/RayTracedShadows4.png | 4 +- .../Images/RayTracedShadows5.png | 4 +- .../Images/RayTracedShadows6.png | 4 +- .../Images/RayTracedShadows7.png | 4 +- .../Images/RayTracedShadows8.png | 4 +- .../Images/RayTracedShadows9.png | 4 +- .../Documentation~/TableOfContents.md | 2 + .../Editor/Lighting/HDLightUI.cs | 10 +- .../Material/Decal/DecalProjectorEditor.cs | 2 +- .../Hair/ShaderGraph/HairPass.template | 8 +- .../Settings/QualitySettingsPanel.cs | 4 +- .../SerializedScalableSettingValue.cs | 2 +- .../Sky/HDLightingWindowEnvironmentSection.cs | 34 +- .../Light/HDAdditionalLightData.Migration.cs | 6 + .../CombineLighting.shader | 85 +- .../SubSurfaceScattering.cs | 4 + .../SubsurfaceScatteringManager.cs | 2 +- .../RenderPipeline/HDRenderPipelineAsset.cs | 4 +- .../RenderPipeline/PathTracing/PathTracing.cs | 23 +- .../Raytracing/HDReflectionDenoiser.cs | 5 + .../Raytracing/RecursiveRendering.cs | 4 + .../Denoising/ReflectionDenoiser.compute | 38 +- .../RenderPass/AOV/AOVRequest.cs | 1 + .../Runtime/RenderPipeline/Utility/HDUtils.cs | 2 +- .../Runtime/Scripting/GameObjectExtension.cs | 4 +- .../Runtime/Sky/SkyManager.cs | 98 +- .../Materials/Aluminium_Satin.mat | 23 +- .../Materials/Anodized Metal.mat | 23 +- .../MaterialSamples/Materials/BlueGlass.mat | 27 +- .../MaterialSamples/Materials/Bricks.mat | 23 +- .../MaterialSamples/Materials/CarbonFiber.mat | 23 +- .../MaterialSamples/Materials/Fern.mat | 28 +- .../MaterialSamples/Materials/Fern.mat.meta | 2 +- .../MaterialSamples/Materials/GlassThin.mat | 27 +- .../MaterialSamples/Materials/GreyFloor.mat | 23 +- .../MaterialSamples/Materials/Leather.mat | 23 +- .../Materials/Metal Anisotropy Circles.mat | 23 +- .../Materials/Metal Brushed.mat | 23 +- .../MaterialSamples/Materials/Metal Foil.mat | 23 +- .../MaterialSamples/Materials/Nickel.mat | 25 +- .../Materials/OrangeSphereGlass.mat | 25 +- .../MaterialSamples/Materials/PlasterWall.mat | 23 +- .../Materials/PolishedConcrete.mat | 23 +- .../ReferenceBlackArtificialRough.mat | 23 +- .../ReferenceBlackArtificialSmooth.mat | 23 +- .../Materials/ReferenceBlackNaturalRough.mat | 23 +- .../Materials/ReferenceBlackNaturalSmooth.mat | 23 +- .../Materials/ReferenceCopperRough.mat | 23 +- .../Materials/ReferenceCopperSmooth.mat | 23 +- .../Materials/ReferenceGoldRough.mat | 23 +- .../Materials/ReferenceGoldSmooth.mat | 23 +- .../Materials/ReferenceGreyRough.mat | 23 +- .../Materials/ReferenceGreySmooth.mat | 23 +- .../Materials/ReferenceSilverRough.mat | 23 +- .../Materials/ReferenceSilverSmooth.mat | 23 +- .../Materials/ReferenceWhiteRough.mat | 23 +- .../Materials/ReferenceWhiteSmooth.mat | 23 +- .../MaterialSamples/Materials/Skin Bright.mat | 24 +- .../MaterialSamples/Materials/Skin Dark.mat | 24 +- .../MaterialSamples/Materials/SoapBubble.mat | 27 +- .../MaterialSamples/Materials/Unlit.mat | 17 +- .../MaterialSamples/Materials/WallTiles.mat | 23 +- .../MaterialSamples/Materials/WoodClean.mat | 25 +- .../Prefabs/MaterialBall.prefab.meta | 2 +- .../Textures/WeavePattern01_F.tga.meta | 2 +- .../Decal/DC_WaterPuddle.mat | 2 +- .../ShaderGraphSamples/Fabric/Cotton.mat | 23 +- .../Fabric/SG_CottonWool.ShaderGraph | 2 +- .../Fabric/SG_Silk.ShaderGraph | 2 +- .../ShaderGraphSamples/Fabric/Silk.mat | 23 +- .../Hair/Hair_Lower_Layer.mat | 23 +- .../Hair/Hair_Upper_Layer.mat | 28 +- .../Hair/SG_Hair.shadergraph | 2 +- .../ShaderGraphSamples/Meshes/Metal.mat | 24 +- .../SampleScene_PostProcessingSettings.asset | 5 +- 126 files changed, 7389 insertions(+), 7715 deletions(-) create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/105_ReflectionsDenoised2.png create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/105_ReflectionsDenoised2.png.meta create 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b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/SubSurfaceScatteringData/Global Volume Profile.asset index 67eae2ac2f9..1e630f2e80f 100644 --- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/SubSurfaceScatteringData/Global Volume Profile.asset +++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/SubSurfaceScatteringData/Global Volume Profile.asset @@ -56,6 +56,7 @@ MonoBehaviour: - {fileID: 7284140104305853682} - {fileID: -5368712483511382163} - {fileID: 7403965000729074061} + - {fileID: 5013188492901474373} --- !u!114 &4925638228813194230 MonoBehaviour: m_ObjectHideFlags: 3 @@ -122,18 +123,15 @@ MonoBehaviour: m_Value: 16 min: 1 max: 32 + mode: + m_OverrideState: 0 + m_Value: 2 upscaleRadius: m_OverrideState: 0 m_Value: 4 fullResolution: m_OverrideState: 0 m_Value: 0 - deferredMode: - m_OverrideState: 0 - m_Value: 0 - rayBinning: - m_OverrideState: 0 - m_Value: 0 sampleCount: m_OverrideState: 0 m_Value: 1 @@ -147,6 +145,78 @@ MonoBehaviour: m_RayMaxIterations: m_OverrideState: 0 m_Value: 32 +--- 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value: 20 + inSlope: 1 + outSlope: 0 + tangentMode: 0 + weightedMode: 0 + inWeight: 0 + outWeight: 0 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + adaptationMode: + m_OverrideState: 0 + m_Value: 1 + adaptationSpeedDarkToLight: + m_OverrideState: 0 + m_Value: 3 + min: 0.001 + adaptationSpeedLightToDark: + m_OverrideState: 0 + m_Value: 1 + min: 0.001 --- !u!114 &7284140104305853682 MonoBehaviour: m_ObjectHideFlags: 3 @@ -166,7 +236,7 @@ MonoBehaviour: m_Value: 1 sampleCount: m_OverrideState: 1 - m_Value: 8 + m_Value: 2 min: 1 max: 32 --- !u!114 &7403965000729074061 @@ -336,18 +406,15 @@ MonoBehaviour: m_Value: 16 min: 1 max: 32 + mode: + m_OverrideState: 0 + m_Value: 2 upscaleRadius: m_OverrideState: 0 m_Value: 4 fullResolution: m_OverrideState: 0 m_Value: 0 - deferredMode: - m_OverrideState: 0 - m_Value: 0 - rayBinning: - m_OverrideState: 0 - m_Value: 0 sampleCount: m_OverrideState: 0 m_Value: 1 diff --git a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset index 34b7a3e544a..7ca1bfbb83a 100644 --- a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset @@ -20,6 +20,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/105_ReflectionsDenoised.unity guid: fb7e79d215d0e4f43984e9b4606ca31c + - enabled: 1 + path: Assets/Scenes/105_ReflectionsDenoised2.unity + guid: a2f4b7b418d52794aa591bc7a751de61 - enabled: 1 path: Assets/Scenes/201_LargeAmbientOcclusion.unity guid: 41a04a0db6c8e4e4eb54296e4521c3e5 diff --git a/TestProjects/HDRP_DXR_Tests/ProjectSettings/VFXManager.asset b/TestProjects/HDRP_DXR_Tests/ProjectSettings/VFXManager.asset index 6e0eaca40d5..f22a38d304d 100644 --- a/TestProjects/HDRP_DXR_Tests/ProjectSettings/VFXManager.asset +++ b/TestProjects/HDRP_DXR_Tests/ProjectSettings/VFXManager.asset @@ -3,9 +3,12 @@ --- !u!937362698 &1 VFXManager: m_ObjectHideFlags: 0 - m_IndirectShader: {fileID: 0} - m_CopyBufferShader: {fileID: 0} - m_SortShader: {fileID: 0} + m_IndirectShader: {fileID: 7200000, guid: 84a17cfa13e40ae4082ef42714f0a81c, type: 3} + m_CopyBufferShader: {fileID: 7200000, guid: 23c51f21a3503f6428b527b01f8a2f4e, type: 3} + m_SortShader: {fileID: 7200000, guid: ea257ca3cfb12a642a5025e612af6b2a, type: 3} + m_StripUpdateShader: {fileID: 7200000, guid: 8fa6c4009fe2a4d4486c62736fc30ad8, type: 3} m_RenderPipeSettingsPath: m_FixedTimeStep: 0.016666668 m_MaxDeltaTime: 0.05 + m_CompiledVersion: 0 + m_RuntimeVersion: 0 diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 242741e3919..fe71e2b08c8 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -16,6 +16,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix LookDev zoom being stuck when going near camera pivot position - Fix LookDev manipulation in view non responsive if directly using an HDRI - Fix LookDev behaviour when user delete the EnvironmentLibrary asset +- Fix LookDev SunPosition button position +- Fix LookDev EnvironmentLibrary tab when asset is deleted +- Fix LookDev used Cubemap when asset is deleted ### Changed - Updated macros to be compatible with the new shader preprocessor. diff --git a/com.unity.render-pipelines.core/Editor/ContextualMenuDispatcher.cs b/com.unity.render-pipelines.core/Editor/ContextualMenuDispatcher.cs index 69c2585049a..37dde2c699c 100644 --- a/com.unity.render-pipelines.core/Editor/ContextualMenuDispatcher.cs +++ b/com.unity.render-pipelines.core/Editor/ContextualMenuDispatcher.cs @@ -70,8 +70,11 @@ static bool CanRemoveComponent(Component component, out string error) public interface IRemoveAdditionalDataContextualMenu where T : Component { - /// Remove the given component + /// + /// Remove the given component + /// /// The component to remove + /// Dependencies. void RemoveComponent(T component, IEnumerable dependencies); } } diff --git a/com.unity.render-pipelines.core/Editor/LookDev/Context.cs b/com.unity.render-pipelines.core/Editor/LookDev/Context.cs index 701e9954ddc..04f0300517e 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/Context.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/Context.cs @@ -1,5 +1,7 @@ using System; using UnityEngine; +using System.Collections.Generic; +using System.Collections; namespace UnityEditor.Rendering.LookDev { @@ -136,6 +138,36 @@ public bool cameraSynced new ViewContext() }; + /// + /// Helper class to iterate on views + /// + public struct ViewIterator : IEnumerable + { + ViewContext[] m_Views; + internal ViewIterator(ViewContext[] views) + => m_Views = views; + + /// + /// Helper function to enumerates on ViewContexts + /// + /// Enumerator on ViewContext + IEnumerator IEnumerable.GetEnumerator() + => m_Views.GetEnumerator(); + + /// + /// Helper function to enumerates on ViewContexts + /// + /// Enumerator on ViewContext + IEnumerator IEnumerable.GetEnumerator() + => ((IEnumerable)m_Views).GetEnumerator(); + } + + /// + /// Helper function to get ViewIterator on ViewContexts + /// + public ViewIterator viewContexts + => new ViewIterator(m_Views); + /// /// Get datas relative to a view /// @@ -224,6 +256,14 @@ void IDisposable.Dispose() disposedValue = true; } } + + internal bool HasLibraryAssetChanged(EnvironmentLibrary environmentLibrary) + { + if (environmentLibrary == null) + return !String.IsNullOrEmpty(m_EnvironmentLibraryGUID); + + return m_EnvironmentLibraryGUID != AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(environmentLibrary)); + } } /// @@ -265,13 +305,13 @@ public class ViewContext //Environment asset, sub-asset (under a library) or cubemap [SerializeField] - string environmentGUID = ""; //Empty GUID + string m_EnvironmentGUID = ""; //Empty GUID /// /// Check if an Environment is registered for this view. /// The result will be accurate even if the Environment have not been reloaded yet. /// - public bool hasEnvironment => !String.IsNullOrEmpty(environmentGUID); + public bool hasEnvironment => !String.IsNullOrEmpty(m_EnvironmentGUID); /// The currently used Environment public Environment environment { get; private set; } @@ -311,7 +351,7 @@ public class ViewContext /// public void UpdateEnvironment(UnityEngine.Object environmentOrCubemapAsset) { - environmentGUID = ""; + m_EnvironmentGUID = ""; environment = null; if (environmentOrCubemapAsset == null || environmentOrCubemapAsset.Equals(null)) return; @@ -323,15 +363,12 @@ public void UpdateEnvironment(UnityEngine.Object environmentOrCubemapAsset) string GUID; long localIDInFile; AssetDatabase.TryGetGUIDAndLocalFileIdentifier(environmentOrCubemapAsset, out GUID, out localIDInFile); - environmentGUID = $"{GUID},{localIDInFile}"; + m_EnvironmentGUID = $"{GUID},{localIDInFile}"; if (environmentOrCubemapAsset is Environment) environment = environmentOrCubemapAsset as Environment; else //Cubemap - { - environment = new Environment(); - environment.cubemap = environmentOrCubemapAsset as Cubemap; - } + environment = Environment.GetTemporaryEnvironmentForCubemap(environmentOrCubemapAsset as Cubemap); } void LoadEnvironmentFromGUID() @@ -339,7 +376,7 @@ void LoadEnvironmentFromGUID() environment = null; GUID storedGUID; - string[] GUIDAndLocalIDInFile = environmentGUID.Split(new[] { ',' }); + string[] GUIDAndLocalIDInFile = m_EnvironmentGUID.Split(new[] { ',' }); GUID.TryParse(GUIDAndLocalIDInFile[0], out storedGUID); if (storedGUID.Empty()) return; @@ -368,8 +405,7 @@ void LoadEnvironmentFromGUID() else if (savedType == typeof(Cubemap)) { Cubemap cubemap = AssetDatabase.LoadAssetAtPath(path); - environment = new Environment(); - environment.cubemap = cubemap; + environment = Environment.GetTemporaryEnvironmentForCubemap(cubemap); } } diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs index c9a0ca29dbf..30d1e966387 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs @@ -195,8 +195,7 @@ void CreateEnvironment() listContainer.AddToClassList("list-environment"); listContainer.Add(m_EnvironmentList); listContainer.Add(m_EnvironmentListToolbar); - - + m_LibraryField = new ObjectField("Library") { tooltip = "The currently used library" @@ -429,5 +428,40 @@ void IEnvironmentDisplayer.Repaint() RefreshLibraryDisplay(); } + + void OnFocus() + { + //OnFocus is called before OnEnable that open backend if not already opened, so only sync if backend is open + if (LookDev.open) + { + //If EnvironmentLibrary asset as been edited by the user (deletion), + //update all view to use null environment if it was not temporary ones + if (LookDev.currentContext.HasLibraryAssetChanged(m_LibraryField.value as EnvironmentLibrary)) + { + ViewContext viewContext = LookDev.currentContext.GetViewContent(ViewIndex.First); + if (!(viewContext.environment?.isCubemapOnly ?? false)) + OnChangingEnvironmentInViewInternal?.Invoke(viewContext.environment, ViewCompositionIndex.First, default); + viewContext = LookDev.currentContext.GetViewContent(ViewIndex.Second); + if (!(viewContext.environment?.isCubemapOnly ?? false)) + OnChangingEnvironmentInViewInternal?.Invoke(viewContext.environment, ViewCompositionIndex.Second, default); + } + + //If Cubemap asset as been edited by the user (deletion), + //update all views to use null environment if it was temporary ones + //and update all other views' environment to not use cubemap anymore + foreach (ViewContext viewContext in LookDev.currentContext.viewContexts) + { + if (viewContext.environment == null || !viewContext.environment.HasCubemapAssetChanged(viewContext.environment.cubemap)) + continue; + + if (viewContext.environment.isCubemapOnly) + viewContext.UpdateEnvironment(null); + else + viewContext.environment.cubemap = null; + } + + ((IEnvironmentDisplayer)this).Repaint(); + } + } } } diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss index bc805daa842..6131c3cfdb5 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss +++ b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss @@ -80,7 +80,16 @@ .unity-composite-field__field > .unity-base-field__label { + padding-left: 0px; min-width: 10px; + max-width: 10px; +} + +.unity-composite-field__field > .unity-base-field__input +{ + margin-left: 0px; + min-width: 38px; + max-width: 38px; } #unity-text-input diff --git a/com.unity.render-pipelines.core/Editor/LookDev/Environment.cs b/com.unity.render-pipelines.core/Editor/LookDev/Environment.cs index 574a66a7f01..8d533c8f445 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/Environment.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/Environment.cs @@ -14,6 +14,8 @@ public class Environment : ScriptableObject string m_CubemapGUID; Cubemap m_Cubemap; + internal bool isCubemapOnly { get; private set; } = false; + /// /// Offset on the longitude. Affect both sky and sun position in Shadow part /// @@ -125,6 +127,22 @@ public UnityEngine.Rendering.LookDev.Sky sky longitudeOffset = rotation, exposure = exposure }; + + internal static Environment GetTemporaryEnvironmentForCubemap(Cubemap cubemap) + { + Environment result = ScriptableObject.CreateInstance(); + result.cubemap = cubemap; + result.isCubemapOnly = true; + return result; + } + + internal bool HasCubemapAssetChanged(Cubemap cubemap) + { + if (cubemap == null) + return !String.IsNullOrEmpty(m_CubemapGUID); + + return m_CubemapGUID != AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(cubemap)); + } } [CustomEditor(typeof(Environment))] @@ -352,9 +370,7 @@ public VisualElement GetDefaultInspector() skyCubemapField.RegisterValueChangedCallback(evt => { var tmp = environment.cubemap; - RegisterChange(ref tmp, evt.newValue as Cubemap); - environment.cubemap = tmp; - latlong.image = GetLatLongThumbnailTexture(environment, k_SkyThumbnailWidth); + RegisterChange(ref tmp, evt.newValue as Cubemap, updatePreview: true, customResync: () => environment.cubemap = tmp); }); foldout.Add(skyCubemapField); @@ -392,9 +408,11 @@ public VisualElement GetDefaultInspector() var tmpNewValue = new Vector2( Environment.ClampLongitude(evt.newValue.x), Environment.ClampLatitude(evt.newValue.y)); - RegisterChange(ref tmpContainer, tmpNewValue, sunPosition); - environment.sunLongitude = tmpContainer.x; - environment.sunLatitude = tmpContainer.y; + RegisterChange(ref tmpContainer, tmpNewValue, sunPosition, customResync: () => + { + environment.sunLongitude = tmpContainer.x; + environment.sunLatitude = tmpContainer.y; + }); }); foldout.Add(sunPosition); @@ -433,12 +451,13 @@ public VisualElement GetDefaultInspector() return inspector; } - void RegisterChange(ref TValueType reflectedVariable, TValueType newValue, BaseField resyncField = null, bool updatePreview = false) + void RegisterChange(ref TValueType reflectedVariable, TValueType newValue, BaseField resyncField = null, bool updatePreview = false, Action customResync = null) { if (environment == null || environment.Equals(null)) return; reflectedVariable = newValue; resyncField?.SetValueWithoutNotify(newValue); + customResync?.Invoke(); if (updatePreview && latlong != null && !latlong.Equals(null)) latlong.image = GetLatLongThumbnailTexture(environment, k_SkyThumbnailWidth); EditorUtility.SetDirty(environment); diff --git a/com.unity.render-pipelines.core/Runtime/Common/GlobalDynamicResolutionSettings.cs b/com.unity.render-pipelines.core/Runtime/Common/GlobalDynamicResolutionSettings.cs index d84af8baa20..8107c29015f 100644 --- a/com.unity.render-pipelines.core/Runtime/Common/GlobalDynamicResolutionSettings.cs +++ b/com.unity.render-pipelines.core/Runtime/Common/GlobalDynamicResolutionSettings.cs @@ -34,7 +34,9 @@ public enum DynamicResUpscaleFilter : byte /// Lanczos upscaling filter. /// Lanczos, - // Difference of Gaussians? [aka unsharp] + /// + /// Contrast Adaptive Sharpening upscaling filter. + /// ContrastAdaptiveSharpen, } diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerBitField.cs b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerBitField.cs index ac927bd9fb5..23fdb5088bf 100644 --- a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerBitField.cs +++ b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerBitField.cs @@ -73,6 +73,11 @@ void SetValue(int index, bool value) { // None was selected so we reset all the bits to false m_Field.SetValue(System.Enum.ToObject(m_Field.enumType, 0)); + foreach (var toggle in toggles) + { + if (toggle.getter != null) + toggle.UpdateValueLabel(); + } } else { diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerIndirectToggle.cs b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerIndirectToggle.cs index 96cd16a9ba9..04dfd16715b 100644 --- a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerIndirectToggle.cs +++ b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerIndirectToggle.cs @@ -69,7 +69,7 @@ public override void OnAction() UpdateValueLabel(); } - void UpdateValueLabel() + internal void UpdateValueLabel() { if (valueToggle != null) valueToggle.isOn = getter(index); diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ce9161e6b76..a74e38afbb9 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -137,6 +137,15 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed Wizard check order for `Hardware and OS` and `Direct3D12` - Fix AO issue turning black when Far/Near plane distance is big. - Fixed issue when opening lookdev and the lookdev volume have not been assigned yet. +- Improved memory usage of the sky system. +- Updated label in HDRP quality preference settings (case 1215100) +- Fixed Decal Projector gizmo not undoing properly (case 1216629) +- Fix a leak in the denoising of ray traced reflections. +- Fixed Alignment issue in Light Preset +- Fixed Environment Header in LightingWindow +- Fixed an issue where hair shader could write garbage in the diffuse lighting buffer, causing NaNs. +- Fixed an exposure issue with ray traced sub-surface scattering. +- Fixed runtime debug menu light hierarchy None not doing anything. ### Changed - Hide unused LOD settings in Quality Settings legacy window. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md index 7473e0a973e..def9805ac5a 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md @@ -339,6 +339,8 @@ it will allow you to add more layers / custom culling option to the cullingResul - Calls to [CommandBuffer.SetRenderTarget()](https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetRenderTarget.html) instead of [CoreUtils.SetRenderTarget()](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/index.html?subfolder=/api/UnityEngine.Rendering.CoreUtils.html#UnityEngine_Rendering_CoreUtils_SetRenderTarget_CommandBuffer_UnityEngine_Rendering_RTHandle_UnityEngine_Rendering_RTHandle_UnityEngine_Rendering_ClearFlag_System_Int32_CubemapFace_System_Int32_). Note that the CoreUtils one also sets the viewport. - In the shader, a missing multiplication by `_RTHandleScale.xy` for the UVs when sampling an RTHandle buffer. +**Shuriken Particle System**, when you render a particle system that is only visible in the custom pass and your particles are facing the wrong direction it's probably because you didn't override the `AggregateCullingParameters`. The orientation of the particles in Shuriken is computed during the culling so if you don't have the correct setup it will not be rendered properly. + ## Example: Glitch Effect (without code) To apply a glitch effect on top of objects, we can use ShaderGraph with custom passes: diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md new file mode 100644 index 00000000000..66d7fd8cf94 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md @@ -0,0 +1,36 @@ +# HDRP Sample Content + +The High Definition Render Pipeline (HDRP) comes with a set of Samples to help you getting started. + +A Sample is a set of assets that you can import in your project and use as a base to build your project or learn how a feature can be used. + +To find these samples, go **to Windows > Package Manager**, and **select High Definition RP** in the list. On the right side of the window you will see the Package's details, and a **Samples** category. In order to import a Sample in your project, simply click the **Import into Project** button. This will create a Samples folder in your project in which all the samples will get imported. + +## Additional Post-Processing Data + +Additional Post-Processing Data gives you access to textures you can use with the Post-Processing Effects : + +- Lens Dirt Textures (designed to be used in Bloom) +- Spectral Look-up Textures (designed to be used in Chromatic Aberrations) +- Look-Up Textures + +## Shader Graph Samples + +These Shader Graph Samples show how one can use the advanced master nodes: Fabric Master Node and the Hair Master Node. Those requires various work from the artists inside the shader graph and the provided example are a good start to play with them. + + There is also an example of Decal Master Node. + +## Procedural Sky + +The Procedural Sky is a deprecated Sky from older version of HDRP which can be use for compatibility. It will be remove in future version. It have various wrong behavior with the physically based light unit of HDRP. It is also an example showing how to create a custom sky in your project so that it's compatible with the Volume framework. + +## Particle System Shader Samples + +The Paricle System Shader Samples show examples of various lit and unlit particle effects. + +## Material Samples + +![Material Samples](Images/MaterialSamples.png) + +The Materials Samples bring into your project examples of materials based on the lit shader using effects such as subsurface scattering, displacement, anisotropy and more. The MaterialSamples scene requires Text Mesh Pro to display text explanations. + diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Projects.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Projects.md new file mode 100644 index 00000000000..e0fbb3eac02 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Projects.md @@ -0,0 +1,60 @@ +# HDRP Sample Projects + +In order to explore more complex usages of the High Definition Render Pipeline, you can have access to several full interactive projects. + +These projects are hosted on Unity Technologie's Github. + +Make sure you clone the projects using git or a git client and not using the Green button as this will not download all the assets. + +## Fontainebleau + +https://github.com/Unity-Technologies/FontainebleauDemo + +![Fontainebleau](Images/HDRPDemos-Fontainebleau.png) + +This project demonstrates how to use Photogrammetry in order to create game ready assets. + +Graphics Features used : + +- Shader Graph (Wind animation) +- Contact Shadows +- SubSurface Scattering, Hair and Fabric shaders (third person character) +- Volumetric fog + +## Spaceship + +https://github.com/Unity-Technologies/SpaceshipDemo + +![Spaceship](Images/HDRPDemos-Spaceship.png) + +This project demonstrates the use of Visual Effect Graph for the creation of interactive AAA grade Visual Effects. + +Graphics features used : + +- Visual Effect Graph +- Volumetric fog +- Area Lights +- Decals +- Screen Space reflections +- GPU Lightmapper + +## VR Alchemy Lab + +https://github.com/Unity-Technologies/VRAlchemyLab + +![VR Alchemy Lab](Images/HDRPDemos-VRAlchemyLab.png) + +This project demonstrates the use of HDRP rendering features in the context of a VR interactive demo. + +Graphics features used : + +- Visual Effect Graph +- Shader Graph +- Refraction +- Custom Render Texture +- Custom Pass +- Object Motion Blur +- Decals + + + diff --git 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a/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows4.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows4.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7d58f23791d80bb74c000c0295b123b01ecb1b329786a8c44ed7f75198ffb2ee -size 4462567 +oid sha256:c60a4e47b5de75563fc7d516d19950664d9c26458a3567595d373a7e57ed6283 +size 1712067 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows5.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows5.png index db61b7f1ab8..e4c9bf1c6ae 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows5.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows5.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4c8b0130666b5580d590a43eab11d9b7094ccba8ddf19a5eb51bcaae73a1722b -size 4402931 +oid 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a/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows7.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows7.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:373c04341e3a064ba1837ea3dc7d4b2870a6c450300a12e276b712dc4562911c -size 3977720 +oid sha256:37d394c9020d83bd8c217ba29f98f9885c2cf010e40d8a1e654e410294d9326d +size 1452930 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows8.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows8.png index e3b97b5ddf5..0b48efc49d0 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows8.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows8.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:c475a918ce7fa62e64e81d834bef25f73deaeb5789a83b9879fcd25232753e6a -size 3928200 +oid sha256:41aec8439e6f716c00b0cebb9e1963fe8f1e66b7a81ffa14a0d95112a065bc23 +size 1421009 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows9.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows9.png index 5ffc1f9b84c..61f48d67bc9 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows9.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracedShadows9.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:27d298ff44d8f67f8f8d361a0f6117126de2e55e53edf7968ce2577332a333f3 -size 3746283 +oid sha256:b050805fdfb3d8d7313b08f08ee2fac54687c101a54eee25ae92edb5fe43da88 +size 1365422 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md b/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md index c5d1da8174a..99356322f75 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md @@ -8,6 +8,8 @@ * [Render Pipeline Wizard](Render-Pipeline-Wizard) * [Forward and Deferred Rendering](Forward-And-Deferred-Rendering) * [Exposing More Options](More-Options) + * [Sample Content](HDRP-Sample-Content) + * [Sample project](HDRP-Sample-Projects) * Upgrading HDRP between Unity Versions * [Material Upgrade](Material-Upgrade) * [2019.1 to 2019.2](Upgrading-from-2019.1-to-2019.2) diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs index 1fa155560c9..e96fd0e61de 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs @@ -183,7 +183,7 @@ static HDLightUI() static void DrawGeneralContent(SerializedHDLight serialized, Editor owner) { EditorGUI.BeginChangeCheck(); - Rect lineRect = GUILayoutUtility.GetRect(1f, EditorGUIUtility.singleLineHeight); + Rect lineRect = EditorGUILayout.GetControlRect(); HDLightType updatedLightType; //Partial support for prefab. There is no way to fully support it at the moment. @@ -353,7 +353,7 @@ static void DrawShapeContent(SerializedHDLight serialized, Editor owner) case HDLightType.Area: EditorGUI.BeginChangeCheck(); - Rect lineRect = GUILayoutUtility.GetRect(1f, EditorGUIUtility.singleLineHeight); + Rect lineRect = EditorGUILayout.GetControlRect(); AreaLightShape updatedAreaLightShape; //Partial support for prefab. There is no way to fully support it at the moment. @@ -600,7 +600,7 @@ static void DrawLightIntensityGUILayout(SerializedHDLight serialized, Editor own float indent = k_IndentPerLevel * EditorGUI.indentLevel; - Rect lineRect = GUILayoutUtility.GetRect(1f, EditorGUIUtility.singleLineHeight); + Rect lineRect = EditorGUILayout.GetControlRect(); Rect valueRect = lineRect; Rect labelRect = lineRect; labelRect.width = EditorGUIUtility.labelWidth; @@ -823,7 +823,7 @@ static void DrawVolumetric(SerializedHDLight serialized, Editor owner) static bool DrawEnableShadowMap(SerializedHDLight serialized, Editor owne) { - Rect lineRect = GUILayoutUtility.GetRect(1f, EditorGUIUtility.singleLineHeight); + Rect lineRect = EditorGUILayout.GetControlRect(); bool newShadowsEnabled; EditorGUI.BeginProperty(lineRect, s_Styles.enableShadowMap, serialized.settings.shadowsType); @@ -880,7 +880,7 @@ static void DrawShadowMapContent(SerializedHDLight serialized, Editor owner) { using (new EditorGUI.DisabledScope(!HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.supportShadowMask)) { - Rect nonLightmappedOnlyRect = GUILayoutUtility.GetRect(1f, EditorGUIUtility.singleLineHeight); + Rect nonLightmappedOnlyRect = EditorGUILayout.GetControlRect(); EditorGUI.BeginProperty(nonLightmappedOnlyRect, s_Styles.nonLightmappedOnly, serialized.nonLightmappedOnly); { EditorGUI.BeginChangeCheck(); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs index 8e76ae55425..876c6320074 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs @@ -224,7 +224,7 @@ void DrawHandles() // Both the DecalProjectorComponent, and the transform will be modified. // The undo system will automatically group all RecordObject() calls here into a single action. - Undo.RecordObject(decalProjector, "Decal Projector Change"); + Undo.RecordObject(decalProjector.transform, "Decal Projector Change"); // Re-center the transform to the center of the decal projector bounds, // while maintaining the world-space coordinates of the decal projector boundings vertices. diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template index 57927091af8..bb4d556229d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template @@ -55,8 +55,8 @@ Pass $Specular.AA: #define _ENABLE_GEOMETRIC_SPECULAR_AA 1 $DisableDecals: #define _DISABLE_DECALS 1 $DisableSSR: #define _DISABLE_SSR 1 - $AddPrecomputedVelocity: #define _ADD_PRECOMPUTED_VELOCITY - $TransparentWritesMotionVec: #define _WRITE_TRANSPARENT_MOTION_VECTOR 1 + $AddPrecomputedVelocity: #define _ADD_PRECOMPUTED_VELOCITY + $TransparentWritesMotionVec: #define _TRANSPARENT_WRITES_MOTION_VEC 1 $DepthOffset: #define _DEPTHOFFSET_ON 1 $UseLightFacingNormal: #define _USE_LIGHT_FACING_NORMAL 1 $BlendMode.PreserveSpecular: #define _BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1 @@ -103,6 +103,10 @@ Pass #define VARYINGS_NEED_CULLFACE #endif +#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) + #define _WRITE_TRANSPARENT_MOTION_VECTOR +#endif + //------------------------------------------------------------------------------------- // End Defines //------------------------------------------------------------------------------------- diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/QualitySettingsPanel.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/QualitySettingsPanel.cs index 7e319125d2c..e854c82e74a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/QualitySettingsPanel.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/QualitySettingsPanel.cs @@ -41,8 +41,8 @@ public class Styles public const int HDRPAssetListMinHeight = 150; public const int HDRPAssetListMaxHeight = 150; - public static readonly GUIContent hdrpAssetListTitle = new GUIContent("Active HDRP Assets"); public static readonly GUIContent @default = new GUIContent("default"); + public const string hdrpSubtitleHelp = "HDRP Assets that are assigned either in Graphics settings or in any Quality Level will be listed here."; } static GUIContent s_CachedGUIContent = new GUIContent(); @@ -79,7 +79,7 @@ public void OnActivate(string searchContext, VisualElement rootElement) public void OnGUI(string searchContext) { // Draw HDRP asset list - EditorGUILayout.LabelField(Styles.hdrpAssetListTitle, EditorStyles.largeLabel); + EditorGUILayout.LabelField(Styles.hdrpSubtitleHelp, EditorStyles.largeLabel, GUILayout.Height(22)); m_HDRPAssetListScrollView = EditorGUILayout.BeginScrollView( m_HDRPAssetListScrollView, GUILayout.MinHeight(Styles.HDRPAssetListMinHeight), diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedScalableSettingValue.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedScalableSettingValue.cs index a93b41fa176..da81cc5a847 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedScalableSettingValue.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedScalableSettingValue.cs @@ -171,7 +171,7 @@ ScalableSettingSchema schema float indent = k_IndentPerLevel * EditorGUI.indentLevel; - Rect lineRect = GUILayoutUtility.GetRect(1f, EditorGUIUtility.singleLineHeight); + Rect lineRect = EditorGUILayout.GetControlRect(); Rect labelRect = lineRect; Rect levelRect = lineRect; Rect fieldRect = lineRect; diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs index cdda9ea12cd..aaeb2a91f92 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs @@ -21,11 +21,9 @@ static Styles() { headerStyle = new GUIStyle(EditorStyles.foldoutHeader); headerStyle.fontStyle = FontStyle.Bold; - headerStyle.fontSize = 11; - headerStyle.clipping = TextClipping.Clip; - headerStyle.padding = new RectOffset(18 + 14 + 3, 1, 2, 0); - headerStyle.border = new RectOffset(15, 0, 17, 0); - headerStyle.contentOffset = new Vector2(0, -1); + headerStyle.fontSize = 12; + headerStyle.margin = new RectOffset(17, 0, 0, 0); + headerStyle.padding = new RectOffset(16, 1, 0, 0); headerStyle.fixedHeight = 21; } } @@ -136,11 +134,35 @@ public override void OnInspectorGUI() void DrawGUI() { - Rect line = GUILayoutUtility.GetRect(1f, 21); + Rect mainSeparator = EditorGUILayout.GetControlRect(GUILayout.Height(1)); + mainSeparator.xMin -= 3; + mainSeparator.xMax += 4; + EditorGUI.DrawRect(mainSeparator, EditorGUIUtility.isProSkin + ? new Color32(26, 26, 26, 255) + : new Color32(127, 127, 127, 255)); + + Rect line = EditorGUILayout.GetControlRect(); line.xMin -= 3; + line.xMax += 4; + line.y -= 2; + line.yMax += 4; + toggleValue = EditorGUI.Foldout(line, toggleValue, EditorGUIUtility.TrTextContent("Environment (HDRP)", "Sky lighting environment for active Scene"), Styles.headerStyle); + + EditorGUI.DrawRect(line, EditorGUIUtility.isProSkin + ? new Color(1f, 1f, 1f, 0.03f) + : new Color(1f, 1f, 1f, 0.2f)); + if (m_ToggleValue) { + Rect separator = EditorGUILayout.GetControlRect(GUILayout.Height(1)); + separator.xMin -= 3; + separator.xMax += 4; + separator.y -= 1; + EditorGUI.DrawRect(separator, EditorGUIUtility.isProSkin + ? new Color32(48, 48, 48, 255) + : new Color32(186, 186, 186, 255)); + ++EditorGUI.indentLevel; //cannot use SerializeProperty due to logic in the property diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs index e97085f0dfd..2295826ee03 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs @@ -146,8 +146,14 @@ private static readonly MigrationDescription k_H ); #pragma warning restore 0618, 0612 + /// + /// Deserialization callback + /// void ISerializationCallbackReceiver.OnAfterDeserialize() {} + /// + /// Serialization callback + /// void ISerializationCallbackReceiver.OnBeforeSerialize() { UpdateBounds(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader index 228094ceba1..17236488735 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader @@ -8,6 +8,41 @@ Shader "Hidden/HDRP/CombineLighting" SubShader { + HLSLINCLUDE + #pragma target 4.5 + #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + // #pragma enable_d3d11_debug_symbols + + #pragma vertex Vert + #pragma fragment Frag + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + + TEXTURE2D_X(_IrradianceSource); + + struct Attributes + { + uint vertexID : SV_VertexID; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_Position; + UNITY_VERTEX_OUTPUT_STEREO + }; + + Varyings Vert(Attributes input) + { + Varyings output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); + return output; + } + ENDHLSL + Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { @@ -25,43 +60,35 @@ Shader "Hidden/HDRP/CombineLighting" Blend One One // Additive HLSLPROGRAM - #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch - // #pragma enable_d3d11_debug_symbols - - #pragma vertex Vert - #pragma fragment Frag - - #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - - TEXTURE2D_X(_IrradianceSource); - - struct Attributes - { - uint vertexID : SV_VertexID; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct Varyings + + float4 Frag(Varyings input) : SV_Target { - float4 positionCS : SV_Position; - UNITY_VERTEX_OUTPUT_STEREO - }; + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + return LOAD_TEXTURE2D_X(_IrradianceSource, input.positionCS.xy); + } + ENDHLSL + } - Varyings Vert(Attributes input) + Pass + { + Stencil { - Varyings output; - UNITY_SETUP_INSTANCE_ID(input); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); - return output; + ReadMask [_StencilMask] + Ref [_StencilRef] + Comp Equal + Pass Keep } + Cull Off + ZTest Less // Required for XR occlusion mesh optimization + ZWrite Off + Blend One One // Additive + + HLSLPROGRAM float4 Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); - return LOAD_TEXTURE2D_X(_IrradianceSource, input.positionCS.xy); + return LOAD_TEXTURE2D_X(_IrradianceSource, input.positionCS.xy) * GetCurrentExposureMultiplier(); } ENDHLSL } 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 a208b04d557..08aa2b6bae5 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 @@ -2,6 +2,10 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// Subsurface scattering volume component. + /// This component setups subsurface scattering for ray-tracing. + /// [Serializable, VolumeComponentMenu("Ray Tracing/SubSurface Scattering (Preview)")] public sealed class SubSurfaceScattering : VolumeComponent { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs index aadd0051593..c03b6f85431 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs @@ -411,7 +411,7 @@ void RenderSubsurfaceScattering(HDCamera hdCamera, CommandBuffer cmd, RTHandle c // Combine it with the rest of the lighting m_CombineLightingPass.SetTexture(HDShaderIDs._IrradianceSource, intermediateBuffer0); - HDUtils.DrawFullScreen(cmd, m_CombineLightingPass, colorBufferRT, depthStencilBufferRT); + HDUtils.DrawFullScreen(cmd, m_CombineLightingPass, colorBufferRT, depthStencilBufferRT, shaderPassId: 1); } } else diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs index aefb67cda0c..d40e6bbfb3d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs @@ -150,8 +150,8 @@ internal ReflectionSystemParameters reflectionSystemParameters [SerializeField, FormerlySerializedAs("renderPipelineSettings")] RenderPipelineSettings m_RenderPipelineSettings = RenderPipelineSettings.NewDefault(); - // Return the current use RenderPipelineSettings (i.e for the current platform) - internal RenderPipelineSettings currentPlatformRenderPipelineSettings => m_RenderPipelineSettings; + /// Return the current use RenderPipelineSettings (i.e for the current platform) + public RenderPipelineSettings currentPlatformRenderPipelineSettings => m_RenderPipelineSettings; [SerializeField] internal bool allowShaderVariantStripping = true; 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 3e4f4dda3b3..8b53d9dc346 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 @@ -8,24 +8,45 @@ namespace UnityEngine.Rendering.HighDefinition { [Serializable, VolumeComponentMenu("Ray Tracing/Path Tracing (Preview)")] + /// + /// A volume component that holds settings for the Path Tracing effect. + /// public sealed class PathTracing : VolumeComponent { + /// + /// Enables path tracing (thus disabling most other passes). + /// [Tooltip("Enables path tracing (thus disabling most other passes).")] public BoolParameter enable = new BoolParameter(false); + /// + /// Defines the layers that path tracing should include. + /// [Tooltip("Defines the layers that path tracing should include.")] public LayerMaskParameter layerMask = new LayerMaskParameter(-1); + /// + /// Defines the maximum number of paths cast within each pixel, over time (one per frame). + /// [Tooltip("Defines the maximum number of paths cast within each pixel, over time (one per frame).")] public ClampedIntParameter maximumSamples = new ClampedIntParameter(256, 1, 4096); + /// + /// Defines the minimum number of bounces for each path. + /// [Tooltip("Defines the minimum number of bounces for each path.")] public ClampedIntParameter minimumDepth = new ClampedIntParameter(1, 1, 10); + /// + /// Defines the maximum number of bounces for each path. + /// [Tooltip("Defines the maximum number of bounces for each path.")] public ClampedIntParameter maximumDepth = new ClampedIntParameter(4, 1, 10); - [Tooltip("Defines the maximum intensity value computed for a path.")] + /// + /// Defines the maximum intensity value computed for a path segment. + /// + [Tooltip("Defines the maximum intensity value computed for a path segment.")] public ClampedFloatParameter maximumIntensity = new ClampedFloatParameter(10f, 0f, 100f); } public partial class HDRenderPipeline diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDReflectionDenoiser.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDReflectionDenoiser.cs index f7c75a268f3..78068d69490 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDReflectionDenoiser.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDReflectionDenoiser.cs @@ -49,6 +49,9 @@ public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera, int maxKernelSiz int numTilesX = (texWidth + (tileSize - 1)) / tileSize; int numTilesY = (texHeight + (tileSize - 1)) / tileSize; + // Grab the ray traced reflection volume component + var settings = hdCamera.volumeStack.GetComponent(); + // Request the intermediate buffers that we need RTHandle intermediateBuffer0 = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0); RTHandle intermediateBuffer1 = m_RenderPipeline.GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1); @@ -74,6 +77,7 @@ public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera, int maxKernelSiz cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterHKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterHKernel, HDShaderIDs._DenoiseOutputTextureRW, intermediateBuffer1); cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterHKernel, HDShaderIDs._ReflectionFilterMapping, m_ReflectionFilterMapping); + cmd.SetComputeFloatParam(m_ReflectionDenoiserCS, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value); cmd.DispatchCompute(m_ReflectionDenoiserCS, s_BilateralFilterHKernel, numTilesX, numTilesY, hdCamera.viewCount); // Horizontal pass of the bilateral filter @@ -83,6 +87,7 @@ public void DenoiseBuffer(CommandBuffer cmd, HDCamera hdCamera, int maxKernelSiz cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterVKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterVKernel, HDShaderIDs._DenoiseOutputTextureRW, outputSignal); cmd.SetComputeTextureParam(m_ReflectionDenoiserCS, s_BilateralFilterVKernel, HDShaderIDs._ReflectionFilterMapping, m_ReflectionFilterMapping); + cmd.SetComputeFloatParam(m_ReflectionDenoiserCS, HDShaderIDs._RaytracingReflectionMinSmoothness, settings.minSmoothness.value); cmd.DispatchCompute(m_ReflectionDenoiserCS, s_BilateralFilterVKernel, numTilesX, numTilesY, hdCamera.viewCount); } } 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 2bd7d3eb524..d5afc8c21f7 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 @@ -3,6 +3,10 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// Recursive Rendering Volume Component. + /// This component setups recursive rendering. + /// [Serializable, VolumeComponentMenu("Ray Tracing/Recursive Rendering (Preview)")] public sealed class RecursiveRendering : VolumeComponent { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute index bd4b83a95e0..b762bd53f23 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute @@ -104,6 +104,7 @@ void CopyHistory(uint3 dispatchThreadId : SV_DispatchThreadID) } int _DenoiserFilterRadius; +float _RaytracingReflectionMinSmoothness; TEXTURE2D(_ReflectionFilterMapping); // Separated bilateral filter (two passes, each with 2*Radius taps) @@ -115,22 +116,20 @@ void BILATERAL_FILTER(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupT // Fetch the current pixel coordinate uint2 centerCoord = groupId * REFLECTION_FILTER_TILE_SIZE + groupThreadId; - float3 colorSum = float3(0.0, 0.0, 0.0); - - float wSum = 0.0; - + // Based on which pass of the filter we are doing, adjust the sampling direction #if FINAL_PASS const uint2 passIncr = uint2(1, 0); #else const uint2 passIncr = uint2(0, 1); #endif + // Tap the central pixel coordinates const BilateralData center = TapBilateralData(centerCoord); + // Compute the effective radius we should be using for the filtering float3 viewWS = normalize(_WorldSpaceCameraPos - center.position); float2 mappingUV = float2(dot(viewWS, center.normal), center.roughness); float2 radiusScale = SAMPLE_TEXTURE2D_LOD(_ReflectionFilterMapping, s_linear_clamp_sampler, mappingUV, 0.0f).xy; - #if FINAL_PASS const float radius = _DenoiserFilterRadius * radiusScale.x; #else @@ -139,16 +138,29 @@ void BILATERAL_FILTER(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupT const float sigma = 0.5 * radius; const int effectiveRadius = min(sigma * 2.0, radius); - uint2 tapCoord = centerCoord - effectiveRadius * passIncr; - for (int r = -effectiveRadius; r <= effectiveRadius; ++r, tapCoord += passIncr) + // Store the intermediate result + float3 finalColor = LOAD_TEXTURE2D_X(_DenoiseInputTexture, centerCoord).xyz; + + // If this pixels does not have ray traced reflections anyway, just skip it. + if (_RaytracingReflectionMinSmoothness < PerceptualRoughnessToPerceptualSmoothness(center.roughness)) { - // Compute the weight (skip computation for the center) - const float w = r ? gaussian(r, sigma) * ComputeBilateralWeight(center, TapBilateralData(tapCoord)) : 1.0; - colorSum += LOAD_TEXTURE2D_X(_DenoiseInputTexture, tapCoord).xyz * w; - wSum += w; + // Initialize variables for accumulation + float3 colorSum = float3(0.0, 0.0, 0.0); + float wSum = 0.0; + + uint2 tapCoord = centerCoord - effectiveRadius * passIncr; + for (int r = -effectiveRadius; r <= effectiveRadius; ++r, tapCoord += passIncr) + { + // Compute the weight (skip computation for the center) + const BilateralData tapData = TapBilateralData(tapCoord); + float w = r ? gaussian(r, sigma) * ComputeBilateralWeight(center, tapData) : 1.0; + w = _RaytracingReflectionMinSmoothness > PerceptualRoughnessToPerceptualSmoothness(tapData.roughness) ? 0.0 : w; + colorSum += LOAD_TEXTURE2D_X(_DenoiseInputTexture, tapCoord).xyz * w; + wSum += w; + } + // Normalize the result + finalColor = colorSum / wSum; } - // Store the intermediate result - float3 finalColor = colorSum / wSum; _DenoiseOutputTextureRW[COORD_TEXTURE2D_X(centerCoord)] = float4(finalColor, LOAD_TEXTURE2D_X(_DenoiseInputTexture, centerCoord).w); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs index 8f63c74b516..17640a125c9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs @@ -7,6 +7,7 @@ namespace UnityEngine.Rendering.HighDefinition [Flags] public enum LightingProperty { + /// No debug output. None = 0, /// Render only diffuse. DiffuseOnly = 1 << 0, diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs index 9c37c1b5383..59ca696143d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs @@ -942,7 +942,7 @@ internal static void DisplayUnsupportedAPIMessage(string graphicAPI = null) graphicAPI = graphicAPI ?? SystemInfo.graphicsDeviceType.ToString(); #endif - string msg = "Platform " + currentPlatform + " with device " + graphicAPI + " is not supported, no rendering will occur"; + string msg = "Platform " + currentPlatform + " with device " + graphicAPI + " is not supported with High Definition Render Pipeline, no rendering will occur"; DisplayUnsupportedMessage(msg); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Scripting/GameObjectExtension.cs b/com.unity.render-pipelines.high-definition/Runtime/Scripting/GameObjectExtension.cs index cd83ed47775..e5d9ba49aa0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Scripting/GameObjectExtension.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Scripting/GameObjectExtension.cs @@ -1,6 +1,8 @@ namespace UnityEngine.Rendering.HighDefinition { - // Util functions to create a new Light in HDRP + /// + /// Extensions to create new Lights in HDRP. + /// public static class GameObjectExtension { /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs index dc557a1fb34..beba35ba06e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs @@ -75,14 +75,12 @@ struct CachedSkyContext { public Type type; public SkyRenderingContext renderingContext; - public int lastFrameUsed; public int hash; public int refCount; public void Reset() { // We keep around the renderer and the rendering context to avoid useless allocation if they get reused. - lastFrameUsed = 0; hash = 0; refCount = 0; if (renderingContext != null) @@ -157,8 +155,6 @@ class SkyManager // 2 by default: Static sky + one dynamic. Will grow if needed. DynamicArray m_CachedSkyContexts = new DynamicArray(2); - int m_CurrentFrameIndex = -1; - public SkyManager() { #if UNITY_EDITOR @@ -361,7 +357,6 @@ SphericalHarmonicsL2 GetAmbientProbe(SkyUpdateContext skyContext) if (skyContext.IsValid() && IsCachedContextValid(skyContext)) { ref var context = ref m_CachedSkyContexts[skyContext.cachedSkyRenderingContextId]; - context.lastFrameUsed = m_CurrentFrameIndex; return context.renderingContext.ambientProbe; } else @@ -375,7 +370,6 @@ Texture GetSkyCubemap(SkyUpdateContext skyContext) if (skyContext.IsValid() && IsCachedContextValid(skyContext)) { ref var context = ref m_CachedSkyContexts[skyContext.cachedSkyRenderingContextId]; - context.lastFrameUsed = m_CurrentFrameIndex; return context.renderingContext.skyboxCubemapRT; } else @@ -389,7 +383,6 @@ Texture GetReflectionTexture(SkyUpdateContext skyContext) if (skyContext.IsValid() && IsCachedContextValid(skyContext)) { ref var context = ref m_CachedSkyContexts[skyContext.cachedSkyRenderingContextId]; - context.lastFrameUsed = m_CurrentFrameIndex; return context.renderingContext.skyboxBSDFCubemapArray; } else @@ -563,9 +556,8 @@ void AllocateNewRenderingContext(SkyUpdateContext skyContext, int slot, int newH } // Returns whether or not the data should be updated - bool AcquireSkyRenderingContext(SkyUpdateContext updateContext, int newHash) + bool AcquireSkyRenderingContext(SkyUpdateContext updateContext, int newHash, bool supportConvolution = true) { - bool supportConvolution = true; // TODO: See how we can avoid allocating associated RT for static sky (issue is when the same sky is used for both static and lighting sky) SphericalHarmonicsL2 cachedAmbientProbe = new SphericalHarmonicsL2(); // Release the old context if needed. if (IsCachedContextValid(updateContext)) @@ -584,7 +576,6 @@ bool AcquireSkyRenderingContext(SkyUpdateContext updateContext, int newHash) else { // If the hash hasn't changed, keep it. - cachedContext.lastFrameUsed = m_CurrentFrameIndex; return false; } } @@ -597,7 +588,6 @@ bool AcquireSkyRenderingContext(SkyUpdateContext updateContext, int newHash) if (m_CachedSkyContexts[i].hash == newHash) { m_CachedSkyContexts[i].refCount++; - m_CachedSkyContexts[i].lastFrameUsed = m_CurrentFrameIndex; updateContext.cachedSkyRenderingContextId = i; updateContext.skyParametersHash = newHash; return false; @@ -626,6 +616,8 @@ void ReleaseCachedContext(int id) ref var cachedContext = ref m_CachedSkyContexts[id]; cachedContext.refCount--; Debug.Assert(cachedContext.refCount >= 0); + if (cachedContext.refCount == 0) + cachedContext.Cleanup(); } bool IsCachedContextValid(SkyUpdateContext skyContext) @@ -638,24 +630,13 @@ bool IsCachedContextValid(SkyUpdateContext skyContext) return id != -1 && (skyContext.skySettings.GetSkyRendererType() == m_CachedSkyContexts[id].type) && (m_CachedSkyContexts[id].hash != 0); } - void CleanupUnusedCachedContexts() - { - for (int i = 0; i < m_CachedSkyContexts.size; ++i) - { - ref var context = ref m_CachedSkyContexts[i]; - if (context.refCount == 0 && (m_CurrentFrameIndex - context.lastFrameUsed > 30)) - { - context.Cleanup(); - } - } - } - - int ComputeSkyHash(SkyUpdateContext skyContext, Light sunLight, SkyAmbientMode ambientMode) + int ComputeSkyHash(SkyUpdateContext skyContext, Light sunLight, SkyAmbientMode ambientMode, bool staticSky = false) { int sunHash = 0; if (sunLight != null) sunHash = GetSunLightHashCode(sunLight); int skyHash = sunHash * 23 + skyContext.skySettings.GetHashCode(); + skyHash = skyHash * 23 + (staticSky ? 1 : 0); skyHash = skyHash * 23 + (ambientMode == SkyAmbientMode.Static ? 1 : 0); return skyHash; } @@ -665,7 +646,16 @@ public void RequestEnvironmentUpdate() m_UpdateRequired = true; } - public void UpdateEnvironment(HDCamera hdCamera, ScriptableRenderContext renderContext, SkyUpdateContext skyContext, Light sunLight, bool updateRequired, bool updateAmbientProbe, SkyAmbientMode ambientMode, int frameIndex, CommandBuffer cmd) + public void UpdateEnvironment( HDCamera hdCamera, + ScriptableRenderContext renderContext, + SkyUpdateContext skyContext, + Light sunLight, + bool updateRequired, + bool updateAmbientProbe, + bool staticSky, + SkyAmbientMode ambientMode, + int frameIndex, + CommandBuffer cmd) { if (skyContext.IsValid()) { @@ -682,11 +672,11 @@ public void UpdateEnvironment(HDCamera hdCamera, ScriptableRenderContext renderC m_BuiltinParameters.frameIndex = frameIndex; m_BuiltinParameters.skySettings = skyContext.skySettings; - int skyHash = ComputeSkyHash(skyContext, sunLight, ambientMode); + int skyHash = ComputeSkyHash(skyContext, sunLight, ambientMode, staticSky); bool forceUpdate = updateRequired; // Acquire the rendering context, if the context was invalid or the hash has changed, this will request for an update. - forceUpdate |= AcquireSkyRenderingContext(skyContext, skyHash); + forceUpdate |= AcquireSkyRenderingContext(skyContext, skyHash, !staticSky); ref CachedSkyContext cachedContext = ref m_CachedSkyContexts[skyContext.cachedSkyRenderingContextId]; var renderingContext = cachedContext.renderingContext; @@ -700,36 +690,36 @@ public void UpdateEnvironment(HDCamera hdCamera, ScriptableRenderContext renderC { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.UpdateSkyEnvironment))) { - RenderSkyToCubemap(skyContext); + RenderSkyToCubemap(skyContext); - if (updateAmbientProbe) + if (updateAmbientProbe) + { + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.UpdateSkyAmbientProbe))) { - using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.UpdateSkyAmbientProbe))) + cmd.SetComputeBufferParam(m_ComputeAmbientProbeCS, m_ComputeAmbientProbeKernel, m_AmbientProbeOutputBufferParam, renderingContext.ambientProbeResult); + cmd.SetComputeTextureParam(m_ComputeAmbientProbeCS, m_ComputeAmbientProbeKernel, m_AmbientProbeInputCubemap, renderingContext.skyboxCubemapRT); + cmd.DispatchCompute(m_ComputeAmbientProbeCS, m_ComputeAmbientProbeKernel, 1, 1, 1); + cmd.RequestAsyncReadback(renderingContext.ambientProbeResult, renderingContext.OnComputeAmbientProbeDone); + + // When the profiler is enabled, we don't want to submit the render context because + // it will break all the profiling sample Begin() calls issued previously, which leads + // to profiling sample mismatch errors in the console. + if (!UnityEngine.Profiling.Profiler.enabled) { - cmd.SetComputeBufferParam(m_ComputeAmbientProbeCS, m_ComputeAmbientProbeKernel, m_AmbientProbeOutputBufferParam, renderingContext.ambientProbeResult); - cmd.SetComputeTextureParam(m_ComputeAmbientProbeCS, m_ComputeAmbientProbeKernel, m_AmbientProbeInputCubemap, renderingContext.skyboxCubemapRT); - cmd.DispatchCompute(m_ComputeAmbientProbeCS, m_ComputeAmbientProbeKernel, 1, 1, 1); - cmd.RequestAsyncReadback(renderingContext.ambientProbeResult, renderingContext.OnComputeAmbientProbeDone); - - // When the profiler is enabled, we don't want to submit the render context because - // it will break all the profiling sample Begin() calls issued previously, which leads - // to profiling sample mismatch errors in the console. - if (!UnityEngine.Profiling.Profiler.enabled) + // In case we are the first frame after a domain reload, we need to wait for async readback request to complete + // otherwise ambient probe isn't correct for one frame. + if (m_requireWaitForAsyncReadBackRequest) { - // In case we are the first frame after a domain reload, we need to wait for async readback request to complete - // otherwise ambient probe isn't correct for one frame. - if (m_requireWaitForAsyncReadBackRequest) - { - cmd.WaitAllAsyncReadbackRequests(); - renderContext.ExecuteCommandBuffer(cmd); - CommandBufferPool.Release(cmd); - renderContext.Submit(); - cmd = CommandBufferPool.Get(); - m_requireWaitForAsyncReadBackRequest = false; - } + cmd.WaitAllAsyncReadbackRequests(); + renderContext.ExecuteCommandBuffer(cmd); + CommandBufferPool.Release(cmd); + renderContext.Submit(); + cmd = CommandBufferPool.Get(); + m_requireWaitForAsyncReadBackRequest = false; } } } + } if (renderingContext.supportsConvolution) { @@ -759,13 +749,9 @@ public void UpdateEnvironment(HDCamera hdCamera, ScriptableRenderContext renderC public void UpdateEnvironment(HDCamera hdCamera, ScriptableRenderContext renderContext, Light sunLight, int frameIndex, CommandBuffer cmd) { - m_CurrentFrameIndex = frameIndex; - - CleanupUnusedCachedContexts(); - SkyAmbientMode ambientMode = hdCamera.volumeStack.GetComponent().skyAmbientMode.value; - UpdateEnvironment(hdCamera, renderContext, hdCamera.lightingSky, sunLight, m_UpdateRequired, ambientMode == SkyAmbientMode.Dynamic, ambientMode, frameIndex, cmd); + UpdateEnvironment(hdCamera, renderContext, hdCamera.lightingSky, sunLight, m_UpdateRequired, ambientMode == SkyAmbientMode.Dynamic, false, ambientMode, frameIndex, cmd); // Preview camera will have a different sun, therefore the hash for the static lighting sky will change and force a recomputation // because we only maintain one static sky. Since we don't care that the static lighting may be a bit different in the preview we never recompute @@ -776,7 +762,7 @@ public void UpdateEnvironment(HDCamera hdCamera, ScriptableRenderContext renderC if (staticLightingSky != null) { m_StaticLightingSky.skySettings = staticLightingSky.skySettings; - UpdateEnvironment(hdCamera, renderContext, m_StaticLightingSky, sunLight, false, true, ambientMode, frameIndex, cmd); + UpdateEnvironment(hdCamera, renderContext, m_StaticLightingSky, sunLight, false, true, true, ambientMode, frameIndex, cmd); } } diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Aluminium_Satin.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Aluminium_Satin.mat index 607b7efdd85..2b44869cc61 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Aluminium_Satin.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Aluminium_Satin.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -217,16 +217,16 @@ Material: - _SpecularAAThreshold: 1 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDBuffer: 1 @@ -243,6 +243,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Anodized Metal.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Anodized Metal.mat index 070f052b2ad..ffb590e160b 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Anodized Metal.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Anodized Metal.mat @@ -205,16 +205,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -230,6 +230,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -269,4 +270,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/BlueGlass.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/BlueGlass.mat index 28092cbe21e..5932ab7b7ce 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/BlueGlass.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/BlueGlass.mat @@ -10,7 +10,7 @@ Material: m_Name: BlueGlass m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3} m_ShaderKeywords: _ALPHATEST_ON _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING - _ENABLE_FOG_ON_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE + _ENABLE_FOG_ON_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT _TRANSPARENT_WRITES_MOTION_VEC m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -266,16 +266,16 @@ Material: - _SpecularHighlights: 1 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SubsurfaceProfile: 0 @@ -293,6 +293,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 1 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -304,7 +305,7 @@ Material: - _ZTestMode: 4 - _ZTestModeDistortion: 4 - _ZTestTransparent: 4 - - _ZWrite: 1 + - _ZWrite: 0 m_Colors: - _BaseColor: {r: 0, g: 0, b: 0, a: 0.35686275} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} @@ -337,4 +338,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Bricks.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Bricks.mat index bcb5c0813b2..ff93e82b533 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Bricks.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Bricks.mat @@ -205,16 +205,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDBuffer: 1 @@ -238,6 +238,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -277,4 +278,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/CarbonFiber.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/CarbonFiber.mat index 5f3e7eb679f..bf0990a1b02 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/CarbonFiber.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/CarbonFiber.mat @@ -215,16 +215,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SubsurfaceProfile: 0 @@ -242,6 +242,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -282,4 +283,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Fern.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Fern.mat index c1d5efb18d2..dae95e954c9 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Fern.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Fern.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -22,8 +22,8 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: Fern m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3} - m_ShaderKeywords: _ALPHATEST_ON _DISABLE_DBUFFER _DISABLE_DECALS _DISABLE_SSR _DOUBLESIDED_ON - _MASKMAP _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP + m_ShaderKeywords: _ALPHATEST_ON _DISABLE_DECALS _DISABLE_SSR _DOUBLESIDED_ON _MASKMAP + _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 @@ -279,16 +279,16 @@ Material: - _SpecularHighlights: 1 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 32 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 34 - - _StencilRefMV: 160 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 0 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 2 + - _StencilRefMV: 32 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1000 - _SubsurfaceMask: 1 - _SubsurfaceProfile: 5 @@ -317,6 +317,7 @@ Material: - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 - _TransparentWritingVelocity: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -347,4 +348,3 @@ Material: - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} - m_BuildTextureStacks: [] diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Fern.mat.meta b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Fern.mat.meta index 0634bba8c3d..aa5fab0c363 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Fern.mat.meta +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Fern.mat.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ece58bc1a9decbb4e9d8da73d62f5e14 +guid: 66c4426f785652541963fc7aec0607d6 timeCreated: 1492504990 licenseType: Pro NativeFormatImporter: diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/GlassThin.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/GlassThin.mat index ad60762a961..7d880c0a6ac 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/GlassThin.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/GlassThin.mat @@ -10,7 +10,7 @@ Material: m_Name: GlassThin m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3} m_ShaderKeywords: _ALPHATEST_ON _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING - _ENABLE_FOG_ON_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE + _ENABLE_FOG_ON_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -266,16 +266,16 @@ Material: - _SpecularHighlights: 1 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SubsurfaceProfile: 0 @@ -293,6 +293,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -304,7 +305,7 @@ Material: - _ZTestMode: 4 - _ZTestModeDistortion: 4 - _ZTestTransparent: 4 - - _ZWrite: 1 + - _ZWrite: 0 m_Colors: - _BaseColor: {r: 0, g: 0, b: 0, a: 0} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} @@ -337,4 +338,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/GreyFloor.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/GreyFloor.mat index 19b9b62e2a1..7124cdafec7 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/GreyFloor.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/GreyFloor.mat @@ -217,16 +217,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SubsurfaceProfile: 0 @@ -244,6 +244,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 4 - _UVDetail: 1 - _UVEmissive: 0 @@ -284,4 +285,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Leather.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Leather.mat index 2a18a51979a..8d18e278cac 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Leather.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Leather.mat @@ -195,16 +195,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -218,6 +218,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -257,4 +258,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Anisotropy Circles.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Anisotropy Circles.mat index 991e31c2e45..77978525774 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Anisotropy Circles.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Anisotropy Circles.mat @@ -217,16 +217,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SubsurfaceProfile: 0 @@ -244,6 +244,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -284,4 +285,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Brushed.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Brushed.mat index 1d905a3f8a6..a1ed6fcfabd 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Brushed.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Brushed.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -228,16 +228,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SubsurfaceProfile: 0 @@ -255,6 +255,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Foil.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Foil.mat index e89530914f9..228c1d36011 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Foil.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal Foil.mat @@ -216,16 +216,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SubsurfaceProfile: 0 @@ -243,6 +243,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -283,4 +284,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Nickel.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Nickel.mat index 8b9b34692c3..4c0b5a250d8 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Nickel.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Nickel.mat @@ -9,7 +9,7 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: Nickel m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3} - m_ShaderKeywords: _DISPLACEMENT_LOCK_TILING_SCALE _HEIGHTMAP _MASKMAP _MATERIAL_FEATURE_CLEAR_COAT + m_ShaderKeywords: _DISPLACEMENT_LOCK_TILING_SCALE _MASKMAP _MATERIAL_FEATURE_CLEAR_COAT _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP _NORMALMAP_TANGENT_SPACE _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE m_LightmapFlags: 4 @@ -206,16 +206,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -231,6 +231,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -270,4 +271,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/OrangeSphereGlass.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/OrangeSphereGlass.mat index 1bc06a1365b..5a3846eb4d7 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/OrangeSphereGlass.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/OrangeSphereGlass.mat @@ -266,16 +266,16 @@ Material: - _SpecularHighlights: 1 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SubsurfaceProfile: 0 @@ -293,6 +293,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 1 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -304,7 +305,7 @@ Material: - _ZTestMode: 4 - _ZTestModeDistortion: 4 - _ZTestTransparent: 4 - - _ZWrite: 1 + - _ZWrite: 0 m_Colors: - _BaseColor: {r: 0, g: 0, b: 0, a: 0} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} @@ -337,4 +338,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/PlasterWall.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/PlasterWall.mat index 196afa69fb2..3ea25629d1b 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/PlasterWall.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/PlasterWall.mat @@ -204,16 +204,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDBuffer: 1 @@ -230,6 +230,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -269,4 +270,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/PolishedConcrete.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/PolishedConcrete.mat index 2ac3de2dde3..12c25684826 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/PolishedConcrete.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/PolishedConcrete.mat @@ -204,16 +204,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDBuffer: 1 @@ -230,6 +230,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - 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_StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -229,6 +229,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -268,4 +269,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackArtificialSmooth.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackArtificialSmooth.mat index f4223cd7ade..9db44b906cc 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackArtificialSmooth.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackArtificialSmooth.mat @@ -204,16 +204,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -229,6 +229,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -268,4 +269,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackNaturalRough.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackNaturalRough.mat index 091591a781e..cbf7dd8f15d 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackNaturalRough.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackNaturalRough.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -217,16 +217,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -242,6 +242,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackNaturalSmooth.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackNaturalSmooth.mat index 0076fb84c2f..35990dc8f6b 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackNaturalSmooth.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceBlackNaturalSmooth.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -217,16 +217,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -242,6 +242,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceCopperRough.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceCopperRough.mat index 02e0a12a214..867b71af0b0 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceCopperRough.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceCopperRough.mat @@ -205,16 +205,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -230,6 +230,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -269,4 +270,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceCopperSmooth.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceCopperSmooth.mat index 412109094b6..75a62c88206 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceCopperSmooth.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceCopperSmooth.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -218,16 +218,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -243,6 +243,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGoldRough.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGoldRough.mat index e70db77e923..31e44c64712 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGoldRough.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGoldRough.mat @@ -205,16 +205,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -230,6 +230,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -269,4 +270,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGoldSmooth.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGoldSmooth.mat index 42141511754..a7e7d314cca 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGoldSmooth.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGoldSmooth.mat @@ -204,16 +204,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -229,6 +229,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -268,4 +269,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGreyRough.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGreyRough.mat index d60b3ef95f2..72f5d37d566 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGreyRough.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGreyRough.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -217,16 +217,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -242,6 +242,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGreySmooth.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGreySmooth.mat index 8513b8a3d44..71d3e42c476 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGreySmooth.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceGreySmooth.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -217,16 +217,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -242,6 +242,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceSilverRough.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceSilverRough.mat index 85c8ab66b58..8acc168f55a 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceSilverRough.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceSilverRough.mat @@ -204,16 +204,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -229,6 +229,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -268,4 +269,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceSilverSmooth.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceSilverSmooth.mat index 15fabbad3f3..43efcf32671 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceSilverSmooth.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceSilverSmooth.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -217,16 +217,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -242,6 +242,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceWhiteRough.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceWhiteRough.mat index 84d8bc17909..43894692e60 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceWhiteRough.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceWhiteRough.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -217,16 +217,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -242,6 +242,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceWhiteSmooth.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceWhiteSmooth.mat index 5c1dd84342d..eb4ef1f730a 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceWhiteSmooth.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/ReferenceWhiteSmooth.mat @@ -204,16 +204,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -229,6 +229,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -268,4 +269,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Skin Bright.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Skin Bright.mat index a4b0971c947..c102195105b 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Skin Bright.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Skin Bright.mat @@ -205,16 +205,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 1 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 1 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 4 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 14 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDBuffer: 1 @@ -231,6 +231,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -259,7 +260,6 @@ Material: - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} - m_BuildTextureStacks: [] --- !u!114 &2509280433437203154 MonoBehaviour: m_ObjectHideFlags: 11 @@ -272,4 +272,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Skin Dark.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Skin Dark.mat index e6874ed9501..88a9e7bd62c 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Skin Dark.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Skin Dark.mat @@ -205,16 +205,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 1 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 1 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 4 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 14 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDBuffer: 1 @@ -231,6 +231,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -259,7 +260,6 @@ Material: - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} - m_BuildTextureStacks: [] --- !u!114 &2509280433437203154 MonoBehaviour: m_ObjectHideFlags: 11 @@ -272,4 +272,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/SoapBubble.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/SoapBubble.mat index 37595ccc4c0..424b52d2e34 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/SoapBubble.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/SoapBubble.mat @@ -11,7 +11,7 @@ Material: m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3} m_ShaderKeywords: _ALPHATEST_ON _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _ENABLE_FOG_ON_TRANSPARENT _IRIDESCENCE_THICKNESSMAP _MATERIAL_FEATURE_IRIDESCENCE - _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT + _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -266,16 +266,16 @@ Material: - _SpecularHighlights: 1 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SubsurfaceProfile: 0 @@ -293,6 +293,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -304,7 +305,7 @@ Material: - _ZTestMode: 4 - _ZTestModeDistortion: 4 - _ZTestTransparent: 4 - - _ZWrite: 1 + - _ZWrite: 0 m_Colors: - _BaseColor: {r: 0, g: 0, b: 0, a: 0.050980393} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} @@ -337,4 +338,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Unlit.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Unlit.mat index da266fd3552..087da25d0e8 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Unlit.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Unlit.mat @@ -199,15 +199,15 @@ Material: - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - _StencilRef: 0 - - _StencilRefDepth: 32 - - _StencilRefDistortionVec: 64 + - _StencilRefDepth: 0 + - _StencilRefDistortionVec: 4 - _StencilRefGBuffer: 2 - - _StencilRefMV: 160 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 + - _StencilRefMV: 32 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -221,6 +221,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -261,4 +262,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/WallTiles.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/WallTiles.mat index 029ce103d39..b32332e5e52 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/WallTiles.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/WallTiles.mat @@ -205,16 +205,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDBuffer: 1 @@ -231,6 +231,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -270,4 +271,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/WoodClean.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/WoodClean.mat index 03ea61d68cd..d31f3ce3228 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/WoodClean.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/WoodClean.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -30,10 +30,10 @@ Material: stringTagMap: {} disabledShaderPasses: - DistortionVectors + - MOTIONVECTORS - TransparentDepthPrepass - TransparentDepthPostpass - TransparentBackface - - MOTIONVECTORS m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -216,16 +216,16 @@ Material: - _SpecularAAThreshold: 0.2 - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 7 - - _StencilWriteMaskDepth: 32 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 128 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDBuffer: 1 @@ -242,6 +242,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Prefabs/MaterialBall.prefab.meta b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Prefabs/MaterialBall.prefab.meta index 49e879340b3..8dde3c3d9fe 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Prefabs/MaterialBall.prefab.meta +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Prefabs/MaterialBall.prefab.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 7822020b9f9222c458b8de51cf8846ec +guid: 0e44f5429c513ab46886998adf95d912 NativeFormatImporter: externalObjects: {} mainObjectFileID: 100100000 diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Textures/WeavePattern01_F.tga.meta b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Textures/WeavePattern01_F.tga.meta index 344eb0d1e7f..b6b21b210ec 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Textures/WeavePattern01_F.tga.meta +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Textures/WeavePattern01_F.tga.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 632ea38a7fe456b4d87ded4efbea8d6c +guid: 04eedbc81f09ede42a9ce8266c9e1853 TextureImporter: internalIDToNameTable: [] externalObjects: {} diff --git a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Decal/DC_WaterPuddle.mat b/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Decal/DC_WaterPuddle.mat index b4504cf794a..441236eb297 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Decal/DC_WaterPuddle.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Decal/DC_WaterPuddle.mat @@ -271,4 +271,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Fabric/Cotton.mat b/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Fabric/Cotton.mat index 702c6186a5d..35de2b26d57 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Fabric/Cotton.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Fabric/Cotton.mat @@ -212,16 +212,16 @@ Material: - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 - _SrcBlend: 1 - - _StencilRef: 1 - - _StencilRefDepth: 32 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 33 - - _StencilRefMV: 160 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 4 + - _StencilRefDepth: 0 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 6 + - _StencilRefMV: 32 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -240,6 +240,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingVelocity: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -285,4 +286,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 diff --git a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Fabric/SG_CottonWool.ShaderGraph b/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Fabric/SG_CottonWool.ShaderGraph index f01f635b6ee..066e5f428d1 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Fabric/SG_CottonWool.ShaderGraph +++ 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&2100000 Material: serializedVersion: 6 @@ -225,16 +225,16 @@ Material: - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 32 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 34 - - _StencilRefMV: 160 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 0 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 2 + - _StencilRefMV: 32 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -253,6 +253,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingVelocity: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Hair/Hair_Lower_Layer.mat b/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Hair/Hair_Lower_Layer.mat index 28ef78a02fa..b600d760373 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Hair/Hair_Lower_Layer.mat +++ b/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Hair/Hair_Lower_Layer.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3} m_Name: m_EditorClassIdentifier: - version: 0 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -235,16 +235,16 @@ Material: - _SpecularMultiplier: 0.2 - _SpecularShift: 0.125 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - 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&2100000 Material: serializedVersion: 6 @@ -213,17 +213,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 0 - - _StencilRefDistortionVec: 64 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 128 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 - - _StencilWriteMaskDistortionVec: 64 - - _StencilWriteMaskGBuffer: 51 - - _StencilWriteMaskMV: 176 + - _StencilRef: 0 + - _StencilRefDepth: 8 + - _StencilRefDistortionVec: 4 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 + - _StencilWriteMaskDistortionVec: 4 + - _StencilWriteMaskGBuffer: 14 + - _StencilWriteMaskMV: 40 - _Stiffness: 1 - _SubsurfaceMask: 1 - _SupportDecals: 1 @@ -240,6 +241,7 @@ Material: - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 - _TransparentWritingVelocity: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 diff --git a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/SampleScene_PostProcessingSettings.asset b/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/SampleScene_PostProcessingSettings.asset index e6470dc770c..68e636c6777 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/SampleScene_PostProcessingSettings.asset +++ b/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/SampleScene_PostProcessingSettings.asset @@ -41,6 +41,9 @@ MonoBehaviour: m_Value: 1 min: 0 max: 20 + cameraMotionBlur: + m_OverrideState: 0 + m_Value: 1 m_SampleCount: m_OverrideState: 0 m_Value: 8 @@ -128,7 +131,7 @@ MonoBehaviour: active: 1 m_AdvancedMode: 0 mode: - m_OverrideState: 0 + m_OverrideState: 1 m_Value: 0 meteringMode: m_OverrideState: 0 From fceec7e4536dab7cb21dc8824bfffea028be50ba Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Thu, 6 Feb 2020 08:42:18 +0100 Subject: [PATCH 14/44] Fix material properties not up to date when updating the preview (#5775) --- .../CHANGELOG.md | 1 + .../CHANGELOG.md.orig | 1659 +++++++++++++++++ .../Editor/Drawing/PreviewManager.cs | 3 + 3 files changed, 1663 insertions(+) create mode 100644 com.unity.render-pipelines.high-definition/CHANGELOG.md.orig diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a74e38afbb9..997a8b108bc 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -134,6 +134,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the blend of reflections based on the weight. - Fixed fallback for ray traced reflections when denoising is enabled. - Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) +- Fixed the broken ShaderGraph preview when creating a new Lit graph. - Fixed Wizard check order for `Hardware and OS` and `Direct3D12` - Fix AO issue turning black when Far/Near plane distance is big. - Fixed issue when opening lookdev and the lookdev volume have not been assigned yet. diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md.orig b/com.unity.render-pipelines.high-definition/CHANGELOG.md.orig new file mode 100644 index 00000000000..f76b3170038 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md.orig @@ -0,0 +1,1659 @@ +# Changelog +All notable changes to this package will be documented in this file. + +The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) +and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). + +## [Unreleased] + +## [7.2.0] - 2020-03-02 + +### Added +- Added the possibility to have ray traced colored and semi-transparent shadows on directional lights. +- Exposed the debug overlay ratio in the debug menu. +- Added a separate frame settings for tonemapping alongside color grading. +- Added the receive fog option in the material UI for ShaderGraphs. +- Added a public virtual bool in the custom post processes API to specify if a post processes should be executed in the scene view. +- Added a menu option that checks scene issues with ray tracing. Also removed the previously existing warning at runtime. +- Added Contrast Adaptive Sharpen (CAS) Upscaling effect. +- Added APIs to update probe settings at runtime. +- Added documentation for the rayTracingSupported method in HDRP +- Added user-selectable format for the post processing passes. +- Added support for alpha channel in some post-processing passes (DoF, TAA, Uber). +- Added warnings in FrameSettings inspector when using DXR and atempting to use Asynchronous Execution. +- Exposed Stencil bits that can be used by the user. +- Added history rejection based on velocity of intersected objects for directional, point and spot lights. +- Added a affectsVolumetric field to the HDAdditionalLightData API to know if light affects volumetric fog. +- Add OS and Hardware check in the Wizard fixes for DXR. +- Added option to exclude camera motion from motion blur. +- Added semi-transparent shadows for point and spot lights. +- Added support for semi-transparent shadow for unlit shader and unlit shader graph. +- Added the alpha clip enabled toggle to the material UI for all HDRP shader graphs. +- Added Material Samples to explain how to use the lit shader features +- Added an initial implementation of ray traced sub surface scattering +- Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. +- Added support for Smoothness Fade start work when enabling ray traced reflections. +- Added Contact shadow, Micro shadows and Screen space refraction API documentation. +- Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, etc. +- Added path tracing support for refraction and internal reflections. +- Added support for Thin Refraction Model and Lit's Clear Coat in Path Tracing. + +### Fixed +- Update documentation of HDRISky-Backplate, precise how to have Ambient Occlusion on the Backplate +- Fixed TerrainLitGUI when per-pixel normal property is not present. +- Fixed a bug due to depth history begin overriden too soon +- Fixed issue that caused Distortion UI to appear in Lit. +- Fixed several issues with decal duplicating when editing them. +- Fixed initialization of volumetric buffer params (1204159) +- Fixed an issue where frame count was incorrectly reset for the game view, causing temporal processes to fail. +- Fixed Culling group was not disposed error. +- Fixed issues on some GPU that do not support gathers on integer textures. +- Fixed an issue with ambient probe not being initialized for the first frame after a domain reload for volumetric fog. +- Fixed the scene visibility of decal projectors and density volumes +- Fixed a leak in sky manager. +- Fixed an issue where entering playmode while the light editor is opened would produce null reference exceptions. +- Fixed the debug overlay overlapping the debug menu at runtime. +- Fixed an issue with the framecount when changing scene. +- Fixed errors that occurred when using invalid near and far clip plane values for planar reflections. +- Fixed issue with motion blur sample weighting function. +- Fixed motion vectors in MSAA. +- Fixed sun flare blending (case 1205862). +- Fixed a lot of issues related to ray traced screen space shadows. +- Fixed memory leak caused by apply distortion material not being disposed. +- Fixed Reflection probe incorrectly culled when moving its parent (case 1207660) +- Fixed a nullref when upgrading the Fog volume components while the volume is opened in the inspector. +- Fix issues where decals on PS4 would not correctly write out the tile mask causing bits of the decal to go missing. +- Use appropriate label width and text content so the label is completely visible +- Fixed an issue where final post process pass would not output the default alpha value of 1.0 when using 11_11_10 color buffer format. +- Fixed SSR issue after the MSAA Motion Vector fix. +- Fixed an issue with PCSS on directional light if punctual shadow atlas was not allocated. +- Fixed an issue where shadow resolution would be wrong on the first face of a baked reflection probe. +- Fixed issue with PCSS softness being incorrect for cascades different than the first one. +- Fixed custom post process not rendering when using multiple HDRP asset in quality settings +- Fixed probe gizmo missing id (case 1208975) +- Fixed a warning in raytracingshadowfilter.compute +- Fixed issue with AO breaking with small near plane values. +- Fixed custom post process Cleanup function not called in some cases. +- Fixed shader warning in AO code. +- Fixed a warning in simpledenoiser.compute +- Fixed tube and rectangle light culling to use their shape instead of their range as a bounding box. +- Fixed caused by using gather on a UINT texture in motion blur. +- Fix issue with ambient occlusion breaking when dynamic resolution is active. +- Fixed some possible NaN causes in Depth of Field. +- Fixed Custom Pass nullref due to the new Profiling Sample API changes +- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. +- Fixed particle lights. +- Improved behavior of lights and probe going over the HDRP asset limits. +- Fixed issue triggered when last punctual light is disabled and more than one camera is used. +- Fixed Custom Pass nullref due to the new Profiling Sample API changes +- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. +- Fixed XR rendering locked to vsync of main display with Standalone Player. +- Fixed custom pass cleanup not called at the right time when using multiple volumes. +- Fixed an issue on metal with edge of decal having artifact by delaying discard of fragments during decal projection +- Fixed various shader warning +- Fixing unnecessary memory allocations in the ray tracing cluster build +- Fixed duplicate column labels in LightEditor's light tab +- Fixed white and dark flashes on scenes with very high or very low exposure when Automatic Exposure is being used. +- Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. +- Fixed memory leak in Sky when in matcap mode. +- Fixed compilation issues on platform that don't support VR. +- Fixed migration code called when we create a new HDRP asset. +- Fixed RemoveComponent on Camera contextual menu to not remove Camera while a component depend on it. +- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. +- Fixed a null reference exception in the probe UI when no HDRP asset is present. +- Fixed the outline example in the doc (sampling range was dependent on screen resolution) +- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. +- Fixed an issue where Decal Projectors created from script where rotated around the X axis by 90°. +- Fixed frustum used to compute Density Volumes visibility when projection matrix is oblique. +- Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. +- Fix for NaNs on certain geometry with Lit shader -- [case 1210058](https://fogbugz.unity3d.com/f/cases/1210058/) +- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. +- Fixed a null reference exception in the probe UI when no HDRP asset is present. +- Fixed the outline example in the doc (sampling range was dependent on screen resolution) +- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. +- Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited. +- Fixed transparent material created with ZWrite enabled (now it is disabled by default for new transparent materials) +- Fixed mouseover on Move and Rotate tool while DecalProjector is selected. +- Fixed wrong stencil state on some of the pixel shader versions of deferred shader. +- Fixed an issue where creating decals at runtime could cause a null reference exception. +- Fixed issue that displayed material migration dialog on the creation of new project. +- Fixed various issues with time and animated materials (cases 1210068, 1210064). +- Updated light explorer with latest changes to the Fog and fixed issues when no visual environment was present. +- Fixed not handleling properly the recieve SSR feature with ray traced reflections +- Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. +- Avoid MRT Clear on PS4 as it is not implemented yet. +- Fixed runtime debug menu BitField control. +- Fixed the radius value used for ray traced directional light. +- Fixed compilation issues with the layered lit in ray tracing shaders. +- Fixed XR autotests viewport size rounding +- Fixed mip map slider knob displayed when cubemap have no mipmap +- Remove unnecessary skip of material upgrade dialog box. +- Fixed the profiling sample mismatch errors when enabling the profiler in play mode +- Fixed issue that caused NaNs in reflection probes on consoles. +- Fixed adjusting positive axis of Blend Distance slides the negative axis in the density volume component. +- Fixed the blend of reflections based on the weight. +- Fixed fallback for ray traced reflections when denoising is enabled. +- Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) +<<<<<<< HEAD +- Fixed Wizard check order for `Hardware and OS` and `Direct3D12` +- Fix AO issue turning black when Far/Near plane distance is big. +- Fixed issue when opening lookdev and the lookdev volume have not been assigned yet. +- Improved memory usage of the sky system. +- Updated label in HDRP quality preference settings (case 1215100) +- Fixed Decal Projector gizmo not undoing properly (case 1216629) +- Fix a leak in the denoising of ray traced reflections. +- Fixed Alignment issue in Light Preset +- Fixed Environment Header in LightingWindow +- Fixed an issue where hair shader could write garbage in the diffuse lighting buffer, causing NaNs. +- Fixed an exposure issue with ray traced sub-surface scattering. +- Fixed runtime debug menu light hierarchy None not doing anything. +======= +- Fixed the broken ShaderGraph preview when creating a new Lit graph. +>>>>>>> 55360b58f2... Fix material properties not up to date when updating the preview (#5775) (#5782) + +### Changed +- Hide unused LOD settings in Quality Settings legacy window. +- Reduced the constrained distance for temporal reprojection of ray tracing denoising +- Removed shadow near plane from the Directional Light Shadow UI. +- Improved the performances of custom pass culling. +- The scene view camera now replicates the physical parameters from the camera tagged as "MainCamera". +- Reduced the number of GC.Alloc calls, one simple scene without plarnar / probes, it should be 0B. +- Renamed ProfilingSample to ProfilingScope and unified API. Added GPU Timings. +- Updated macros to be compatible with the new shader preprocessor. +- Ray tracing reflection temporal filtering is now done in pre-exposed space +- Search field selects the appropriate fields in both project settings panels 'HDRP Default Settings' and 'Quality/HDRP' +- Disabled the refraction and transmission map keywords if the material is opaque. +- Keep celestial bodies outside the atmosphere. +- Updated the MSAA documentation to specify what features HDRP supports MSAA for and what features it does not. +- Shader use for Runtime Debug Display are now correctly stripper when doing a release build +- Now each camera has its own Volume Stack. This allows Volume Parameters to be updated as early as possible and be ready for the whole frame without conflicts between cameras. +- Disable Async for SSR, SSAO and Contact shadow when aggregated ray tracing frame setting is on. +- Improved performance when entering play mode without domain reload by a factor of ~25 +- Renamed the camera profiling sample to include the camera name +- Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes. +- Renamed the camera profiling sample to include the camera name +- Renamed the post processing graphic formats to match the new convention. +- The restart in Wizard for DXR will always be last fix from now on +- Refactoring pre-existing materials to share more shader code between rasterization and ray tracing. +- Setting a material's Refraction Model to Thin does not overwrite the Thickness and Transmission Absorption Distance anymore. +- Removed Wind textures from runtime as wind is no longer built into the pipeline +- Changed Shader Graph titles of master nodes to be more easily searchable ("HDRP/x" -> "x (HDRP)") +- Expose StartSinglePass() and StopSinglePass() as public interface for XRPass +- Replaced the Texture array for 2D cookies (spot, area and directional lights) and for planar reflections by an atlas. +- Moved the tier defining from the asset to the concerned volume components. +- Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode) +- The default FrameSettings for ScreenSpaceShadows is set to true for Camera in order to give a better workflow for DXR. +- Refactor internal usage of Stencil bits. +- Changed how the material upgrader works and added documentation for it. +- Custom passes now disable the stencil when overwriting the depth and not writing into it. +- Renamed the camera profiling sample to include the camera name +- Changed the way the shadow casting property of transparent and tranmissive materials is handeled for ray tracing. +- Changed inspector materials stencil setting code to have more sharing. +- Updated the default scene and default DXR scene and DefaultVolumeProfile. +- Changed the way the length parameter is used for ray traced contact shadows. +- Improved the coherency of PCSS blur between cascades. +- Updated VR checks in Wizard to reflect new XR System. +- Removing unused alpha threshold depth prepass and post pass for fabric shader graph. +- Transform result from CIE XYZ to sRGB color space in EvalSensitivity for iridescence. +- Hide the Probes section in the Renderer editos because it was unused. + +## [7.1.8] - 2020-01-20 + +### Fixed +- Fixed white and dark flashes on scenes with very high or very low exposure when Automatic Exposure is being used. +- Fixed memory leak in Sky when in matcap mode. + +### Changed +- On Xbox and PS4 you will also need to download the com.unity.render-pipeline.platform (ps4 or xboxone) package from the appropriate platform developer forum + +## [7.1.7] - 2019-12-11 + +### Added +- Added a check in the custom post process template to throw an error if the default shader is not found. + +### Fixed +- Fixed rendering errors when enabling debug modes with custom passes +- Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) +- Fixing a bug whith histories when n>4 for ray traced shadows +- Fixing wrong behavior in ray traced shadows for mesh renderers if their cast shadow is shadow only or double sided +- Only tracing rays for shadow if the point is inside the code for spotlight shadows +- Only tracing rays if the point is inside the range for point lights +- Fixing ghosting issues when the screen space shadow indexes change for a light with ray traced shadows +- Fixed an issue with stencil management and Xbox One build that caused corrupted output in deferred mode. +- Fixed a mismatch in behavior between the culling of shadow maps and ray traced point and spot light shadows +- Fixed recursive ray tracing not working anymore after intermediate buffer refactor. +- Fixed ray traced shadow denoising not working (history rejected all the time). +- Fixed shader warning on xbox one +- Fixed cookies not working for spot lights in ray traced reflections, ray traced GI and recursive rendering +- Fixed an inverted handling of CoatSmoothness for SSR in StackLit. +- Fixed missing distortion inputs in Lit and Unlit material UI. +- Fixed issue that propagated NaNs across multiple frames through the exposure texture. +- Fixed issue with Exclude from TAA stencil ignored. +- Fixed ray traced reflection exposure issue. +- Fixed issue with TAA history not initialising corretly scale factor for first frame +- Fixed issue with stencil test of material classification not using the correct Mask (causing false positive and bad performance with forward material in deferred) +- Fixed issue with History not reset when chaning antialiasing mode on camera +- Fixed issue with volumetric data not being initialized if default settings have volumetric and reprojection off. +- Fixed ray tracing reflection denoiser not applied in tier 1 +- Fixed the vibility of ray tracing related methods. +- Fixed the diffusion profile list not saved when clicking the fix button in the material UI. +- Fixed crash when pushing bounce count higher than 1 for ray traced GI or reflections +- Fixed PCSS softness scale so that it better match ray traced reference for punctual lights. +- Fixed exposure management for the path tracer +- Fixed AxF material UI containing two advanced options settings. +- Fixed an issue where cached sky contexts were being destroyed wrongly, breaking lighting in the LookDev +- Fixed issue that clamped PCSS softness too early and not after distance scale. +- Fixed fog affect transparent on HD unlit master node +- Fixed custom post processes re-ordering not saved. +- Fixed NPE when using scalable settings +- Fixed an issue where PBR sky precomputation was reset incorrectly in some cases causing bad performance. +- Fixed a bug in dxr due to depth history begin overriden too soon +- Fixed CustomPassSampleCameraColor scale issue when called from Before Transparent injection point. +- Fixed corruption of AO in baked probes. +- Fixed issue with upgrade of projects that still had Very High as shadow filtering quality. +- Removed shadow near plane from the Directional Light Shadow UI. +- Fixed performance issue with performances of custom pass culling. + +## [7.1.6] - 2019-11-22 + +### Added +- Added Backplate projection from the HDRISky +- Added Shadow Matte in UnlitMasterNode, which only received shadow without lighting +- Added support for depth copy with XR SDK +- Added debug setting to Render Pipeline Debug Window to list the active XR views +- Added an option to filter the result of the volumetric lighting (off by default). +- Added a transmission multiplier for directional lights +- Added XR single-pass test mode to Render Pipeline Debug Window +- Added debug setting to Render Pipeline Window to list the active XR views +- Added a new refraction mode for the Lit shader (thin). Which is a box refraction with small thickness values +- Added the code to support Barn Doors for Area Lights based on a shaderconfig option. +- Added HDRPCameraBinder property binder for Visual Effect Graph +- Added "Celestial Body" controls to the Directional Light +- Added new parameters to the Physically Based Sky +- Added Reflections to the DXR Wizard + +### Fixed +- Fixed y-flip in scene view with XR SDK +- Fixed Decal projectors do not immediately respond when parent object layer mask is changed in editor. +- Fixed y-flip in scene view with XR SDK +- Fixed a number of issues with Material Quality setting +- Fixed the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked. +- Fixed an issue causing shadowed areas by contact shadows at the edge of far clip plane if contact shadow length is very close to far clip plane. +- Fixed editing a scalable settings will edit all loaded asset in memory instead of targetted asset. +- Fixed Planar reflection default viewer FOV +- Fixed flickering issues when moving the mouse in the editor with ray tracing on. +- Fixed the ShaderGraph main preview being black after switching to SSS in the master node settings +- Fixed custom fullscreen passes in VR +- Fixed camera culling masks not taken in account in custom pass volumes +- Fixed object not drawn in custom pass when using a DrawRenderers with an HDRP shader in a build. +- Fixed injection points for Custom Passes (AfterDepthAndNormal and BeforePreRefraction were missing) +- Fixed a enum to choose shader tags used for drawing objects (DepthPrepass or Forward) when there is no override material. +- Fixed lit objects in the BeforePreRefraction, BeforeTransparent and BeforePostProcess. +- Fixed the None option when binding custom pass render targets to allow binding only depth or color. +- Fixed custom pass buffers allocation so they are not allocated if they're not used. +- Fixed the Custom Pass entry in the volume create asset menu items. +- Fixed Prefab Overrides workflow on Camera. +- Fixed alignment issue in Preset for Camera. +- Fixed alignment issue in Physical part for Camera. +- Fixed FrameSettings multi-edition. +- Fixed a bug happening when denoising multiple ray traced light shadows +- Fixed minor naming issues in ShaderGraph settings +- Fixed an issue with Metal Shader Compiler and GTAO shader for metal +- Fixed resources load issue while upgrading HDRP package. +- Fixed LOD fade mask by accounting for field of view +- Fixed spot light missing from ray tracing indirect effects. +- Fixed a UI bug in the diffusion profile list after fixing them from the wizard. +- Fixed the hash collision when creating new diffusion profile assets. +- Fixed a light leaking issue with box light casting shadows (case 1184475) +- Fixed Cookie texture type in the cookie slot of lights (Now displays a warning because it is not supported). +- Fixed a nullref that happens when using the Shuriken particle light module +- Fixed alignment in Wizard +- Fixed text overflow in Wizard's helpbox +- Fixed Wizard button fix all that was not automatically grab all required fixes +- Fixed VR tab for MacOS in Wizard +- Fixed local config package workflow in Wizard +- Fixed issue with contact shadows shifting when MSAA is enabled. +- Fixed EV100 in the PBR sky +- Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (case 1199388) +- Fixed nullref when releasing HDRP with custom pass disabled +- Fixed performance issue derived from copying stencil buffer. +- Fixed an editor freeze when importing a diffusion profile asset from a unity package. +- Fixed an exception when trying to reload a builtin resource. +- Fixed the light type intensity unit reset when switching the light type. +- Fixed compilation error related to define guards and CreateLayoutFromXrSdk() +- Fixed documentation link on CustomPassVolume. +- Fixed player build when HDRP is in the project but not assigned in the graphic settings. +- Fixed an issue where ambient probe would be black for the first face of a baked reflection probe +- VFX: Fixed Missing Reference to Visual Effect Graph Runtime Assembly +- Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. +- Fixed Prefab Override in main scope of Volume. +- Fixed alignment issue in Presset of main scope of Volume. +- Fixed persistence of ShowChromeGizmo and moved it to toolbar for coherency in ReflectionProbe and PlanarReflectionProbe. +- Fixed Alignement issue in ReflectionProbe and PlanarReflectionProbe. +- Fixed Prefab override workflow issue in ReflectionProbe and PlanarReflectionProbe. +- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in ReflectionProbe and PlanarReflectionProbe. +- Fixed Prefab override workflow issue in DensityVolume. +- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in DensityVolume. +- Fix light limit counts specified on the HDRP asset +- Fixed Quality Settings for SSR, Contact Shadows and Ambient Occlusion volume components +- Fixed decalui deriving from hdshaderui instead of just shaderui +- Use DelayedIntField instead of IntField for scalable settings + +### Changed +- Reworked XR automated tests +- The ray traced screen space shadow history for directional, spot and point lights is discarded if the light transform has changed. +- Changed the behavior for ray tracing in case a mesh renderer has both transparent and opaque submeshes. +- Improve history buffer management +- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. +- Remove redundant FrameSettings RealTimePlanarReflection +- Improved a bit the GC calls generated during the rendering. +- Material update is now only triggered when the relevant settings are touched in the shader graph master nodes +- Changed the way Sky Intensity (on Sky volume components) is handled. It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. Added a new menu item to convert old profiles. +- Change how method for specular occlusions is decided on inspector shader (Lit, LitTesselation, LayeredLit, LayeredLitTessellation) +- Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. + +## [7.1.5] - 2019-11-15 + +### Fixed +- Fixed black reflection probes the first time loading a project + +## [7.1.4] - 2019-11-13 + +### Added +- Added XR single-pass setting into HDRP asset +- Added a penumbra tint option for lights + +### Fixed +- Fixed EOL for some files +- Fixed scene view rendering with volumetrics and XR enabled +- Fixed decals to work with multiple cameras +- Fixed optional clear of GBuffer (Was always on) +- Fixed render target clears with XR single-pass rendering +- Fixed HDRP samples file hierarchy +- Fixed Light units not matching light type +- Fixed QualitySettings panel not displaying HDRP Asset + +### Changed +- Changed parametrization of PCSS, now softness is derived from angular diameter (for directional lights) or shape radius (for point/spot lights) and min filter size is now in the [0..1] range. +- Moved the copy of the geometry history buffers to right after the depth mip chain generation. +- Rename "Luminance" to "Nits" in UX for physical light unit +- Rename FrameSettings "SkyLighting" to "SkyReflection" + +## [7.1.3] - 2019-11-04 + +### Added +- Ray tracing support for VR single-pass +- Added sharpen filter shader parameter and UI for TemporalAA to control image quality instead of hardcoded value +- Added frame settings option for custom post process and custom passes as well as custom color buffer format option. +- Add check in wizard on SRP Batcher enabled. +- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. +- Added custom pass fade radius +- Added after post process injection point for custom passes +- Added basic alpha compositing support - Alpha is available afterpostprocess when using FP16 buffer format. +- Added falloff distance on Reflection Probe and Planar Reflection Probe +- Added hability to name LightLayers in HDRenderPipelineAsset +- Added a range compression factor for Reflection Probe and Planar Reflection Probe to avoid saturation of colors. +- Added path tracing support for directional, point and spot lights, as well as emission from Lit and Unlit. +- Added non temporal version of SSAO. +- Added more detailed ray tracing stats in the debug window +- Added Disc area light (bake only) +- Added a warning in the material UI to prevent transparent + subsurface-scattering combination. + +### Fixed +- Sorting, undo, labels, layout in the Lighting Explorer. +- Fixed sky settings and materials in Shader Graph Samples package +- Fixed light supported units caching (1182266) +- Fixed an issue where SSAO (that needs temporal reprojection) was still being rendered when Motion Vectors were not available (case 1184998) +- Fixed a nullref when modifying the height parameters inside the layered lit shader UI. +- Fixed Decal gizmo that become white after exiting play mode +- Fixed Decal pivot position to behave like a spotlight +- Fixed an issue where using the LightingOverrideMask would break sky reflection for regular cameras +- Fix DebugMenu FrameSettingsHistory persistency on close +- Fix DensityVolume, ReflectionProbe aned PlanarReflectionProbe advancedControl display +- Fix DXR scene serialization in wizard +- Fixed an issue where Previews would reallocate History Buffers every frame +- Fixed the SetLightLayer function in HDAdditionalLightData setting the wrong light layer +- Fix error first time a preview is created for planar +- Fixed an issue where SSR would use an incorrect roughness value on ForwardOnly (StackLit, AxF, Fabric, etc.) materials when the pipeline is configured to also allow deferred Lit. +- Fixed issues with light explorer (cases 1183468, 1183269) +- Fix dot colors in LayeredLit material inspector +- Fix undo not resetting all value when undoing the material affectation in LayerLit material +- Fix for issue that caused gizmos to render in render textures (case 1174395) +- Fixed the light emissive mesh not updated when the light was disabled/enabled +- Fixed light and shadow layer sync when setting the HDAdditionalLightData.lightlayersMask property +- Fixed a nullref when a custom post process component that was in the HDRP PP list is removed from the project +- Fixed issue that prevented decals from modifying specular occlusion (case 1178272). +- Fixed exposure of volumetric reprojection +- Fixed multi selection support for Scalable Settings in lights +- Fixed font shaders in test projects for VR by using a Shader Graph version +- Fixed refresh of baked cubemap by incrementing updateCount at the end of the bake (case 1158677). +- Fixed issue with rectangular area light when seen from the back +- Fixed decals not affecting lightmap/lightprobe +- Fixed zBufferParams with XR single-pass rendering +- Fixed moving objects not rendered in custom passes +- Fixed abstract classes listed in the + menu of the custom pass list +- Fixed custom pass that was rendered in previews +- Fixed precision error in zero value normals when applying decals (case 1181639) +- Fixed issue that triggered No Scene Lighting view in game view as well (case 1156102) +- Assign default volume profile when creating a new HDRP Asset +- Fixed fov to 0 in planar probe breaking the projection matrix (case 1182014) +- Fixed bugs with shadow caching +- Reassign the same camera for a realtime probe face render request to have appropriate history buffer during realtime probe rendering. +- Fixed issue causing wrong shading when normal map mode is Object space, no normal map is set, but a detail map is present (case 1143352) +- Fixed issue with decal and htile optimization +- Fixed TerrainLit shader compilation error regarding `_Control0_TexelSize` redefinition (case 1178480). +- Fixed warning about duplicate HDRuntimeReflectionSystem when configuring play mode without domain reload. +- Fixed an editor crash when multiple decal projectors were selected and some had null material +- Added all relevant fix actions to FixAll button in Wizard +- Moved FixAll button on top of the Wizard +- Fixed an issue where fog color was not pre-exposed correctly +- Fix priority order when custom passes are overlapping +- Fix cleanup not called when the custom pass GameObject is destroyed +- Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline. This should fix some parameters not working on Quality Settings overrides. +- Fixed an issue with Realtime GI not working on upgraded projects. +- Fixed issue with screen space shadows fallback texture was not set as a texture array. +- Fixed Pyramid Lights bounding box +- Fixed terrain heightmap default/null values and epsilons +- Fixed custom post-processing effects breaking when an abstract class inherited from `CustomPostProcessVolumeComponent` +- Fixed XR single-pass rendering in Editor by using ShaderConfig.s_XrMaxViews to allocate matrix array +- Multiple different skies rendered at the same time by different cameras are now handled correctly without flickering +- Fixed flickering issue happening when different volumes have shadow settings and multiple cameras are present. +- Fixed issue causing planar probes to disappear if there is no light in the scene. +- Fixed a number of issues with the prefab isolation mode (Volumes leaking from the main scene and reflection not working properly) +- Fixed an issue with fog volume component upgrade not working properly +- Fixed Spot light Pyramid Shape has shadow artifacts on aspect ratio values lower than 1 +- Fixed issue with AO upsampling in XR +- Fixed camera without HDAdditionalCameraData component not rendering +- Removed the macro ENABLE_RAYTRACING for most of the ray tracing code +- Fixed prefab containing camera reloading in loop while selected in the Project view +- Fixed issue causing NaN wheh the Z scale of an object is set to 0. +- Fixed DXR shader passes attempting to render before pipeline loaded +- Fixed black ambient sky issue when importing a project after deleting Library. +- Fixed issue when upgrading a Standard transparent material (case 1186874) +- Fixed area light cookies not working properly with stack lit +- Fixed material render queue not updated when the shader is changed in the material inspector. +- Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode +- Fixed compile errors for platforms with no VR support +- Fixed an issue with volumetrics and RTHandle scaling (case 1155236) +- Fixed an issue where sky lighting might be updated uselessly +- Fixed issue preventing to allow setting decal material to none (case 1196129) +- Fixed XR multi-pass decals rendering +- Fixed several fields on Light Inspector that not supported Prefab overrides +- VFX: Removed z-fight glitches that could appear when using deferred depth prepass and lit quad primitives +- VFX: Preserve specular option for lit outputs (matches HDRP lit shader) +- Fixed init of debug for FrameSettingsHistory on SceneView camera +- Added a fix script to handle the warning 'referenced script in (GameObject 'SceneIDMap') is missing' +- Fix Wizard load when none selected for RenderPipelineAsset + +### Changed +- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled +- Rename Emission Radius to Radius in UI in Point, Spot +- Angular Diameter parameter for directional light is no longuer an advanced property +- DXR: Remove Light Radius and Angular Diamater of Raytrace shadow. Angular Diameter and Radius are used instead. +- Remove MaxSmoothness parameters from UI for point, spot and directional light. The MaxSmoothness is now deduce from Radius Parameters +- DXR: Remove the Ray Tracing Environement Component. Add a Layer Mask to the ray Tracing volume components to define which objects are taken into account for each effect. +- Removed second cubemaps used for shadowing in lookdev +- Disable Physically Based Sky below ground +- Increase max limit of area light and reflection probe to 128 +- Change default texture for detailmap to grey +- Optimize Shadow RT load on Tile based architecture platforms. +- Improved quality of SSAO. +- Moved RequestShadowMapRendering() back to public API. +- Update HDRP DXR Wizard with an option to automatically clone the hdrp config package and setup raytracing to 1 in shaders file. +- Added SceneSelection pass for TerrainLit shader. +- Simplified Light's type API regrouping the logic in one place (Check type in HDAdditionalLightData) +- The support of LOD CrossFade (Dithering transition) in master nodes now required to enable it in the master node settings (Save variant) +- Improved shadow bias, by removing constant depth bias and substituting it with slope-scale bias. +- Fix the default stencil values when a material is created from a SSS ShaderGraph. +- Tweak test asset to be compatible with XR: unlit SG material for canvas and double-side font material +- Slightly tweaked the behaviour of bloom when resolution is low to reduce artifacts. +- Hidden fields in Light Inspector that is not relevant while in BakingOnly mode. + +## [7.1.2] - 2019-09-19 + +### Fixed +- Fix/workaround a probable graphics driver bug in the GTAO shader. +- Fixed Hair and PBR shader graphs double sided modes +- Fixed an issue where updating an HDRP asset in the Quality setting panel would not recreate the pipeline. +- Fixed issue with point lights being considered even when occupying less than a pixel on screen (case 1183196) +- Fix a potential NaN source with iridescence (case 1183216) +- Fixed issue of spotlight breaking when minimizing the cone angle via the gizmo (case 1178279) +- Fixed issue that caused decals not to modify the roughness in the normal buffer, causing SSR to not behave correctly (case 1178336) +- Fixed lit transparent refraction with XR single-pass rendering +- Removed extra jitter for TemporalAA in VR +- Fixed ShaderGraph time in main preview +- Fixed issue on some UI elements in HDRP asset not expanding when clicking the arrow (case 1178369) +- Fixed alpha blending in custom post process +- Fixed the modification of the _AlphaCutoff property in the material UI when exposed with a ShaderGraph parameter. +- Fixed HDRP test `1218_Lit_DiffusionProfiles` on Vulkan. +- Fixed an issue where building a player in non-dev mode would generate render target error logs every frame +- Fixed crash when upgrading version of HDRP +- Fixed rendering issues with material previews +- Fixed NPE when using light module in Shuriken particle systems (1173348). +- Refresh cached shadow on editor changes + +## [7.1.1] - 2019-09-05 + +### Added +- Transparency Overdraw debug mode. Allows to visualize transparent objects draw calls as an "heat map". +- Enabled single-pass instancing support for XR SDK with new API cmd.SetInstanceMultiplier() +- XR settings are now available in the HDRP asset +- Support for Material Quality in Shader Graph +- Material Quality support selection in HDRP Asset +- Renamed XR shader macro from UNITY_STEREO_ASSIGN_COMPUTE_EYE_INDEX to UNITY_XR_ASSIGN_VIEW_INDEX +- Raytracing ShaderGraph node for HDRP shaders +- Custom passes volume component with 3 injection points: Before Rendering, Before Transparent and Before Post Process +- Alpha channel is now properly exported to camera render textures when using FP16 color buffer format +- Support for XR SDK mirror view modes +- HD Master nodes in Shader Graph now support Normal and Tangent modification in vertex stage. +- DepthOfFieldCoC option in the fullscreen debug modes. +- Added override Ambient Occlusion option on debug windows +- Added Custom Post Processes with 3 injection points: Before Transparent, Before Post Process and After Post Process +- Added draft of minimal interactive path tracing (experimental) based on DXR API - Support only 4 area light, lit and unlit shader (non-shadergraph) + +### Fixed +- Fixed wizard infinite loop on cancellation +- Fixed with compute shader error about too many threads in threadgroup on low GPU +- Fixed invalid contact shadow shaders being created on metal +- Fixed a bug where if Assembly.GetTypes throws an exception due to mis-versioned dlls, then no preprocessors are used in the shader stripper +- Fixed typo in AXF decal property preventing to compile +- Fixed reflection probe with XR single-pass and FPTL +- Fixed force gizmo shown when selecting camera in hierarchy +- Fixed issue with XR occlusion mesh and dynamic resolution +- Fixed an issue where lighting compute buffers were re-created with the wrong size when resizing the window, causing tile artefacts at the top of the screen. +- Fix FrameSettings names and tooltips +- Fixed error with XR SDK when the Editor is not in focus +- Fixed errors with RenderGraph, XR SDK and occlusion mesh +- Fixed shadow routines compilation errors when "real" type is a typedef on "half". +- Fixed toggle volumetric lighting in the light UI +- Fixed post-processing history reset handling rt-scale incorrectly +- Fixed crash with terrain and XR multi-pass +- Fixed ShaderGraph material synchronization issues +- Fixed a null reference exception when using an Emissive texture with Unlit shader (case 1181335) +- Fixed an issue where area lights and point lights where not counted separately with regards to max lights on screen (case 1183196) +- Fixed an SSR and Subsurface Scattering issue (appearing black) when using XR. + +### Changed +- Update Wizard layout. +- Remove almost all Garbage collection call within a frame. +- Rename property AdditionalVeclocityChange to AddPrecomputeVelocity +- Call the End/Begin camera rendering callbacks for camera with customRender enabled +- Changeg framesettings migration order of postprocess flags as a pr for reflection settings flags have been backported to 2019.2 +- Replaced usage of ENABLE_VR in XRSystem.cs by version defines based on the presence of the built-in VR and XR modules +- Added an update virtual function to the SkyRenderer class. This is called once per frame. This allows a given renderer to amortize heavy computation at the rate it chooses. Currently only the physically based sky implements this. +- Removed mandatory XRPass argument in HDCamera.GetOrCreate() +- Restored the HDCamera parameter to the sky rendering builtin parameters. +- Removed usage of StructuredBuffer for XR View Constants +- Expose Direct Specular Lighting control in FrameSettings +- Deprecated ExponentialFog and VolumetricFog volume components. Now there is only one exponential fog component (Fog) which can add Volumetric Fog as an option. Added a script in Edit -> Render Pipeline -> Upgrade Fog Volume Components. + +## [7.0.1] - 2019-07-25 + +### Added +- Added option in the config package to disable globally Area Lights and to select shadow quality settings for the deferred pipeline. +- When shader log stripping is enabled, shader stripper statistics will be written at `Temp/shader-strip.json` +- Occlusion mesh support from XR SDK + +### Fixed +- Fixed XR SDK mirror view blit, cleanup some XRTODO and removed XRDebug.cs +- Fixed culling for volumetrics with XR single-pass rendering +- Fix shadergraph material pass setup not called +- Fixed documentation links in component's Inspector header bar +- Cookies using the render texture output from a camera are now properly updated +- Allow in ShaderGraph to enable pre/post pass when the alpha clip is disabled + +### Changed +- RenderQueue for Opaque now start at Background instead of Geometry. +- Clamp the area light size for scripting API when we change the light type +- Added a warning in the material UI when the diffusion profile assigned is not in the HDRP asset + + +## [7.0.0] - 2019-07-17 + +### Added +- `Fixed`, `Viewer`, and `Automatic` modes to compute the FOV used when rendering a `PlanarReflectionProbe` +- A checkbox to toggle the chrome gizmo of `ReflectionProbe`and `PlanarReflectionProbe` +- Added a Light layer in shadows that allow for objects to cast shadows without being affected by light (and vice versa). +- You can now access ShaderGraph blend states from the Material UI (for example, **Surface Type**, **Sorting Priority**, and **Blending Mode**). This change may break Materials that use a ShaderGraph, to fix them, select **Edit > Render Pipeline > Reset all ShaderGraph Scene Materials BlendStates**. This syncs the blendstates of you ShaderGraph master nodes with the Material properties. +- You can now control ZTest, ZWrite, and CullMode for transparent Materials. +- Materials that use Unlit Shaders or Unlit Master Node Shaders now cast shadows. +- Added an option to enable the ztest on **After Post Process** materials when TAA is disabled. +- Added a new SSAO (based on Ground Truth Ambient Occlusion algorithm) to replace the previous one. +- Added support for shadow tint on light +- BeginCameraRendering and EndCameraRendering callbacks are now called with probes +- Adding option to update shadow maps only On Enable and On Demand. +- Shader Graphs that use time-dependent vertex modification now generate correct motion vectors. +- Added option to allow a custom spot angle for spot light shadow maps. +- Added frame settings for individual post-processing effects +- Added dither transition between cascades for Low and Medium quality settings +- Added single-pass instancing support with XR SDK +- Added occlusion mesh support with XR SDK +- Added support of Alembic velocity to various shaders +- Added support for more than 2 views for single-pass instancing +- Added support for per punctual/directional light min roughness in StackLit +- Added mirror view support with XR SDK +- Added VR verification in HDRPWizard +- Added DXR verification in HDRPWizard +- Added feedbacks in UI of Volume regarding skies +- Cube LUT support in Tonemapping. Cube LUT helpers for external grading are available in the Post-processing Sample package. + +### Fixed +- Fixed an issue with history buffers causing effects like TAA or auto exposure to flicker when more than one camera was visible in the editor +- The correct preview is displayed when selecting multiple `PlanarReflectionProbe`s +- Fixed volumetric rendering with camera-relative code and XR stereo instancing +- Fixed issue with flashing cyan due to async compilation of shader when selecting a mesh +- Fix texture type mismatch when the contact shadow are disabled (causing errors on IOS devices) +- Fixed Generate Shader Includes while in package +- Fixed issue when texture where deleted in ShadowCascadeGUI +- Fixed issue in FrameSettingsHistory when disabling a camera several time without enabling it in between. +- Fixed volumetric reprojection with camera-relative code and XR stereo instancing +- Added custom BaseShaderPreprocessor in HDEditorUtils.GetBaseShaderPreprocessorList() +- Fixed compile issue when USE_XR_SDK is not defined +- Fixed procedural sky sun disk intensity for high directional light intensities +- Fixed Decal mip level when using texture mip map streaming to avoid dropping to lowest permitted mip (now loading all mips) +- Fixed deferred shading for XR single-pass instancing after lightloop refactor +- Fixed cluster and material classification debug (material classification now works with compute as pixel shader lighting) +- Fixed IOS Nan by adding a maximun epsilon definition REAL_EPS that uses HALF_EPS when fp16 are used +- Removed unnecessary GC allocation in motion blur code +- Fixed locked UI with advanded influence volume inspector for probes +- Fixed invalid capture direction when rendering planar reflection probes +- Fixed Decal HTILE optimization with platform not supporting texture atomatic (Disable it) +- Fixed a crash in the build when the contact shadows are disabled +- Fixed camera rendering callbacks order (endCameraRendering was being called before the actual rendering) +- Fixed issue with wrong opaque blending settings for After Postprocess +- Fixed issue with Low resolution transparency on PS4 +- Fixed a memory leak on volume profiles +- Fixed The Parallax Occlusion Mappping node in shader graph and it's UV input slot +- Fixed lighting with XR single-pass instancing by disabling deferred tiles +- Fixed the Bloom prefiltering pass +- Fixed post-processing effect relying on Unity's random number generator +- Fixed camera flickering when using TAA and selecting the camera in the editor +- Fixed issue with single shadow debug view and volumetrics +- Fixed most of the problems with light animation and timeline +- Fixed indirect deferred compute with XR single-pass instancing +- Fixed a slight omission in anisotropy calculations derived from HazeMapping in StackLit +- Improved stack computation numerical stability in StackLit +- Fix PBR master node always opaque (wrong blend modes for forward pass) +- Fixed TAA with XR single-pass instancing (missing macros) +- Fixed an issue causing Scene View selection wire gizmo to not appear when using HDRP Shader Graphs. +- Fixed wireframe rendering mode (case 1083989) +- Fixed the renderqueue not updated when the alpha clip is modified in the material UI. +- Fixed the PBR master node preview +- Remove the ReadOnly flag on Reflection Probe's cubemap assets during bake when there are no VCS active. +- Fixed an issue where setting a material debug view would not reset the other exclusive modes +- Spot light shapes are now correctly taken into account when baking +- Now the static lighting sky will correctly take the default values for non-overridden properties +- Fixed material albedo affecting the lux meter +- Extra test in deferred compute shading to avoid shading pixels that were not rendered by the current camera (for camera stacking) + +### Changed +- Optimization: Reduce the group size of the deferred lighting pass from 16x16 to 8x8 +- Replaced HDCamera.computePassCount by viewCount +- Removed xrInstancing flag in RTHandles (replaced by TextureXR.slices and TextureXR.dimensions) +- Refactor the HDRenderPipeline and lightloop code to preprare for high level rendergraph +- Removed the **Back Then Front Rendering** option in the fabric Master Node settings. Enabling this option previously did nothing. +- Shader type Real translates to FP16 precision on Nintendo Switch. +- Shader framework refactor: Introduce CBSDF, EvaluateBSDF, IsNonZeroBSDF to replace BSDF functions +- Shader framework refactor: GetBSDFAngles, LightEvaluation and SurfaceShading functions +- Replace ComputeMicroShadowing by GetAmbientOcclusionForMicroShadowing +- Rename WorldToTangent to TangentToWorld as it was incorrectly named +- Remove SunDisk and Sun Halo size from directional light +- Remove all obsolete wind code from shader +- Renamed DecalProjectorComponent into DecalProjector for API alignment. +- Improved the Volume UI and made them Global by default +- Remove very high quality shadow option +- Change default for shadow quality in Deferred to Medium +- Enlighten now use inverse squared falloff (before was using builtin falloff) +- Enlighten is now deprecated. Please use CPU or GPU lightmaper instead. +- Remove the name in the diffusion profile UI +- Changed how shadow map resolution scaling with distance is computed. Now it uses screen space area rather than light range. +- Updated MoreOptions display in UI +- Moved Display Area Light Emissive Mesh script API functions in the editor namespace +- direct strenght properties in ambient occlusion now affect direct specular as well +- Removed advanced Specular Occlusion control in StackLit: SSAO based SO control is hidden and fixed to behave like Lit, SPTD is the only HQ technique shown for baked SO. +- Shader framework refactor: Changed ClampRoughness signature to include PreLightData access. +- HDRPWizard window is now in Window > General > HD Render Pipeline Wizard +- Moved StaticLightingSky to LightingWindow +- Removes the current "Scene Settings" and replace them with "Sky & Fog Settings" (with Physically Based Sky and Volumetric Fog). +- Changed how cached shadow maps are placed inside the atlas to minimize re-rendering of them. + +## [6.7.0-preview] - 2019-05-16 + +### Added +- Added ViewConstants StructuredBuffer to simplify XR rendering +- Added API to render specific settings during a frame +- Added stadia to the supported platforms (2019.3) +- Enabled cascade blends settings in the HD Shadow component +- Added Hardware Dynamic Resolution support. +- Added MatCap debug view to replace the no scene lighting debug view. +- Added clear GBuffer option in FrameSettings (default to false) +- Added preview for decal shader graph (Only albedo, normal and emission) +- Added exposure weight control for decal +- Screen Space Directional Shadow under a define option. Activated for ray tracing +- Added a new abstraction for RendererList that will help transition to Render Graph and future RendererList API +- Added multipass support for VR +- Added XR SDK integration (multipass only) +- Added Shader Graph samples for Hair, Fabric and Decal master nodes. +- Add fade distance, shadow fade distance and light layers to light explorer +- Add method to draw light layer drawer in a rect to HDEditorUtils + +### Fixed +- Fixed deserialization crash at runtime +- Fixed for ShaderGraph Unlit masternode not writing velocity +- Fixed a crash when assiging a new HDRP asset with the 'Verify Saving Assets' option enabled +- Fixed exposure to properly support TEXTURE2D_X +- Fixed TerrainLit basemap texture generation +- Fixed a bug that caused nans when material classification was enabled and a tile contained one standard material + a material with transmission. +- Fixed gradient sky hash that was not using the exposure hash +- Fixed displayed default FrameSettings in HDRenderPipelineAsset wrongly updated on scripts reload. +- Fixed gradient sky hash that was not using the exposure hash. +- Fixed visualize cascade mode with exposure. +- Fixed (enabled) exposure on override lighting debug modes. +- Fixed issue with LightExplorer when volume have no profile +- Fixed issue with SSR for negative, infinite and NaN history values +- Fixed LightLayer in HDReflectionProbe and PlanarReflectionProbe inspector that was not displayed as a mask. +- Fixed NaN in transmission when the thickness and a color component of the scattering distance was to 0 +- Fixed Light's ShadowMask multi-edition. +- Fixed motion blur and SMAA with VR single-pass instancing +- Fixed NaNs generated by phase functionsin volumetric lighting +- Fixed NaN issue with refraction effect and IOR of 1 at extreme grazing angle +- Fixed nan tracker not using the exposure +- Fixed sorting priority on lit and unlit materials +- Fixed null pointer exception when there are no AOVRequests defined on a camera +- Fixed dirty state of prefab using disabled ReflectionProbes +- Fixed an issue where gizmos and editor grid were not correctly depth tested +- Fixed created default scene prefab non editable due to wrong file extension. +- Fixed an issue where sky convolution was recomputed for nothing when a preview was visible (causing extreme slowness when fabric convolution is enabled) +- Fixed issue with decal that wheren't working currently in player +- Fixed missing stereo rendering macros in some fragment shaders +- Fixed exposure for ReflectionProbe and PlanarReflectionProbe gizmos +- Fixed single-pass instancing on PSVR +- Fixed Vulkan shader issue with Texture2DArray in ScreenSpaceShadow.compute by re-arranging code (workaround) +- Fixed camera-relative issue with lights and XR single-pass instancing +- Fixed single-pass instancing on Vulkan +- Fixed htile synchronization issue with shader graph decal +- Fixed Gizmos are not drawn in Camera preview +- Fixed pre-exposure for emissive decal +- Fixed wrong values computed in PreIntegrateFGD and in the generation of volumetric lighting data by forcing the use of fp32. +- Fixed NaNs arising during the hair lighting pass +- Fixed synchronization issue in decal HTile that occasionally caused rendering artifacts around decal borders +- Fixed QualitySettings getting marked as modified by HDRP (and thus checked out in Perforce) +- Fixed a bug with uninitialized values in light explorer +- Fixed issue with LOD transition +- Fixed shader warnings related to raytracing and TEXTURE2D_X + +### Changed +- Refactor PixelCoordToViewDirWS to be VR compatible and to compute it only once per frame +- Modified the variants stripper to take in account multiple HDRP assets used in the build. +- Improve the ray biasing code to avoid self-intersections during the SSR traversal +- Update Pyramid Spot Light to better match emitted light volume. +- Moved _XRViewConstants out of UnityPerPassStereo constant buffer to fix issues with PSSL +- Removed GetPositionInput_Stereo() and single-pass (double-wide) rendering mode +- Changed label width of the frame settings to accommodate better existing options. +- SSR's Default FrameSettings for camera is now enable. +- Re-enabled the sharpening filter on Temporal Anti-aliasing +- Exposed HDEditorUtils.LightLayerMaskDrawer for integration in other packages and user scripting. +- Rename atmospheric scattering in FrameSettings to Fog +- The size modifier in the override for the culling sphere in Shadow Cascades now defaults to 0.6, which is the same as the formerly hardcoded value. +- Moved LOD Bias and Maximum LOD Level from Frame Setting section `Other` to `Rendering` +- ShaderGraph Decal that affect only emissive, only draw in emissive pass (was drawing in dbuffer pass too) +- Apply decal projector fade factor correctly on all attribut and for shader graph decal +- Move RenderTransparentDepthPostpass after all transparent +- Update exposure prepass to interleave XR single-pass instancing views in a checkerboard pattern +- Removed ScriptRuntimeVersion check in wizard. + +## [6.6.0-preview] - 2019-04-01 + +### Added +- Added preliminary changes for XR deferred shading +- Added support of 111110 color buffer +- Added proper support for Recorder in HDRP +- Added depth offset input in shader graph master nodes +- Added a Parallax Occlusion Mapping node +- Added SMAA support +- Added Homothety and Symetry quick edition modifier on volume used in ReflectionProbe, PlanarReflectionProbe and DensityVolume +- Added multi-edition support for DecalProjectorComponent +- Improve hair shader +- Added the _ScreenToTargetScaleHistory uniform variable to be used when sampling HDRP RTHandle history buffers. +- Added settings in `FrameSettings` to change `QualitySettings.lodBias` and `QualitySettings.maximumLODLevel` during a rendering +- Added an exposure node to retrieve the current, inverse and previous frame exposure value. +- Added an HD scene color node which allow to sample the scene color with mips and a toggle to remove the exposure. +- Added safeguard on HD scene creation if default scene not set in the wizard +- Added Low res transparency rendering pass. + +### Fixed +- Fixed HDRI sky intensity lux mode +- Fixed dynamic resolution for XR +- Fixed instance identifier semantic string used by Shader Graph +- Fixed null culling result occuring when changing scene that was causing crashes +- Fixed multi-edition light handles and inspector shapes +- Fixed light's LightLayer field when multi-editing +- Fixed normal blend edition handles on DensityVolume +- Fixed an issue with layered lit shader and height based blend where inactive layers would still have influence over the result +- Fixed multi-selection handles color for DensityVolume +- Fixed multi-edition inspector's blend distances for HDReflectionProbe, PlanarReflectionProbe and DensityVolume +- Fixed metric distance that changed along size in DensityVolume +- Fixed DensityVolume shape handles that have not same behaviour in advance and normal edition mode +- Fixed normal map blending in TerrainLit by only blending the derivatives +- Fixed Xbox One rendering just a grey screen instead of the scene +- Fixed probe handles for multiselection +- Fixed baked cubemap import settings for convolution +- Fixed regression causing crash when attempting to open HDRenderPipelineWizard without an HDRenderPipelineAsset setted +- Fixed FullScreenDebug modes: SSAO, SSR, Contact shadow, Prerefraction Color Pyramid, Final Color Pyramid +- Fixed volumetric rendering with stereo instancing +- Fixed shader warning +- Fixed missing resources in existing asset when updating package +- Fixed PBR master node preview in forward rendering or transparent surface +- Fixed deferred shading with stereo instancing +- Fixed "look at" edition mode of Rotation tool for DecalProjectorComponent +- Fixed issue when switching mode in ReflectionProbe and PlanarReflectionProbe +- Fixed issue where migratable component version where not always serialized when part of prefab's instance +- Fixed an issue where shadow would not be rendered properly when light layer are not enabled +- Fixed exposure weight on unlit materials +- Fixed Light intensity not played in the player when recorded with animation/timeline +- Fixed some issues when multi editing HDRenderPipelineAsset +- Fixed emission node breaking the main shader graph preview in certain conditions. +- Fixed checkout of baked probe asset when baking probes. +- Fixed invalid gizmo position for rotated ReflectionProbe +- Fixed multi-edition of material's SurfaceType and RenderingPath +- Fixed whole pipeline reconstruction on selecting for the first time or modifying other than the currently used HDRenderPipelineAsset +- Fixed single shadow debug mode +- Fixed global scale factor debug mode when scale > 1 +- Fixed debug menu material overrides not getting applied to the Terrain Lit shader +- Fixed typo in computeLightVariants +- Fixed deferred pass with XR instancing by disabling ComputeLightEvaluation +- Fixed bloom resolution independence +- Fixed lens dirt intensity not behaving properly +- Fixed the Stop NaN feature +- Fixed some resources to handle more than 2 instanced views for XR +- Fixed issue with black screen (NaN) produced on old GPU hardware or intel GPU hardware with gaussian pyramid +- Fixed issue with disabled punctual light would still render when only directional light is present + +### Changed +- DensityVolume scripting API will no longuer allow to change between advance and normal edition mode +- Disabled depth of field, lens distortion and panini projection in the scene view +- TerrainLit shaders and includes are reorganized and made simpler. +- TerrainLit shader GUI now allows custom properties to be displayed in the Terrain fold-out section. +- Optimize distortion pass with stencil +- Disable SceneSelectionPass in shader graph preview +- Control punctual light and area light shadow atlas separately +- Move SMAA anti-aliasing option to after Temporal Anti Aliasing one, to avoid problem with previously serialized project settings +- Optimize rendering with static only lighting and when no cullable lights/decals/density volumes are present. +- Updated handles for DecalProjectorComponent for enhanced spacial position readability and have edition mode for better SceneView management +- DecalProjectorComponent are now scale independent in order to have reliable metric unit (see new Size field for changing the size of the volume) +- Restructure code from HDCamera.Update() by adding UpdateAntialiasing() and UpdateViewConstants() +- Renamed velocity to motion vectors +- Objects rendered during the After Post Process pass while TAA is enabled will not benefit from existing depth buffer anymore. This is done to fix an issue where those object would wobble otherwise +- Removed usage of builtin unity matrix for shadow, shadow now use same constant than other view +- The default volume layer mask for cameras & probes is now `Default` instead of `Everything` + +## [6.5.0-preview] - 2019-03-07 + +### Added +- Added depth-of-field support with stereo instancing +- Adding real time area light shadow support +- Added a new FrameSettings: Specular Lighting to toggle the specular during the rendering + +### Fixed +- Fixed diffusion profile upgrade breaking package when upgrading to a new version +- Fixed decals cropped by gizmo not updating correctly if prefab +- Fixed an issue when enabling SSR on multiple view +- Fixed edition of the intensity's unit field while selecting multiple lights +- Fixed wrong calculation in soft voxelization for density volume +- Fixed gizmo not working correctly with pre-exposure +- Fixed issue with setting a not available RT when disabling motion vectors +- Fixed planar reflection when looking at mirror normal +- Fixed mutiselection issue with HDLight Inspector +- Fixed HDAdditionalCameraData data migration +- Fixed failing builds when light explorer window is open +- Fixed cascade shadows border sometime causing artefacts between cascades +- Restored shadows in the Cascade Shadow debug visualization +- `camera.RenderToCubemap` use proper face culling + +### Changed +- When rendering reflection probe disable all specular lighting and for metals use fresnelF0 as diffuse color for bake lighting. + +## [6.4.0-preview] - 2019-02-21 + +### Added +- VR: Added TextureXR system to selectively expand TEXTURE2D macros to texture array for single-pass stereo instancing + Convert textures call to these macros +- Added an unit selection dropdown next to shutter speed (camera) +- Added error helpbox when trying to use a sub volume component that require the current HDRenderPipelineAsset to support a feature that it is not supporting. +- Add mesh for tube light when display emissive mesh is enabled + +### Fixed +- Fixed Light explorer. The volume explorer used `profile` instead of `sharedProfile` which instantiate a custom volume profile instead of editing the asset itself. +- Fixed UI issue where all is displayed using metric unit in shadow cascade and Percent is set in the unit field (happening when opening the inspector). +- Fixed inspector event error when double clicking on an asset (diffusion profile/material). +- Fixed nullref on layered material UI when the material is not an asset. +- Fixed nullref exception when undo/redo a light property. +- Fixed visual bug when area light handle size is 0. + +### Changed +- Update UI for 32bit/16bit shadow precision settings in HDRP asset +- Object motion vectors have been disabled in all but the game view. Camera motion vectors are still enabled everywhere, allowing TAA and Motion Blur to work on static objects. +- Enable texture array by default for most rendering code on DX11 and unlock stereo instancing (DX11 only for now) + +## [6.3.0-preview] - 2019-02-18 + +### Added +- Added emissive property for shader graph decals +- Added a diffusion profile override volume so the list of diffusion profile assets to use can be chanaged without affecting the HDRP asset +- Added a "Stop NaNs" option on cameras and in the Scene View preferences. +- Added metric display option in HDShadowSettings and improve clamping +- Added shader parameter mapping in DebugMenu +- Added scripting API to configure DebugData for DebugMenu + +### Fixed +- Fixed decals in forward +- Fixed issue with stencil not correctly setup for various master node and shader for the depth pass, motion vector pass and GBuffer/Forward pass +- Fixed SRP batcher and metal +- Fixed culling and shadows for Pyramid, Box, Rectangle and Tube lights +- Fixed an issue where scissor render state leaking from the editor code caused partially black rendering + +### Changed +- When a lit material has a clear coat mask that is not null, we now use the clear coat roughness to compute the screen space reflection. +- Diffusion profiles are now limited to one per asset and can be referenced in materials, shader graphs and vfx graphs. Materials will be upgraded automatically except if they are using a shader graph, in this case it will display an error message. + +## [6.2.0-preview] - 2019-02-15 + +### Added +- Added help box listing feature supported in a given HDRenderPipelineAsset alongs with the drawbacks implied. +- Added cascade visualizer, supporting disabled handles when not overriding. + +### Fixed +- Fixed post processing with stereo double-wide +- Fixed issue with Metal: Use sign bit to find the cache type instead of lowest bit. +- Fixed invalid state when creating a planar reflection for the first time +- Fix FrameSettings's LitShaderMode not restrained by supported LitShaderMode regression. + +### Changed +- The default value roughness value for the clearcoat has been changed from 0.03 to 0.01 +- Update default value of based color for master node +- Update Fabric Charlie Sheen lighting model - Remove Fresnel component that wasn't part of initial model + Remap smoothness to [0.0 - 0.6] range for more artist friendly parameter + +### Changed +- Code refactor: all macros with ARGS have been swapped with macros with PARAM. This is because the ARGS macros were incorrectly named. + +## [6.1.0-preview] - 2019-02-13 + +### Added +- Added support for post-processing anti-aliasing in the Scene View (FXAA and TAA). These can be set in Preferences. +- Added emissive property for decal material (non-shader graph) + +### Fixed +- Fixed a few UI bugs with the color grading curves. +- Fixed "Post Processing" in the scene view not toggling post-processing effects +- Fixed bake only object with flag `ReflectionProbeStaticFlag` when baking a `ReflectionProbe` + +### Changed +- Removed unsupported Clear Depth checkbox in Camera inspector +- Updated the toggle for advanced mode in inspectors. + +## [6.0.0-preview] - 2019-02-23 + +### Added +- Added new API to perform a camera rendering +- Added support for hair master node (Double kajiya kay - Lambert) +- Added Reset behaviour in DebugMenu (ingame mapping is right joystick + B) +- Added Default HD scene at new scene creation while in HDRP +- Added Wizard helping to configure HDRP project +- Added new UI for decal material to allow remapping and scaling of some properties +- Added cascade shadow visualisation toggle in HD shadow settings +- Added icons for assets +- Added replace blending mode for distortion +- Added basic distance fade for density volumes +- Added decal master node for shader graph +- Added HD unlit master node (Cross Pipeline version is name Unlit) +- Added new Rendering Queue in materials +- Added post-processing V3 framework embed in HDRP, remove postprocess V2 framework +- Post-processing now uses the generic volume framework +- New depth-of-field, bloom, panini projection effects, motion blur +- Exposure is now done as a pre-exposition pass, the whole system has been revamped +- Exposure now use EV100 everywhere in the UI (Sky, Emissive Light) +- Added emissive intensity (Luminance and EV100 control) control for Emissive +- Added pre-exposure weigth for Emissive +- Added an emissive color node and a slider to control the pre-exposure percentage of emission color +- Added physical camera support where applicable +- Added more color grading tools +- Added changelog level for Shader Variant stripping +- Added Debug mode for validation of material albedo and metalness/specularColor values +- Added a new dynamic mode for ambient probe and renamed BakingSky to StaticLightingSky +- Added command buffer parameter to all Bind() method of material +- Added Material validator in Render Pipeline Debug +- Added code to future support of DXR (not enabled) +- Added support of multiviewport +- Added HDRenderPipeline.RequestSkyEnvironmentUpdate function to force an update from script when sky is set to OnDemand +- Added a Lighting and BackLighting slots in Lit, StackLit, Fabric and Hair master nodes +- Added support for overriding terrain detail rendering shaders, via the render pipeline editor resources asset +- Added xrInstancing flag support to RTHandle +- Added support for cullmask for decal projectors +- Added software dynamic resolution support +- Added support for "After Post-Process" render pass for unlit shader +- Added support for textured rectangular area lights +- Added stereo instancing macros to MSAA shaders +- Added support for Quarter Res Raytraced Reflections (not enabled) +- Added fade factor for decal projectors. +- Added stereo instancing macros to most shaders used in VR +- Added multi edition support for HDRenderPipelineAsset + +### Fixed +- Fixed logic to disable FPTL with stereo rendering +- Fixed stacklit transmission and sun highlight +- Fixed decals with stereo rendering +- Fixed sky with stereo rendering +- Fixed flip logic for postprocessing + VR +- Fixed copyStencilBuffer pass for Switch +- Fixed point light shadow map culling that wasn't taking into account far plane +- Fixed usage of SSR with transparent on all master node +- Fixed SSR and microshadowing on fabric material +- Fixed blit pass for stereo rendering +- Fixed lightlist bounds for stereo rendering +- Fixed windows and in-game DebugMenu sync. +- Fixed FrameSettings' LitShaderMode sync when opening DebugMenu. +- Fixed Metal specific issues with decals, hitting a sampler limit and compiling AxF shader +- Fixed an issue with flipped depth buffer during postprocessing +- Fixed normal map use for shadow bias with forward lit - now use geometric normal +- Fixed transparent depth prepass and postpass access so they can be use without alpha clipping for lit shader +- Fixed support of alpha clip shadow for lit master node +- Fixed unlit master node not compiling +- Fixed issue with debug display of reflection probe +- Fixed issue with phong tessellations not working with lit shader +- Fixed issue with vertex displacement being affected by heightmap setting even if not heightmap where assign +- Fixed issue with density mode on Lit terrain producing NaN +- Fixed issue when going back and forth from Lit to LitTesselation for displacement mode +- Fixed issue with ambient occlusion incorrectly applied to emissiveColor with light layers in deferred +- Fixed issue with fabric convolution not using the correct convolved texture when fabric convolution is enabled +- Fixed issue with Thick mode for Transmission that was disabling transmission with directional light +- Fixed shutdown edge cases with HDRP tests +- Fixed slowdow when enabling Fabric convolution in HDRP asset +- Fixed specularAA not compiling in StackLit Master node +- Fixed material debug view with stereo rendering +- Fixed material's RenderQueue edition in default view. +- Fixed banding issues within volumetric density buffer +- Fixed missing multicompile for MSAA for AxF +- Fixed camera-relative support for stereo rendering +- Fixed remove sync with render thread when updating decal texture atlas. +- Fixed max number of keyword reach [256] issue. Several shader feature are now local +- Fixed Scene Color and Depth nodes +- Fixed SSR in forward +- Fixed custom editor of Unlit, HD Unlit and PBR shader graph master node +- Fixed issue with NewFrame not correctly calculated in Editor when switching scene +- Fixed issue with TerrainLit not compiling with depth only pass and normal buffer +- Fixed geometric normal use for shadow bias with PBR master node in forward +- Fixed instancing macro usage for decals +- Fixed error message when having more than one directional light casting shadow +- Fixed error when trying to display preview of Camera or PlanarReflectionProbe +- Fixed LOAD_TEXTURE2D_ARRAY_MSAA macro +- Fixed min-max and amplitude clamping value in inspector of vertex displacement materials +- Fixed issue with alpha shadow clip (was incorrectly clipping object shadow) +- Fixed an issue where sky cubemap would not be cleared correctly when setting the current sky to None +- Fixed a typo in Static Lighting Sky component UI +- Fixed issue with incorrect reset of RenderQueue when switching shader in inspector GUI +- Fixed issue with variant stripper stripping incorrectly some variants +- Fixed a case of ambient lighting flickering because of previews +- Fixed Decals when rendering multiple camera in a single frame +- Fixed cascade shadow count in shader +- Fixed issue with Stacklit shader with Haze effect +- Fixed an issue with the max sample count for the TAA +- Fixed post-process guard band for XR +- Fixed exposure of emissive of Unlit +- Fixed depth only and motion vector pass for Unlit not working correctly with MSAA +- Fixed an issue with stencil buffer copy causing unnecessary compute dispatches for lighting +- Fixed multi edition issue in FrameSettings +- Fixed issue with SRP batcher and DebugDisplay variant of lit shader +- Fixed issue with debug material mode not doing alpha test +- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan +- Fixed pre-exposure incorrectly apply to preview +- Fixed issue with duplicate 3D texture in 3D texture altas of volumetric? +- Fixed Camera rendering order (base on the depth parameter) +- Fixed shader graph decals not being cropped by gizmo +- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan. + + +### Changed +- ColorPyramid compute shader passes is swapped to pixel shader passes on platforms where the later is faster (Nintendo Switch). +- Removing the simple lightloop used by the simple lit shader +- Whole refactor of reflection system: Planar and reflection probe +- Separated Passthrough from other RenderingPath +- Update several properties naming and caption based on feedback from documentation team +- Remove tile shader variant for transparent backface pass of lit shader +- Rename all HDRenderPipeline to HDRP folder for shaders +- Rename decal property label (based on doc team feedback) +- Lit shader mode now default to Deferred to reduce build time +- Update UI of Emission parameters in shaders +- Improve shader variant stripping including shader graph variant +- Refactored render loop to render realtime probes visible per camera +- Enable SRP batcher by default +- Shader code refactor: Rename LIGHTLOOP_SINGLE_PASS => LIGHTLOOP_DISABLE_TILE_AND_CLUSTER and clean all usage of LIGHTLOOP_TILE_PASS +- Shader code refactor: Move pragma definition of vertex and pixel shader inside pass + Move SURFACE_GRADIENT definition in XXXData.hlsl +- Micro-shadowing in Lit forward now use ambientOcclusion instead of SpecularOcclusion +- Upgraded FrameSettings workflow, DebugMenu and Inspector part relative to it +- Update build light list shader code to support 32 threads in wavefronts on Switch +- LayeredLit layers' foldout are now grouped in one main foldout per layer +- Shadow alpha clip can now be enabled on lit shader and haor shader enven for opaque +- Temporal Antialiasing optimization for Xbox One X +- Parameter depthSlice on SetRenderTarget functions now defaults to -1 to bind the entire resource +- Rename SampleCameraDepth() functions to LoadCameraDepth() and SampleCameraDepth(), same for SampleCameraColor() functions +- Improved Motion Blur quality. +- Update stereo frame settings values for single-pass instancing and double-wide +- Rearrange FetchDepth functions to prepare for stereo-instancing +- Remove unused _ComputeEyeIndex +- Updated HDRenderPipelineAsset inspector +- Re-enable SRP batcher for metal + +## [5.2.0-preview] - 2018-11-27 + +### Added +- Added option to run Contact Shadows and Volumetrics Voxelization stage in Async Compute +- Added camera freeze debug mode - Allow to visually see culling result for a camera +- Added support of Gizmo rendering before and after postprocess in Editor +- Added support of LuxAtDistance for punctual lights + +### Fixed +- Fixed Debug.DrawLine and Debug.Ray call to work in game view +- Fixed DebugMenu's enum resetted on change +- Fixed divide by 0 in refraction causing NaN +- Fixed disable rough refraction support +- Fixed refraction, SSS and atmospheric scattering for VR +- Fixed forward clustered lighting for VR (double-wide). +- Fixed Light's UX to not allow negative intensity +- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. +- Fixed forward clustered lighting for VR (double-wide). +- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. +- Fixed Decals and SSR diable flags for all shader graph master node (Lit, Fabric, StackLit, PBR) +- Fixed Distortion blend mode for shader graph master node (Lit, StackLit) +- Fixed bent Normal for Fabric master node in shader graph +- Fixed PBR master node lightlayers +- Fixed shader stripping for built-in lit shaders. + +### Changed +- Rename "Regular" in Diffusion profile UI "Thick Object" +- Changed VBuffer depth parametrization for volumetric from distanceRange to depthExtent - Require update of volumetric settings - Fog start at near plan +- SpotLight with box shape use Lux unit only + +## [5.1.0-preview] - 2018-11-19 + +### Added + +- Added a separate Editor resources file for resources Unity does not take when it builds a Player. +- You can now disable SSR on Materials in Shader Graph. +- Added support for MSAA when the Supported Lit Shader Mode is set to Both. Previously HDRP only supported MSAA for Forward mode. +- You can now override the emissive color of a Material when in debug mode. +- Exposed max light for Light Loop Settings in HDRP asset UI. +- HDRP no longer performs a NormalDBuffer pass update if there are no decals in the Scene. +- Added distant (fall-back) volumetric fog and improved the fog evaluation precision. +- Added an option to reflect sky in SSR. +- Added a y-axis offset for the PlanarReflectionProbe and offset tool. +- Exposed the option to run SSR and SSAO on async compute. +- Added support for the _GlossMapScale parameter in the Legacy to HDRP Material converter. +- Added wave intrinsic instructions for use in Shaders (for AMD GCN). + + +### Fixed +- Fixed sphere shaped influence handles clamping in Reflection Probes. +- Fixed Reflection Probe data migration for projects created before using HDRP. +- Fixed UI of Layered Material where Unity previously rendered the scrollbar above the Copy button. +- Fixed Material tessellations parameters Start fade distance and End fade distance. Originally, Unity clamped these values when you modified them. +- Fixed various distortion and refraction issues - handle a better fall-back. +- Fixed SSR for multiple views. +- Fixed SSR issues related to self-intersections. +- Fixed shape density volume handle speed. +- Fixed density volume shape handle moving too fast. +- Fixed the Camera velocity pass that we removed by mistake. +- Fixed some null pointer exceptions when disabling motion vectors support. +- Fixed viewports for both the Subsurface Scattering combine pass and the transparent depth prepass. +- Fixed the blend mode pop-up in the UI. It previously did not appear when you enabled pre-refraction. +- Fixed some null pointer exceptions that previously occurred when you disabled motion vectors support. +- Fixed Layered Lit UI issue with scrollbar. +- Fixed cubemap assignation on custom ReflectionProbe. +- Fixed Reflection Probes’ capture settings' shadow distance. +- Fixed an issue with the SRP batcher and Shader variables declaration. +- Fixed thickness and subsurface slots for fabric Shader master node that wasn't appearing with the right combination of flags. +- Fixed d3d debug layer warning. +- Fixed PCSS sampling quality. +- Fixed the Subsurface and transmission Material feature enabling for fabric Shader. +- Fixed the Shader Graph UV node’s dimensions when using it in a vertex Shader. +- Fixed the planar reflection mirror gizmo's rotation. +- Fixed HDRenderPipelineAsset's FrameSettings not showing the selected enum in the Inspector drop-down. +- Fixed an error with async compute. +- MSAA now supports transparency. +- The HDRP Material upgrader tool now converts metallic values correctly. +- Volumetrics now render in Reflection Probes. +- Fixed a crash that occurred whenever you set a viewport size to 0. +- Fixed the Camera physic parameter that the UI previously did not display. +- Fixed issue in pyramid shaped spotlight handles manipulation + +### Changed + +- Renamed Line shaped Lights to Tube Lights. +- HDRP now uses mean height fog parametrization. +- Shadow quality settings are set to All when you use HDRP (This setting is not visible in the UI when using SRP). This avoids Legacy Graphics Quality Settings disabling the shadows and give SRP full control over the Shadows instead. +- HDRP now internally uses premultiplied alpha for all fog. +- Updated default FrameSettings used for realtime Reflection Probes when you create a new HDRenderPipelineAsset. +- Remove multi-camera support. LWRP and HDRP will not support multi-camera layered rendering. +- Updated Shader Graph subshaders to use the new instancing define. +- Changed fog distance calculation from distance to plane to distance to sphere. +- Optimized forward rendering using AMD GCN by scalarizing the light loop. +- Changed the UI of the Light Editor. +- Change ordering of includes in HDRP Materials in order to reduce iteration time for faster compilation. +- Added a StackLit master node replacing the InspectorUI version. IMPORTANT: All previously authored StackLit Materials will be lost. You need to recreate them with the master node. + +## [5.0.0-preview] - 2018-09-28 + +### Added +- Added occlusion mesh to depth prepass for VR (VR still disabled for now) +- Added a debug mode to display only one shadow at once +- Added controls for the highlight created by directional lights +- Added a light radius setting to punctual lights to soften light attenuation and simulate fill lighting +- Added a 'minRoughness' parameter to all non-area lights (was previously only available for certain light types) +- Added separate volumetric light/shadow dimmers +- Added per-pixel jitter to volumetrics to reduce aliasing artifacts +- Added a SurfaceShading.hlsl file, which implements material-agnostic shading functionality in an efficient manner +- Added support for shadow bias for thin object transmission +- Added FrameSettings to control realtime planar reflection +- Added control for SRPBatcher on HDRP Asset +- Added an option to clear the shadow atlases in the debug menu +- Added a color visualization of the shadow atlas rescale in debug mode +- Added support for disabling SSR on materials +- Added intrinsic for XBone +- Added new light volume debugging tool +- Added a new SSR debug view mode +- Added translaction's scale invariance on DensityVolume +- Added multiple supported LitShadermode and per renderer choice in case of both Forward and Deferred supported +- Added custom specular occlusion mode to Lit Shader Graph Master node + +### Fixed +- Fixed a normal bias issue with Stacklit (Was causing light leaking) +- Fixed camera preview outputing an error when both scene and game view where display and play and exit was call +- Fixed override debug mode not apply correctly on static GI +- Fixed issue where XRGraphicsConfig values set in the asset inspector GUI weren't propagating correctly (VR still disabled for now) +- Fixed issue with tangent that was using SurfaceGradient instead of regular normal decoding +- Fixed wrong error message display when switching to unsupported target like IOS +- Fixed an issue with ambient occlusion texture sometimes not being created properly causing broken rendering +- Shadow near plane is no longer limited at 0.1 +- Fixed decal draw order on transparent material +- Fixed an issue where sometime the lookup texture used for GGX convolution was broken, causing broken rendering +- Fixed an issue where you wouldn't see any fog for certain pipeline/scene configurations +- Fixed an issue with volumetric lighting where the anisotropy value of 0 would not result in perfectly isotropic lighting +- Fixed shadow bias when the atlas is rescaled +- Fixed shadow cascade sampling outside of the atlas when cascade count is inferior to 4 +- Fixed shadow filter width in deferred rendering not matching shader config +- Fixed stereo sampling of depth texture in MSAA DepthValues.shader +- Fixed box light UI which allowed negative and zero sizes, thus causing NaNs +- Fixed stereo rendering in HDRISky.shader (VR) +- Fixed normal blend and blend sphere influence for reflection probe +- Fixed distortion filtering (was point filtering, now trilinear) +- Fixed contact shadow for large distance +- Fixed depth pyramid debug view mode +- Fixed sphere shaped influence handles clamping in reflection probes +- Fixed reflection probes data migration for project created before using hdrp +- Fixed ambient occlusion for Lit Master Node when slot is connected + +### Changed +- Use samplerunity_ShadowMask instead of samplerunity_samplerLightmap for shadow mask +- Allow to resize reflection probe gizmo's size +- Improve quality of screen space shadow +- Remove support of projection model for ScreenSpaceLighting (SSR always use HiZ and refraction always Proxy) +- Remove all the debug mode from SSR that are obsolete now +- Expose frameSettings and Capture settings for reflection and planar probe +- Update UI for reflection probe, planar probe, camera and HDRP Asset +- Implement proper linear blending for volumetric lighting via deep compositing as described in the paper "Deep Compositing Using Lie Algebras" +- Changed planar mapping to match terrain convention (XZ instead of ZX) +- XRGraphicsConfig is no longer Read/Write. Instead, it's read-only. This improves consistency of XR behavior between the legacy render pipeline and SRP +- Change reflection probe data migration code (to update old reflection probe to new one) +- Updated gizmo for ReflectionProbes +- Updated UI and Gizmo of DensityVolume + +## [4.0.0-preview] - 2018-09-28 + +### Added +- Added a new TerrainLit shader that supports rendering of Unity terrains. +- Added controls for linear fade at the boundary of density volumes +- Added new API to control decals without monobehaviour object +- Improve Decal Gizmo +- Implement Screen Space Reflections (SSR) (alpha version, highly experimental) +- Add an option to invert the fade parameter on a Density Volume +- Added a Fabric shader (experimental) handling cotton and silk +- Added support for MSAA in forward only for opaque only +- Implement smoothness fade for SSR +- Added support for AxF shader (X-rite format - require special AxF importer from Unity not part of HDRP) +- Added control for sundisc on directional light (hack) +- Added a new HD Lit Master node that implements Lit shader support for Shader Graph +- Added Micro shadowing support (hack) +- Added an event on HDAdditionalCameraData for custom rendering +- HDRP Shader Graph shaders now support 4-channel UVs. + +### Fixed +- Fixed an issue where sometimes the deferred shadow texture would not be valid, causing wrong rendering. +- Stencil test during decals normal buffer update is now properly applied +- Decals corectly update normal buffer in forward +- Fixed a normalization problem in reflection probe face fading causing artefacts in some cases +- Fix multi-selection behavior of Density Volumes overwriting the albedo value +- Fixed support of depth texture for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. +- Fixed multi-selection behavior of Density Volumes overwriting the albedo value +- Fixed support of depth for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. +- Fixed support of Gizmo in game view in the editor +- Fixed gizmo for spot light type +- Fixed issue with TileViewDebug mode being inversed in gameview +- Fixed an issue with SAMPLE_TEXTURECUBE_SHADOW macro +- Fixed issue with color picker not display correctly when game and scene view are visible at the same time +- Fixed an issue with reflection probe face fading +- Fixed camera motion vectors shader and associated matrices to update correctly for single-pass double-wide stereo rendering +- Fixed light attenuation functions when range attenuation is disabled +- Fixed shadow component algorithm fixup not dirtying the scene, so changes can be saved to disk. +- Fixed some GC leaks for HDRP +- Fixed contact shadow not affected by shadow dimmer +- Fixed GGX that works correctly for the roughness value of 0 (mean specular highlgiht will disappeard for perfect mirror, we rely on maxSmoothness instead to always have a highlight even on mirror surface) +- Add stereo support to ShaderPassForward.hlsl. Forward rendering now seems passable in limited test scenes with camera-relative rendering disabled. +- Add stereo support to ProceduralSky.shader and OpaqueAtmosphericScattering.shader. +- Added CullingGroupManager to fix more GC.Alloc's in HDRP +- Fixed rendering when multiple cameras render into the same render texture + +### Changed +- Changed the way depth & color pyramids are built to be faster and better quality, thus improving the look of distortion and refraction. +- Stabilize the dithered LOD transition mask with respect to the camera rotation. +- Avoid multiple depth buffer copies when decals are present +- Refactor code related to the RT handle system (No more normal buffer manager) +- Remove deferred directional shadow and move evaluation before lightloop +- Add a function GetNormalForShadowBias() that material need to implement to return the normal used for normal shadow biasing +- Remove Jimenez Subsurface scattering code (This code was disabled by default, now remove to ease maintenance) +- Change Decal API, decal contribution is now done in Material. Require update of material using decal +- Move a lot of files from CoreRP to HDRP/CoreRP. All moved files weren't used by Ligthweight pipeline. Long term they could move back to CoreRP after CoreRP become out of preview +- Updated camera inspector UI +- Updated decal gizmo +- Optimization: The objects that are rendered in the Motion Vector Pass are not rendered in the prepass anymore +- Removed setting shader inclue path via old API, use package shader include paths +- The default value of 'maxSmoothness' for punctual lights has been changed to 0.99 +- Modified deferred compute and vert/frag shaders for first steps towards stereo support +- Moved material specific Shader Graph files into corresponding material folders. +- Hide environment lighting settings when enabling HDRP (Settings are control from sceneSettings) +- Update all shader includes to use absolute path (allow users to create material in their Asset folder) +- Done a reorganization of the files (Move ShaderPass to RenderPipeline folder, Move all shadow related files to Lighting/Shadow and others) +- Improved performance and quality of Screen Space Shadows + +## [3.3.0-preview] - 2018-01-01 + +### Added +- Added an error message to say to use Metal or Vulkan when trying to use OpenGL API +- Added a new Fabric shader model that supports Silk and Cotton/Wool +- Added a new HDRP Lighting Debug mode to visualize Light Volumes for Point, Spot, Line, Rectangular and Reflection Probes +- Add support for reflection probe light layers +- Improve quality of anisotropic on IBL + +### Fixed +- Fix an issue where the screen where darken when rendering camera preview +- Fix display correct target platform when showing message to inform user that a platform is not supported +- Remove workaround for metal and vulkan in normal buffer encoding/decoding +- Fixed an issue with color picker not working in forward +- Fixed an issue where reseting HDLight do not reset all of its parameters +- Fixed shader compile warning in DebugLightVolumes.shader + +### Changed +- Changed default reflection probe to be 256x256x6 and array size to be 64 +- Removed dependence on the NdotL for thickness evaluation for translucency (based on artist's input) +- Increased the precision when comparing Planar or HD reflection probe volumes +- Remove various GC alloc in C#. Slightly better performance + +## [3.2.0-preview] - 2018-01-01 + +### Added +- Added a luminance meter in the debug menu +- Added support of Light, reflection probe, emissive material, volume settings related to lighting to Lighting explorer +- Added support for 16bit shadows + +### Fixed +- Fix issue with package upgrading (HDRP resources asset is now versionned to worarkound package manager limitation) +- Fix HDReflectionProbe offset displayed in gizmo different than what is affected. +- Fix decals getting into a state where they could not be removed or disabled. +- Fix lux meter mode - The lux meter isn't affected by the sky anymore +- Fix area light size reset when multi-selected +- Fix filter pass number in HDUtils.BlitQuad +- Fix Lux meter mode that was applying SSS +- Fix planar reflections that were not working with tile/cluster (olbique matrix) +- Fix debug menu at runtime not working after nested prefab PR come to trunk +- Fix scrolling issue in density volume + +### Changed +- Shader code refactor: Split MaterialUtilities file in two parts BuiltinUtilities (independent of FragInputs) and MaterialUtilities (Dependent of FragInputs) +- Change screen space shadow rendertarget format from ARGB32 to RG16 + +## [3.1.0-preview] - 2018-01-01 + +### Added +- Decal now support per channel selection mask. There is now two mode. One with BaseColor, Normal and Smoothness and another one more expensive with BaseColor, Normal, Smoothness, Metal and AO. Control is on HDRP Asset. This may require to launch an update script for old scene: 'Edit/Render Pipeline/Single step upgrade script/Upgrade all DecalMaterial MaskBlendMode'. +- Decal now supports depth bias for decal mesh, to prevent z-fighting +- Decal material now supports draw order for decal projectors +- Added LightLayers support (Base on mask from renderers name RenderingLayers and mask from light name LightLayers - if they match, the light apply) - cost an extra GBuffer in deferred (more bandwidth) +- When LightLayers is enabled, the AmbientOclusion is store in the GBuffer in deferred path allowing to avoid double occlusion with SSAO. In forward the double occlusion is now always avoided. +- Added the possibility to add an override transform on the camera for volume interpolation +- Added desired lux intensity and auto multiplier for HDRI sky +- Added an option to disable light by type in the debug menu +- Added gradient sky +- Split EmissiveColor and bakeDiffuseLighting in forward avoiding the emissiveColor to be affect by SSAO +- Added a volume to control indirect light intensity +- Added EV 100 intensity unit for area lights +- Added support for RendererPriority on Renderer. This allow to control order of transparent rendering manually. HDRP have now two stage of sorting for transparent in addition to bact to front. Material have a priority then Renderer have a priority. +- Add Coupling of (HD)Camera and HDAdditionalCameraData for reset and remove in inspector contextual menu of Camera +- Add Coupling of (HD)ReflectionProbe and HDAdditionalReflectionData for reset and remove in inspector contextual menu of ReflectoinProbe +- Add macro to forbid unity_ObjectToWorld/unity_WorldToObject to be use as it doesn't handle camera relative rendering +- Add opacity control on contact shadow + +### Fixed +- Fixed an issue with PreIntegratedFGD texture being sometimes destroyed and not regenerated causing rendering to break +- PostProcess input buffers are not copied anymore on PC if the viewport size matches the final render target size +- Fixed an issue when manipulating a lot of decals, it was displaying a lot of errors in the inspector +- Fixed capture material with reflection probe +- Refactored Constant Buffers to avoid hitting the maximum number of bound CBs in some cases. +- Fixed the light range affecting the transform scale when changed. +- Snap to grid now works for Decal projector resizing. +- Added a warning for 128x128 cookie texture without mipmaps +- Replace the sampler used for density volumes for correct wrap mode handling + +### Changed +- Move Render Pipeline Debug "Windows from Windows->General-> Render Pipeline debug windows" to "Windows from Windows->Analysis-> Render Pipeline debug windows" +- Update detail map formula for smoothness and albedo, goal it to bright and dark perceptually and scale factor is use to control gradient speed +- Refactor the Upgrade material system. Now a material can be update from older version at any time. Call Edit/Render Pipeline/Upgrade all Materials to newer version +- Change name EnableDBuffer to EnableDecals at several place (shader, hdrp asset...), this require a call to Edit/Render Pipeline/Upgrade all Materials to newer version to have up to date material. +- Refactor shader code: BakeLightingData structure have been replace by BuiltinData. Lot of shader code have been remove/change. +- Refactor shader code: All GBuffer are now handled by the deferred material. Mean ShadowMask and LightLayers are control by lit material in lit.hlsl and not outside anymore. Lot of shader code have been remove/change. +- Refactor shader code: Rename GetBakedDiffuseLighting to ModifyBakedDiffuseLighting. This function now handle lighting model for transmission too. Lux meter debug mode is factor outisde. +- Refactor shader code: GetBakedDiffuseLighting is not call anymore in GBuffer or forward pass, including the ConvertSurfaceDataToBSDFData and GetPreLightData, this is done in ModifyBakedDiffuseLighting now +- Refactor shader code: Added a backBakeDiffuseLighting to BuiltinData to handle lighting for transmission +- Refactor shader code: Material must now call InitBuiltinData (Init all to zero + init bakeDiffuseLighting and backBakeDiffuseLighting ) and PostInitBuiltinData + +## [3.0.0-preview] - 2018-01-01 + +### Fixed +- Fixed an issue with distortion that was using previous frame instead of current frame +- Fixed an issue where disabled light where not upgrade correctly to the new physical light unit system introduce in 2.0.5-preview + +### Changed +- Update assembly definitions to output assemblies that match Unity naming convention (Unity.*). + +## [2.0.5-preview] - 2018-01-01 + +### Added +- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed +- Add contact shadows for punctual lights (in additional shadow settings), only one light is allowed to cast contact shadows at the same time and so at each frame a dominant light is choosed among all light with contact shadows enabled. +- Add PCSS shadow filter support (from SRP Core) +- Exposed shadow budget parameters in HDRP asset +- Add an option to generate an emissive mesh for area lights (currently rectangle light only). The mesh fits the size, intensity and color of the light. +- Add an option to the HDRP asset to increase the resolution of volumetric lighting. +- Add additional ligth unit support for punctual light (Lumens, Candela) and area lights (Lumens, Luminance) +- Add dedicated Gizmo for the box Influence volume of HDReflectionProbe / PlanarReflectionProbe + +### Changed +- Re-enable shadow mask mode in debug view +- SSS and Transmission code have been refactored to be able to share it between various material. Guidelines are in SubsurfaceScattering.hlsl +- Change code in area light with LTC for Lit shader. Magnitude is now take from FGD texture instead of a separate texture +- Improve camera relative rendering: We now apply camera translation on the model matrix, so before the TransformObjectToWorld(). Note: unity_WorldToObject and unity_ObjectToWorld must never be used directly. +- Rename positionWS to positionRWS (Camera relative world position) at a lot of places (mainly in interpolator and FragInputs). In case of custom shader user will be required to update their code. +- Rename positionWS, capturePositionWS, proxyPositionWS, influencePositionWS to positionRWS, capturePositionRWS, proxyPositionRWS, influencePositionRWS (Camera relative world position) in LightDefinition struct. +- Improve the quality of trilinear filtering of density volume textures. +- Improve UI for HDReflectionProbe / PlanarReflectionProbe + +### Fixed +- Fixed a shader preprocessor issue when compiling DebugViewMaterialGBuffer.shader against Metal target +- Added a temporary workaround to Lit.hlsl to avoid broken lighting code with Metal/AMD +- Fixed issue when using more than one volume texture mask with density volumes. +- Fixed an error which prevented volumetric lighting from working if no density volumes with 3D textures were present. +- Fix contact shadows applied on transmission +- Fix issue with forward opaque lit shader variant being removed by the shader preprocessor +- Fixed compilation errors on Nintendo Switch (limited XRSetting support). +- Fixed apply range attenuation option on punctual light +- Fixed issue with color temperature not take correctly into account with static lighting +- Don't display fog when diffuse lighting, specular lighting, or lux meter debug mode are enabled. + +## [2.0.4-preview] - 2018-01-01 + +### Fixed +- Fix issue when disabling rough refraction and building a player. Was causing a crash. + +## [2.0.3-preview] - 2018-01-01 + +### Added +- Increased debug color picker limit up to 260k lux + +## [2.0.2-preview] - 2018-01-01 + +### Added +- Add Light -> Planar Reflection Probe command +- Added a false color mode in rendering debug +- Add support for mesh decals +- Add flag to disable projector decals on transparent geometry to save performance and decal texture atlas space +- Add ability to use decal diffuse map as mask only +- Add visualize all shadow masks in lighting debug +- Add export of normal and roughness buffer for forwardOnly and when in supportOnlyForward mode for forward +- Provide a define in lit.hlsl (FORWARD_MATERIAL_READ_FROM_WRITTEN_NORMAL_BUFFER) when output buffer normal is used to read the normal and roughness instead of caclulating it (can save performance, but lower quality due to compression) +- Add color swatch to decal material + +### Changed +- Change Render -> Planar Reflection creation to 3D Object -> Mirror +- Change "Enable Reflector" name on SpotLight to "Angle Affect Intensity" +- Change prototype of BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData) to BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) + +### Fixed +- Fix issue with StackLit in deferred mode with deferredDirectionalShadow due to GBuffer not being cleared. Gbuffer is still not clear and issue was fix with the new Output of normal buffer. +- Fixed an issue where interpolation volumes were not updated correctly for reflection captures. +- Fixed an exception in Light Loop settings UI + +## [2.0.1-preview] - 2018-01-01 + +### Added +- Add stripper of shader variant when building a player. Save shader compile time. +- Disable per-object culling that was executed in C++ in HD whereas it was not used (Optimization) +- Enable texture streaming debugging (was not working before 2018.2) +- Added Screen Space Reflection with Proxy Projection Model +- Support correctly scene selection for alpha tested object +- Add per light shadow mask mode control (i.e shadow mask distance and shadow mask). It use the option NonLightmappedOnly +- Add geometric filtering to Lit shader (allow to reduce specular aliasing) +- Add shortcut to create DensityVolume and PlanarReflection in hierarchy +- Add a DefaultHDMirrorMaterial material for PlanarReflection +- Added a script to be able to upgrade material to newer version of HDRP +- Removed useless duplication of ForwardError passes. +- Add option to not compile any DEBUG_DISPLAY shader in the player (Faster build) call Support Runtime Debug display + +### Changed +- Changed SupportForwardOnly to SupportOnlyForward in render pipeline settings +- Changed versioning variable name in HDAdditionalXXXData from m_version to version +- Create unique name when creating a game object in the rendering menu (i.e Density Volume(2)) +- Re-organize various files and folder location to clean the repository +- Change Debug windows name and location. Now located at: Windows -> General -> Render Pipeline Debug + +### Removed +- Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize +- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated - Launch Edit -> Single Step Upgrade Script -> Upgrade all Materials emissionColor + +### Fixed +- Fix issue with LOD transition and instancing +- Fix discrepency between object motion vector and camera motion vector +- Fix issue with spot and dir light gizmo axis not highlighted correctly +- Fix potential crash while register debug windows inputs at startup +- Fix warning when creating Planar reflection +- Fix specular lighting debug mode (was rendering black) +- Allow projector decal with null material to allow to configure decal when HDRP is not set +- Decal atlas texture offset/scale is updated after allocations (used to be before so it was using date from previous frame) + +## [0.0.0-preview] - 2018-01-01 + +### Added +- Configure the VolumetricLightingSystem code path to be on by default +- Trigger a build exception when trying to build an unsupported platform +- Introduce the VolumetricLightingController component, which can (and should) be placed on the camera, and allows one to control the near and the far plane of the V-Buffer (volumetric "froxel" buffer) along with the depth distribution (from logarithmic to linear) +- Add 3D texture support for DensityVolumes +- Add a better mapping of roughness to mipmap for planar reflection +- The VolumetricLightingSystem now uses RTHandles, which allows to save memory by sharing buffers between different cameras (history buffers are not shared), and reduce reallocation frequency by reallocating buffers only if the rendering resolution increases (and suballocating within existing buffers if the rendering resolution decreases) +- Add a Volumetric Dimmer slider to lights to control the intensity of the scattered volumetric lighting +- Add UV tiling and offset support for decals. +- Add mipmapping support for volume 3D mask textures + +### Changed +- Default number of planar reflection change from 4 to 2 +- Rename _MainDepthTexture to _CameraDepthTexture +- The VolumetricLightingController has been moved to the Interpolation Volume framework and now functions similarly to the VolumetricFog settings +- Update of UI of cookie, CubeCookie, Reflection probe and planar reflection probe to combo box +- Allow enabling/disabling shadows for area lights when they are set to baked. +- Hide applyRangeAttenuation and FadeDistance for directional shadow as they are not used + +### Removed +- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset + +### Fixed +- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior +- Fix numerical issues with the default value of mean free path of volumetric fog +- Fix the bug preventing decals from coexisting with density volumes +- Fix issue with alpha tested geometry using planar/triplanar mapping not render correctly or flickering (due to being wrongly alpha tested in depth prepass) +- Fix meta pass with triplanar (was not handling correctly the normal) +- Fix preview when a planar reflection is present +- Fix Camera preview, it is now a Preview cameraType (was a SceneView) +- Fix handling unknown GPUShadowTypes in the shadow manager. +- Fix area light shapes sent as point lights to the baking backends when they are set to baked. +- Fix unnecessary division by PI for baked area lights. +- Fix line lights sent to the lightmappers. The backends don't support this light type. +- Fix issue with shadow mask framesettings not correctly taken into account when shadow mask is enabled for lighting. +- Fix directional light and shadow mask transition, they are now matching making smooth transition +- Fix banding issues caused by high intensity volumetric lighting +- Fix the debug window being emptied on SRP asset reload +- Fix issue with debug mode not correctly clearing the GBuffer in editor after a resize +- Fix issue with ResetMaterialKeyword not resetting correctly ToggleOff/Roggle Keyword +- Fix issue with motion vector not render correctly if there is no depth prepass in deferred + +## [0.0.0-preview] - 2018-01-01 + +### Added +- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching) +- Screen Space Refraction settings as volume component +- Added buffered frame history per camera +- Port Global Density Volumes to the Interpolation Volume System. +- Optimize ImportanceSampleLambert() to not require the tangent frame. +- Generalize SampleVBuffer() to handle different sampling and reconstruction methods. +- Improve the quality of volumetric lighting reprojection. +- Optimize Morton Order code in the Subsurface Scattering pass. +- Planar Reflection Probe support roughness (gaussian convolution of captured probe) +- Use an atlas instead of a texture array for cluster transparent decals +- Add a debug view to visualize the decal atlas +- Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning. +- Add manipulator gizmo on decal to improve authoring workflow +- Add a minimal StackLit material (work in progress, this version can be used as template to add new material) + +### Changed +- EnableShadowMask in FrameSettings (But shadowMaskSupport still disable by default) +- Forced Planar Probe update modes to (Realtime, Every Update, Mirror Camera) +- Screen Space Refraction proxy model uses the proxy of the first environment light (Reflection probe/Planar probe) or the sky +- Moved RTHandle static methods to RTHandles +- Renamed RTHandle to RTHandleSystem.RTHandle +- Move code for PreIntegratedFDG (Lit.shader) into its dedicated folder to be share with other material +- Move code for LTCArea (Lit.shader) into its dedicated folder to be share with other material + +### Removed +- Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos + +### Fixed +- Fix fog flags in scene view is now taken into account +- Fix sky in preview windows that were disappearing after a load of a new level +- Fix numerical issues in IntersectRayAABB(). +- Fix alpha blending of volumetric lighting with transparent objects. +- Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure. +- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle. +- Fix decal atlas debug view to work correctly when shadow atlas view is also enabled diff --git a/com.unity.shadergraph/Editor/Drawing/PreviewManager.cs b/com.unity.shadergraph/Editor/Drawing/PreviewManager.cs index 76cd82ddf3f..45cf11c5b36 100644 --- a/com.unity.shadergraph/Editor/Drawing/PreviewManager.cs +++ b/com.unity.shadergraph/Editor/Drawing/PreviewManager.cs @@ -415,6 +415,9 @@ void UpdateShaders() continue; } + // Force the material to re-generate all it's shader properties. + renderData.shaderData.mat.shader = renderData.shaderData.shader; + renderData.shaderData.isCompiling = false; CheckForErrors(renderData.shaderData); m_NodesToDraw.Add(renderData.shaderData.node); From 7978e65ec8ef5d9f7f78103942787ea93368920b Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Thu, 6 Feb 2020 08:57:57 +0100 Subject: [PATCH 15/44] Delete CHANGELOG.md.orig --- .../CHANGELOG.md.orig | 1659 ----------------- 1 file changed, 1659 deletions(-) delete mode 100644 com.unity.render-pipelines.high-definition/CHANGELOG.md.orig diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md.orig b/com.unity.render-pipelines.high-definition/CHANGELOG.md.orig deleted file mode 100644 index f76b3170038..00000000000 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md.orig +++ /dev/null @@ -1,1659 +0,0 @@ -# Changelog -All notable changes to this package will be documented in this file. - -The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) -and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). - -## [Unreleased] - -## [7.2.0] - 2020-03-02 - -### Added -- Added the possibility to have ray traced colored and semi-transparent shadows on directional lights. -- Exposed the debug overlay ratio in the debug menu. -- Added a separate frame settings for tonemapping alongside color grading. -- Added the receive fog option in the material UI for ShaderGraphs. -- Added a public virtual bool in the custom post processes API to specify if a post processes should be executed in the scene view. -- Added a menu option that checks scene issues with ray tracing. Also removed the previously existing warning at runtime. -- Added Contrast Adaptive Sharpen (CAS) Upscaling effect. -- Added APIs to update probe settings at runtime. -- Added documentation for the rayTracingSupported method in HDRP -- Added user-selectable format for the post processing passes. -- Added support for alpha channel in some post-processing passes (DoF, TAA, Uber). -- Added warnings in FrameSettings inspector when using DXR and atempting to use Asynchronous Execution. -- Exposed Stencil bits that can be used by the user. -- Added history rejection based on velocity of intersected objects for directional, point and spot lights. -- Added a affectsVolumetric field to the HDAdditionalLightData API to know if light affects volumetric fog. -- Add OS and Hardware check in the Wizard fixes for DXR. -- Added option to exclude camera motion from motion blur. -- Added semi-transparent shadows for point and spot lights. -- Added support for semi-transparent shadow for unlit shader and unlit shader graph. -- Added the alpha clip enabled toggle to the material UI for all HDRP shader graphs. -- Added Material Samples to explain how to use the lit shader features -- Added an initial implementation of ray traced sub surface scattering -- Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. -- Added support for Smoothness Fade start work when enabling ray traced reflections. -- Added Contact shadow, Micro shadows and Screen space refraction API documentation. -- Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, etc. -- Added path tracing support for refraction and internal reflections. -- Added support for Thin Refraction Model and Lit's Clear Coat in Path Tracing. - -### Fixed -- Update documentation of HDRISky-Backplate, precise how to have Ambient Occlusion on the Backplate -- Fixed TerrainLitGUI when per-pixel normal property is not present. -- Fixed a bug due to depth history begin overriden too soon -- Fixed issue that caused Distortion UI to appear in Lit. -- Fixed several issues with decal duplicating when editing them. -- Fixed initialization of volumetric buffer params (1204159) -- Fixed an issue where frame count was incorrectly reset for the game view, causing temporal processes to fail. -- Fixed Culling group was not disposed error. -- Fixed issues on some GPU that do not support gathers on integer textures. -- Fixed an issue with ambient probe not being initialized for the first frame after a domain reload for volumetric fog. -- Fixed the scene visibility of decal projectors and density volumes -- Fixed a leak in sky manager. -- Fixed an issue where entering playmode while the light editor is opened would produce null reference exceptions. -- Fixed the debug overlay overlapping the debug menu at runtime. -- Fixed an issue with the framecount when changing scene. -- Fixed errors that occurred when using invalid near and far clip plane values for planar reflections. -- Fixed issue with motion blur sample weighting function. -- Fixed motion vectors in MSAA. -- Fixed sun flare blending (case 1205862). -- Fixed a lot of issues related to ray traced screen space shadows. -- Fixed memory leak caused by apply distortion material not being disposed. -- Fixed Reflection probe incorrectly culled when moving its parent (case 1207660) -- Fixed a nullref when upgrading the Fog volume components while the volume is opened in the inspector. -- Fix issues where decals on PS4 would not correctly write out the tile mask causing bits of the decal to go missing. -- Use appropriate label width and text content so the label is completely visible -- Fixed an issue where final post process pass would not output the default alpha value of 1.0 when using 11_11_10 color buffer format. -- Fixed SSR issue after the MSAA Motion Vector fix. -- Fixed an issue with PCSS on directional light if punctual shadow atlas was not allocated. -- Fixed an issue where shadow resolution would be wrong on the first face of a baked reflection probe. -- Fixed issue with PCSS softness being incorrect for cascades different than the first one. -- Fixed custom post process not rendering when using multiple HDRP asset in quality settings -- Fixed probe gizmo missing id (case 1208975) -- Fixed a warning in raytracingshadowfilter.compute -- Fixed issue with AO breaking with small near plane values. -- Fixed custom post process Cleanup function not called in some cases. -- Fixed shader warning in AO code. -- Fixed a warning in simpledenoiser.compute -- Fixed tube and rectangle light culling to use their shape instead of their range as a bounding box. -- Fixed caused by using gather on a UINT texture in motion blur. -- Fix issue with ambient occlusion breaking when dynamic resolution is active. -- Fixed some possible NaN causes in Depth of Field. -- Fixed Custom Pass nullref due to the new Profiling Sample API changes -- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. -- Fixed particle lights. -- Improved behavior of lights and probe going over the HDRP asset limits. -- Fixed issue triggered when last punctual light is disabled and more than one camera is used. -- Fixed Custom Pass nullref due to the new Profiling Sample API changes -- Fixed the black/grey screen issue on after post process Custom Passes in non dev builds. -- Fixed XR rendering locked to vsync of main display with Standalone Player. -- Fixed custom pass cleanup not called at the right time when using multiple volumes. -- Fixed an issue on metal with edge of decal having artifact by delaying discard of fragments during decal projection -- Fixed various shader warning -- Fixing unnecessary memory allocations in the ray tracing cluster build -- Fixed duplicate column labels in LightEditor's light tab -- Fixed white and dark flashes on scenes with very high or very low exposure when Automatic Exposure is being used. -- Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. -- Fixed memory leak in Sky when in matcap mode. -- Fixed compilation issues on platform that don't support VR. -- Fixed migration code called when we create a new HDRP asset. -- Fixed RemoveComponent on Camera contextual menu to not remove Camera while a component depend on it. -- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. -- Fixed a null reference exception in the probe UI when no HDRP asset is present. -- Fixed the outline example in the doc (sampling range was dependent on screen resolution) -- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. -- Fixed an issue where Decal Projectors created from script where rotated around the X axis by 90°. -- Fixed frustum used to compute Density Volumes visibility when projection matrix is oblique. -- Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. -- Fix for NaNs on certain geometry with Lit shader -- [case 1210058](https://fogbugz.unity3d.com/f/cases/1210058/) -- Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. -- Fixed a null reference exception in the probe UI when no HDRP asset is present. -- Fixed the outline example in the doc (sampling range was dependent on screen resolution) -- Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. -- Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited. -- Fixed transparent material created with ZWrite enabled (now it is disabled by default for new transparent materials) -- Fixed mouseover on Move and Rotate tool while DecalProjector is selected. -- Fixed wrong stencil state on some of the pixel shader versions of deferred shader. -- Fixed an issue where creating decals at runtime could cause a null reference exception. -- Fixed issue that displayed material migration dialog on the creation of new project. -- Fixed various issues with time and animated materials (cases 1210068, 1210064). -- Updated light explorer with latest changes to the Fog and fixed issues when no visual environment was present. -- Fixed not handleling properly the recieve SSR feature with ray traced reflections -- Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. -- Avoid MRT Clear on PS4 as it is not implemented yet. -- Fixed runtime debug menu BitField control. -- Fixed the radius value used for ray traced directional light. -- Fixed compilation issues with the layered lit in ray tracing shaders. -- Fixed XR autotests viewport size rounding -- Fixed mip map slider knob displayed when cubemap have no mipmap -- Remove unnecessary skip of material upgrade dialog box. -- Fixed the profiling sample mismatch errors when enabling the profiler in play mode -- Fixed issue that caused NaNs in reflection probes on consoles. -- Fixed adjusting positive axis of Blend Distance slides the negative axis in the density volume component. -- Fixed the blend of reflections based on the weight. -- Fixed fallback for ray traced reflections when denoising is enabled. -- Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) -<<<<<<< HEAD -- Fixed Wizard check order for `Hardware and OS` and `Direct3D12` -- Fix AO issue turning black when Far/Near plane distance is big. -- Fixed issue when opening lookdev and the lookdev volume have not been assigned yet. -- Improved memory usage of the sky system. -- Updated label in HDRP quality preference settings (case 1215100) -- Fixed Decal Projector gizmo not undoing properly (case 1216629) -- Fix a leak in the denoising of ray traced reflections. -- Fixed Alignment issue in Light Preset -- Fixed Environment Header in LightingWindow -- Fixed an issue where hair shader could write garbage in the diffuse lighting buffer, causing NaNs. -- Fixed an exposure issue with ray traced sub-surface scattering. -- Fixed runtime debug menu light hierarchy None not doing anything. -======= -- Fixed the broken ShaderGraph preview when creating a new Lit graph. ->>>>>>> 55360b58f2... Fix material properties not up to date when updating the preview (#5775) (#5782) - -### Changed -- Hide unused LOD settings in Quality Settings legacy window. -- Reduced the constrained distance for temporal reprojection of ray tracing denoising -- Removed shadow near plane from the Directional Light Shadow UI. -- Improved the performances of custom pass culling. -- The scene view camera now replicates the physical parameters from the camera tagged as "MainCamera". -- Reduced the number of GC.Alloc calls, one simple scene without plarnar / probes, it should be 0B. -- Renamed ProfilingSample to ProfilingScope and unified API. Added GPU Timings. -- Updated macros to be compatible with the new shader preprocessor. -- Ray tracing reflection temporal filtering is now done in pre-exposed space -- Search field selects the appropriate fields in both project settings panels 'HDRP Default Settings' and 'Quality/HDRP' -- Disabled the refraction and transmission map keywords if the material is opaque. -- Keep celestial bodies outside the atmosphere. -- Updated the MSAA documentation to specify what features HDRP supports MSAA for and what features it does not. -- Shader use for Runtime Debug Display are now correctly stripper when doing a release build -- Now each camera has its own Volume Stack. This allows Volume Parameters to be updated as early as possible and be ready for the whole frame without conflicts between cameras. -- Disable Async for SSR, SSAO and Contact shadow when aggregated ray tracing frame setting is on. -- Improved performance when entering play mode without domain reload by a factor of ~25 -- Renamed the camera profiling sample to include the camera name -- Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes. -- Renamed the camera profiling sample to include the camera name -- Renamed the post processing graphic formats to match the new convention. -- The restart in Wizard for DXR will always be last fix from now on -- Refactoring pre-existing materials to share more shader code between rasterization and ray tracing. -- Setting a material's Refraction Model to Thin does not overwrite the Thickness and Transmission Absorption Distance anymore. -- Removed Wind textures from runtime as wind is no longer built into the pipeline -- Changed Shader Graph titles of master nodes to be more easily searchable ("HDRP/x" -> "x (HDRP)") -- Expose StartSinglePass() and StopSinglePass() as public interface for XRPass -- Replaced the Texture array for 2D cookies (spot, area and directional lights) and for planar reflections by an atlas. -- Moved the tier defining from the asset to the concerned volume components. -- Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode) -- The default FrameSettings for ScreenSpaceShadows is set to true for Camera in order to give a better workflow for DXR. -- Refactor internal usage of Stencil bits. -- Changed how the material upgrader works and added documentation for it. -- Custom passes now disable the stencil when overwriting the depth and not writing into it. -- Renamed the camera profiling sample to include the camera name -- Changed the way the shadow casting property of transparent and tranmissive materials is handeled for ray tracing. -- Changed inspector materials stencil setting code to have more sharing. -- Updated the default scene and default DXR scene and DefaultVolumeProfile. -- Changed the way the length parameter is used for ray traced contact shadows. -- Improved the coherency of PCSS blur between cascades. -- Updated VR checks in Wizard to reflect new XR System. -- Removing unused alpha threshold depth prepass and post pass for fabric shader graph. -- Transform result from CIE XYZ to sRGB color space in EvalSensitivity for iridescence. -- Hide the Probes section in the Renderer editos because it was unused. - -## [7.1.8] - 2020-01-20 - -### Fixed -- Fixed white and dark flashes on scenes with very high or very low exposure when Automatic Exposure is being used. -- Fixed memory leak in Sky when in matcap mode. - -### Changed -- On Xbox and PS4 you will also need to download the com.unity.render-pipeline.platform (ps4 or xboxone) package from the appropriate platform developer forum - -## [7.1.7] - 2019-12-11 - -### Added -- Added a check in the custom post process template to throw an error if the default shader is not found. - -### Fixed -- Fixed rendering errors when enabling debug modes with custom passes -- Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) -- Fixing a bug whith histories when n>4 for ray traced shadows -- Fixing wrong behavior in ray traced shadows for mesh renderers if their cast shadow is shadow only or double sided -- Only tracing rays for shadow if the point is inside the code for spotlight shadows -- Only tracing rays if the point is inside the range for point lights -- Fixing ghosting issues when the screen space shadow indexes change for a light with ray traced shadows -- Fixed an issue with stencil management and Xbox One build that caused corrupted output in deferred mode. -- Fixed a mismatch in behavior between the culling of shadow maps and ray traced point and spot light shadows -- Fixed recursive ray tracing not working anymore after intermediate buffer refactor. -- Fixed ray traced shadow denoising not working (history rejected all the time). -- Fixed shader warning on xbox one -- Fixed cookies not working for spot lights in ray traced reflections, ray traced GI and recursive rendering -- Fixed an inverted handling of CoatSmoothness for SSR in StackLit. -- Fixed missing distortion inputs in Lit and Unlit material UI. -- Fixed issue that propagated NaNs across multiple frames through the exposure texture. -- Fixed issue with Exclude from TAA stencil ignored. -- Fixed ray traced reflection exposure issue. -- Fixed issue with TAA history not initialising corretly scale factor for first frame -- Fixed issue with stencil test of material classification not using the correct Mask (causing false positive and bad performance with forward material in deferred) -- Fixed issue with History not reset when chaning antialiasing mode on camera -- Fixed issue with volumetric data not being initialized if default settings have volumetric and reprojection off. -- Fixed ray tracing reflection denoiser not applied in tier 1 -- Fixed the vibility of ray tracing related methods. -- Fixed the diffusion profile list not saved when clicking the fix button in the material UI. -- Fixed crash when pushing bounce count higher than 1 for ray traced GI or reflections -- Fixed PCSS softness scale so that it better match ray traced reference for punctual lights. -- Fixed exposure management for the path tracer -- Fixed AxF material UI containing two advanced options settings. -- Fixed an issue where cached sky contexts were being destroyed wrongly, breaking lighting in the LookDev -- Fixed issue that clamped PCSS softness too early and not after distance scale. -- Fixed fog affect transparent on HD unlit master node -- Fixed custom post processes re-ordering not saved. -- Fixed NPE when using scalable settings -- Fixed an issue where PBR sky precomputation was reset incorrectly in some cases causing bad performance. -- Fixed a bug in dxr due to depth history begin overriden too soon -- Fixed CustomPassSampleCameraColor scale issue when called from Before Transparent injection point. -- Fixed corruption of AO in baked probes. -- Fixed issue with upgrade of projects that still had Very High as shadow filtering quality. -- Removed shadow near plane from the Directional Light Shadow UI. -- Fixed performance issue with performances of custom pass culling. - -## [7.1.6] - 2019-11-22 - -### Added -- Added Backplate projection from the HDRISky -- Added Shadow Matte in UnlitMasterNode, which only received shadow without lighting -- Added support for depth copy with XR SDK -- Added debug setting to Render Pipeline Debug Window to list the active XR views -- Added an option to filter the result of the volumetric lighting (off by default). -- Added a transmission multiplier for directional lights -- Added XR single-pass test mode to Render Pipeline Debug Window -- Added debug setting to Render Pipeline Window to list the active XR views -- Added a new refraction mode for the Lit shader (thin). Which is a box refraction with small thickness values -- Added the code to support Barn Doors for Area Lights based on a shaderconfig option. -- Added HDRPCameraBinder property binder for Visual Effect Graph -- Added "Celestial Body" controls to the Directional Light -- Added new parameters to the Physically Based Sky -- Added Reflections to the DXR Wizard - -### Fixed -- Fixed y-flip in scene view with XR SDK -- Fixed Decal projectors do not immediately respond when parent object layer mask is changed in editor. -- Fixed y-flip in scene view with XR SDK -- Fixed a number of issues with Material Quality setting -- Fixed the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked. -- Fixed an issue causing shadowed areas by contact shadows at the edge of far clip plane if contact shadow length is very close to far clip plane. -- Fixed editing a scalable settings will edit all loaded asset in memory instead of targetted asset. -- Fixed Planar reflection default viewer FOV -- Fixed flickering issues when moving the mouse in the editor with ray tracing on. -- Fixed the ShaderGraph main preview being black after switching to SSS in the master node settings -- Fixed custom fullscreen passes in VR -- Fixed camera culling masks not taken in account in custom pass volumes -- Fixed object not drawn in custom pass when using a DrawRenderers with an HDRP shader in a build. -- Fixed injection points for Custom Passes (AfterDepthAndNormal and BeforePreRefraction were missing) -- Fixed a enum to choose shader tags used for drawing objects (DepthPrepass or Forward) when there is no override material. -- Fixed lit objects in the BeforePreRefraction, BeforeTransparent and BeforePostProcess. -- Fixed the None option when binding custom pass render targets to allow binding only depth or color. -- Fixed custom pass buffers allocation so they are not allocated if they're not used. -- Fixed the Custom Pass entry in the volume create asset menu items. -- Fixed Prefab Overrides workflow on Camera. -- Fixed alignment issue in Preset for Camera. -- Fixed alignment issue in Physical part for Camera. -- Fixed FrameSettings multi-edition. -- Fixed a bug happening when denoising multiple ray traced light shadows -- Fixed minor naming issues in ShaderGraph settings -- Fixed an issue with Metal Shader Compiler and GTAO shader for metal -- Fixed resources load issue while upgrading HDRP package. -- Fixed LOD fade mask by accounting for field of view -- Fixed spot light missing from ray tracing indirect effects. -- Fixed a UI bug in the diffusion profile list after fixing them from the wizard. -- Fixed the hash collision when creating new diffusion profile assets. -- Fixed a light leaking issue with box light casting shadows (case 1184475) -- Fixed Cookie texture type in the cookie slot of lights (Now displays a warning because it is not supported). -- Fixed a nullref that happens when using the Shuriken particle light module -- Fixed alignment in Wizard -- Fixed text overflow in Wizard's helpbox -- Fixed Wizard button fix all that was not automatically grab all required fixes -- Fixed VR tab for MacOS in Wizard -- Fixed local config package workflow in Wizard -- Fixed issue with contact shadows shifting when MSAA is enabled. -- Fixed EV100 in the PBR sky -- Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (case 1199388) -- Fixed nullref when releasing HDRP with custom pass disabled -- Fixed performance issue derived from copying stencil buffer. -- Fixed an editor freeze when importing a diffusion profile asset from a unity package. -- Fixed an exception when trying to reload a builtin resource. -- Fixed the light type intensity unit reset when switching the light type. -- Fixed compilation error related to define guards and CreateLayoutFromXrSdk() -- Fixed documentation link on CustomPassVolume. -- Fixed player build when HDRP is in the project but not assigned in the graphic settings. -- Fixed an issue where ambient probe would be black for the first face of a baked reflection probe -- VFX: Fixed Missing Reference to Visual Effect Graph Runtime Assembly -- Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. -- Fixed Prefab Override in main scope of Volume. -- Fixed alignment issue in Presset of main scope of Volume. -- Fixed persistence of ShowChromeGizmo and moved it to toolbar for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Alignement issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in DensityVolume. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in DensityVolume. -- Fix light limit counts specified on the HDRP asset -- Fixed Quality Settings for SSR, Contact Shadows and Ambient Occlusion volume components -- Fixed decalui deriving from hdshaderui instead of just shaderui -- Use DelayedIntField instead of IntField for scalable settings - -### Changed -- Reworked XR automated tests -- The ray traced screen space shadow history for directional, spot and point lights is discarded if the light transform has changed. -- Changed the behavior for ray tracing in case a mesh renderer has both transparent and opaque submeshes. -- Improve history buffer management -- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. -- Remove redundant FrameSettings RealTimePlanarReflection -- Improved a bit the GC calls generated during the rendering. -- Material update is now only triggered when the relevant settings are touched in the shader graph master nodes -- Changed the way Sky Intensity (on Sky volume components) is handled. It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. Added a new menu item to convert old profiles. -- Change how method for specular occlusions is decided on inspector shader (Lit, LitTesselation, LayeredLit, LayeredLitTessellation) -- Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. - -## [7.1.5] - 2019-11-15 - -### Fixed -- Fixed black reflection probes the first time loading a project - -## [7.1.4] - 2019-11-13 - -### Added -- Added XR single-pass setting into HDRP asset -- Added a penumbra tint option for lights - -### Fixed -- Fixed EOL for some files -- Fixed scene view rendering with volumetrics and XR enabled -- Fixed decals to work with multiple cameras -- Fixed optional clear of GBuffer (Was always on) -- Fixed render target clears with XR single-pass rendering -- Fixed HDRP samples file hierarchy -- Fixed Light units not matching light type -- Fixed QualitySettings panel not displaying HDRP Asset - -### Changed -- Changed parametrization of PCSS, now softness is derived from angular diameter (for directional lights) or shape radius (for point/spot lights) and min filter size is now in the [0..1] range. -- Moved the copy of the geometry history buffers to right after the depth mip chain generation. -- Rename "Luminance" to "Nits" in UX for physical light unit -- Rename FrameSettings "SkyLighting" to "SkyReflection" - -## [7.1.3] - 2019-11-04 - -### Added -- Ray tracing support for VR single-pass -- Added sharpen filter shader parameter and UI for TemporalAA to control image quality instead of hardcoded value -- Added frame settings option for custom post process and custom passes as well as custom color buffer format option. -- Add check in wizard on SRP Batcher enabled. -- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. -- Added custom pass fade radius -- Added after post process injection point for custom passes -- Added basic alpha compositing support - Alpha is available afterpostprocess when using FP16 buffer format. -- Added falloff distance on Reflection Probe and Planar Reflection Probe -- Added hability to name LightLayers in HDRenderPipelineAsset -- Added a range compression factor for Reflection Probe and Planar Reflection Probe to avoid saturation of colors. -- Added path tracing support for directional, point and spot lights, as well as emission from Lit and Unlit. -- Added non temporal version of SSAO. -- Added more detailed ray tracing stats in the debug window -- Added Disc area light (bake only) -- Added a warning in the material UI to prevent transparent + subsurface-scattering combination. - -### Fixed -- Sorting, undo, labels, layout in the Lighting Explorer. -- Fixed sky settings and materials in Shader Graph Samples package -- Fixed light supported units caching (1182266) -- Fixed an issue where SSAO (that needs temporal reprojection) was still being rendered when Motion Vectors were not available (case 1184998) -- Fixed a nullref when modifying the height parameters inside the layered lit shader UI. -- Fixed Decal gizmo that become white after exiting play mode -- Fixed Decal pivot position to behave like a spotlight -- Fixed an issue where using the LightingOverrideMask would break sky reflection for regular cameras -- Fix DebugMenu FrameSettingsHistory persistency on close -- Fix DensityVolume, ReflectionProbe aned PlanarReflectionProbe advancedControl display -- Fix DXR scene serialization in wizard -- Fixed an issue where Previews would reallocate History Buffers every frame -- Fixed the SetLightLayer function in HDAdditionalLightData setting the wrong light layer -- Fix error first time a preview is created for planar -- Fixed an issue where SSR would use an incorrect roughness value on ForwardOnly (StackLit, AxF, Fabric, etc.) materials when the pipeline is configured to also allow deferred Lit. -- Fixed issues with light explorer (cases 1183468, 1183269) -- Fix dot colors in LayeredLit material inspector -- Fix undo not resetting all value when undoing the material affectation in LayerLit material -- Fix for issue that caused gizmos to render in render textures (case 1174395) -- Fixed the light emissive mesh not updated when the light was disabled/enabled -- Fixed light and shadow layer sync when setting the HDAdditionalLightData.lightlayersMask property -- Fixed a nullref when a custom post process component that was in the HDRP PP list is removed from the project -- Fixed issue that prevented decals from modifying specular occlusion (case 1178272). -- Fixed exposure of volumetric reprojection -- Fixed multi selection support for Scalable Settings in lights -- Fixed font shaders in test projects for VR by using a Shader Graph version -- Fixed refresh of baked cubemap by incrementing updateCount at the end of the bake (case 1158677). -- Fixed issue with rectangular area light when seen from the back -- Fixed decals not affecting lightmap/lightprobe -- Fixed zBufferParams with XR single-pass rendering -- Fixed moving objects not rendered in custom passes -- Fixed abstract classes listed in the + menu of the custom pass list -- Fixed custom pass that was rendered in previews -- Fixed precision error in zero value normals when applying decals (case 1181639) -- Fixed issue that triggered No Scene Lighting view in game view as well (case 1156102) -- Assign default volume profile when creating a new HDRP Asset -- Fixed fov to 0 in planar probe breaking the projection matrix (case 1182014) -- Fixed bugs with shadow caching -- Reassign the same camera for a realtime probe face render request to have appropriate history buffer during realtime probe rendering. -- Fixed issue causing wrong shading when normal map mode is Object space, no normal map is set, but a detail map is present (case 1143352) -- Fixed issue with decal and htile optimization -- Fixed TerrainLit shader compilation error regarding `_Control0_TexelSize` redefinition (case 1178480). -- Fixed warning about duplicate HDRuntimeReflectionSystem when configuring play mode without domain reload. -- Fixed an editor crash when multiple decal projectors were selected and some had null material -- Added all relevant fix actions to FixAll button in Wizard -- Moved FixAll button on top of the Wizard -- Fixed an issue where fog color was not pre-exposed correctly -- Fix priority order when custom passes are overlapping -- Fix cleanup not called when the custom pass GameObject is destroyed -- Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline. This should fix some parameters not working on Quality Settings overrides. -- Fixed an issue with Realtime GI not working on upgraded projects. -- Fixed issue with screen space shadows fallback texture was not set as a texture array. -- Fixed Pyramid Lights bounding box -- Fixed terrain heightmap default/null values and epsilons -- Fixed custom post-processing effects breaking when an abstract class inherited from `CustomPostProcessVolumeComponent` -- Fixed XR single-pass rendering in Editor by using ShaderConfig.s_XrMaxViews to allocate matrix array -- Multiple different skies rendered at the same time by different cameras are now handled correctly without flickering -- Fixed flickering issue happening when different volumes have shadow settings and multiple cameras are present. -- Fixed issue causing planar probes to disappear if there is no light in the scene. -- Fixed a number of issues with the prefab isolation mode (Volumes leaking from the main scene and reflection not working properly) -- Fixed an issue with fog volume component upgrade not working properly -- Fixed Spot light Pyramid Shape has shadow artifacts on aspect ratio values lower than 1 -- Fixed issue with AO upsampling in XR -- Fixed camera without HDAdditionalCameraData component not rendering -- Removed the macro ENABLE_RAYTRACING for most of the ray tracing code -- Fixed prefab containing camera reloading in loop while selected in the Project view -- Fixed issue causing NaN wheh the Z scale of an object is set to 0. -- Fixed DXR shader passes attempting to render before pipeline loaded -- Fixed black ambient sky issue when importing a project after deleting Library. -- Fixed issue when upgrading a Standard transparent material (case 1186874) -- Fixed area light cookies not working properly with stack lit -- Fixed material render queue not updated when the shader is changed in the material inspector. -- Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode -- Fixed compile errors for platforms with no VR support -- Fixed an issue with volumetrics and RTHandle scaling (case 1155236) -- Fixed an issue where sky lighting might be updated uselessly -- Fixed issue preventing to allow setting decal material to none (case 1196129) -- Fixed XR multi-pass decals rendering -- Fixed several fields on Light Inspector that not supported Prefab overrides -- VFX: Removed z-fight glitches that could appear when using deferred depth prepass and lit quad primitives -- VFX: Preserve specular option for lit outputs (matches HDRP lit shader) -- Fixed init of debug for FrameSettingsHistory on SceneView camera -- Added a fix script to handle the warning 'referenced script in (GameObject 'SceneIDMap') is missing' -- Fix Wizard load when none selected for RenderPipelineAsset - -### Changed -- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled -- Rename Emission Radius to Radius in UI in Point, Spot -- Angular Diameter parameter for directional light is no longuer an advanced property -- DXR: Remove Light Radius and Angular Diamater of Raytrace shadow. Angular Diameter and Radius are used instead. -- Remove MaxSmoothness parameters from UI for point, spot and directional light. The MaxSmoothness is now deduce from Radius Parameters -- DXR: Remove the Ray Tracing Environement Component. Add a Layer Mask to the ray Tracing volume components to define which objects are taken into account for each effect. -- Removed second cubemaps used for shadowing in lookdev -- Disable Physically Based Sky below ground -- Increase max limit of area light and reflection probe to 128 -- Change default texture for detailmap to grey -- Optimize Shadow RT load on Tile based architecture platforms. -- Improved quality of SSAO. -- Moved RequestShadowMapRendering() back to public API. -- Update HDRP DXR Wizard with an option to automatically clone the hdrp config package and setup raytracing to 1 in shaders file. -- Added SceneSelection pass for TerrainLit shader. -- Simplified Light's type API regrouping the logic in one place (Check type in HDAdditionalLightData) -- The support of LOD CrossFade (Dithering transition) in master nodes now required to enable it in the master node settings (Save variant) -- Improved shadow bias, by removing constant depth bias and substituting it with slope-scale bias. -- Fix the default stencil values when a material is created from a SSS ShaderGraph. -- Tweak test asset to be compatible with XR: unlit SG material for canvas and double-side font material -- Slightly tweaked the behaviour of bloom when resolution is low to reduce artifacts. -- Hidden fields in Light Inspector that is not relevant while in BakingOnly mode. - -## [7.1.2] - 2019-09-19 - -### Fixed -- Fix/workaround a probable graphics driver bug in the GTAO shader. -- Fixed Hair and PBR shader graphs double sided modes -- Fixed an issue where updating an HDRP asset in the Quality setting panel would not recreate the pipeline. -- Fixed issue with point lights being considered even when occupying less than a pixel on screen (case 1183196) -- Fix a potential NaN source with iridescence (case 1183216) -- Fixed issue of spotlight breaking when minimizing the cone angle via the gizmo (case 1178279) -- Fixed issue that caused decals not to modify the roughness in the normal buffer, causing SSR to not behave correctly (case 1178336) -- Fixed lit transparent refraction with XR single-pass rendering -- Removed extra jitter for TemporalAA in VR -- Fixed ShaderGraph time in main preview -- Fixed issue on some UI elements in HDRP asset not expanding when clicking the arrow (case 1178369) -- Fixed alpha blending in custom post process -- Fixed the modification of the _AlphaCutoff property in the material UI when exposed with a ShaderGraph parameter. -- Fixed HDRP test `1218_Lit_DiffusionProfiles` on Vulkan. -- Fixed an issue where building a player in non-dev mode would generate render target error logs every frame -- Fixed crash when upgrading version of HDRP -- Fixed rendering issues with material previews -- Fixed NPE when using light module in Shuriken particle systems (1173348). -- Refresh cached shadow on editor changes - -## [7.1.1] - 2019-09-05 - -### Added -- Transparency Overdraw debug mode. Allows to visualize transparent objects draw calls as an "heat map". -- Enabled single-pass instancing support for XR SDK with new API cmd.SetInstanceMultiplier() -- XR settings are now available in the HDRP asset -- Support for Material Quality in Shader Graph -- Material Quality support selection in HDRP Asset -- Renamed XR shader macro from UNITY_STEREO_ASSIGN_COMPUTE_EYE_INDEX to UNITY_XR_ASSIGN_VIEW_INDEX -- Raytracing ShaderGraph node for HDRP shaders -- Custom passes volume component with 3 injection points: Before Rendering, Before Transparent and Before Post Process -- Alpha channel is now properly exported to camera render textures when using FP16 color buffer format -- Support for XR SDK mirror view modes -- HD Master nodes in Shader Graph now support Normal and Tangent modification in vertex stage. -- DepthOfFieldCoC option in the fullscreen debug modes. -- Added override Ambient Occlusion option on debug windows -- Added Custom Post Processes with 3 injection points: Before Transparent, Before Post Process and After Post Process -- Added draft of minimal interactive path tracing (experimental) based on DXR API - Support only 4 area light, lit and unlit shader (non-shadergraph) - -### Fixed -- Fixed wizard infinite loop on cancellation -- Fixed with compute shader error about too many threads in threadgroup on low GPU -- Fixed invalid contact shadow shaders being created on metal -- Fixed a bug where if Assembly.GetTypes throws an exception due to mis-versioned dlls, then no preprocessors are used in the shader stripper -- Fixed typo in AXF decal property preventing to compile -- Fixed reflection probe with XR single-pass and FPTL -- Fixed force gizmo shown when selecting camera in hierarchy -- Fixed issue with XR occlusion mesh and dynamic resolution -- Fixed an issue where lighting compute buffers were re-created with the wrong size when resizing the window, causing tile artefacts at the top of the screen. -- Fix FrameSettings names and tooltips -- Fixed error with XR SDK when the Editor is not in focus -- Fixed errors with RenderGraph, XR SDK and occlusion mesh -- Fixed shadow routines compilation errors when "real" type is a typedef on "half". -- Fixed toggle volumetric lighting in the light UI -- Fixed post-processing history reset handling rt-scale incorrectly -- Fixed crash with terrain and XR multi-pass -- Fixed ShaderGraph material synchronization issues -- Fixed a null reference exception when using an Emissive texture with Unlit shader (case 1181335) -- Fixed an issue where area lights and point lights where not counted separately with regards to max lights on screen (case 1183196) -- Fixed an SSR and Subsurface Scattering issue (appearing black) when using XR. - -### Changed -- Update Wizard layout. -- Remove almost all Garbage collection call within a frame. -- Rename property AdditionalVeclocityChange to AddPrecomputeVelocity -- Call the End/Begin camera rendering callbacks for camera with customRender enabled -- Changeg framesettings migration order of postprocess flags as a pr for reflection settings flags have been backported to 2019.2 -- Replaced usage of ENABLE_VR in XRSystem.cs by version defines based on the presence of the built-in VR and XR modules -- Added an update virtual function to the SkyRenderer class. This is called once per frame. This allows a given renderer to amortize heavy computation at the rate it chooses. Currently only the physically based sky implements this. -- Removed mandatory XRPass argument in HDCamera.GetOrCreate() -- Restored the HDCamera parameter to the sky rendering builtin parameters. -- Removed usage of StructuredBuffer for XR View Constants -- Expose Direct Specular Lighting control in FrameSettings -- Deprecated ExponentialFog and VolumetricFog volume components. Now there is only one exponential fog component (Fog) which can add Volumetric Fog as an option. Added a script in Edit -> Render Pipeline -> Upgrade Fog Volume Components. - -## [7.0.1] - 2019-07-25 - -### Added -- Added option in the config package to disable globally Area Lights and to select shadow quality settings for the deferred pipeline. -- When shader log stripping is enabled, shader stripper statistics will be written at `Temp/shader-strip.json` -- Occlusion mesh support from XR SDK - -### Fixed -- Fixed XR SDK mirror view blit, cleanup some XRTODO and removed XRDebug.cs -- Fixed culling for volumetrics with XR single-pass rendering -- Fix shadergraph material pass setup not called -- Fixed documentation links in component's Inspector header bar -- Cookies using the render texture output from a camera are now properly updated -- Allow in ShaderGraph to enable pre/post pass when the alpha clip is disabled - -### Changed -- RenderQueue for Opaque now start at Background instead of Geometry. -- Clamp the area light size for scripting API when we change the light type -- Added a warning in the material UI when the diffusion profile assigned is not in the HDRP asset - - -## [7.0.0] - 2019-07-17 - -### Added -- `Fixed`, `Viewer`, and `Automatic` modes to compute the FOV used when rendering a `PlanarReflectionProbe` -- A checkbox to toggle the chrome gizmo of `ReflectionProbe`and `PlanarReflectionProbe` -- Added a Light layer in shadows that allow for objects to cast shadows without being affected by light (and vice versa). -- You can now access ShaderGraph blend states from the Material UI (for example, **Surface Type**, **Sorting Priority**, and **Blending Mode**). This change may break Materials that use a ShaderGraph, to fix them, select **Edit > Render Pipeline > Reset all ShaderGraph Scene Materials BlendStates**. This syncs the blendstates of you ShaderGraph master nodes with the Material properties. -- You can now control ZTest, ZWrite, and CullMode for transparent Materials. -- Materials that use Unlit Shaders or Unlit Master Node Shaders now cast shadows. -- Added an option to enable the ztest on **After Post Process** materials when TAA is disabled. -- Added a new SSAO (based on Ground Truth Ambient Occlusion algorithm) to replace the previous one. -- Added support for shadow tint on light -- BeginCameraRendering and EndCameraRendering callbacks are now called with probes -- Adding option to update shadow maps only On Enable and On Demand. -- Shader Graphs that use time-dependent vertex modification now generate correct motion vectors. -- Added option to allow a custom spot angle for spot light shadow maps. -- Added frame settings for individual post-processing effects -- Added dither transition between cascades for Low and Medium quality settings -- Added single-pass instancing support with XR SDK -- Added occlusion mesh support with XR SDK -- Added support of Alembic velocity to various shaders -- Added support for more than 2 views for single-pass instancing -- Added support for per punctual/directional light min roughness in StackLit -- Added mirror view support with XR SDK -- Added VR verification in HDRPWizard -- Added DXR verification in HDRPWizard -- Added feedbacks in UI of Volume regarding skies -- Cube LUT support in Tonemapping. Cube LUT helpers for external grading are available in the Post-processing Sample package. - -### Fixed -- Fixed an issue with history buffers causing effects like TAA or auto exposure to flicker when more than one camera was visible in the editor -- The correct preview is displayed when selecting multiple `PlanarReflectionProbe`s -- Fixed volumetric rendering with camera-relative code and XR stereo instancing -- Fixed issue with flashing cyan due to async compilation of shader when selecting a mesh -- Fix texture type mismatch when the contact shadow are disabled (causing errors on IOS devices) -- Fixed Generate Shader Includes while in package -- Fixed issue when texture where deleted in ShadowCascadeGUI -- Fixed issue in FrameSettingsHistory when disabling a camera several time without enabling it in between. -- Fixed volumetric reprojection with camera-relative code and XR stereo instancing -- Added custom BaseShaderPreprocessor in HDEditorUtils.GetBaseShaderPreprocessorList() -- Fixed compile issue when USE_XR_SDK is not defined -- Fixed procedural sky sun disk intensity for high directional light intensities -- Fixed Decal mip level when using texture mip map streaming to avoid dropping to lowest permitted mip (now loading all mips) -- Fixed deferred shading for XR single-pass instancing after lightloop refactor -- Fixed cluster and material classification debug (material classification now works with compute as pixel shader lighting) -- Fixed IOS Nan by adding a maximun epsilon definition REAL_EPS that uses HALF_EPS when fp16 are used -- Removed unnecessary GC allocation in motion blur code -- Fixed locked UI with advanded influence volume inspector for probes -- Fixed invalid capture direction when rendering planar reflection probes -- Fixed Decal HTILE optimization with platform not supporting texture atomatic (Disable it) -- Fixed a crash in the build when the contact shadows are disabled -- Fixed camera rendering callbacks order (endCameraRendering was being called before the actual rendering) -- Fixed issue with wrong opaque blending settings for After Postprocess -- Fixed issue with Low resolution transparency on PS4 -- Fixed a memory leak on volume profiles -- Fixed The Parallax Occlusion Mappping node in shader graph and it's UV input slot -- Fixed lighting with XR single-pass instancing by disabling deferred tiles -- Fixed the Bloom prefiltering pass -- Fixed post-processing effect relying on Unity's random number generator -- Fixed camera flickering when using TAA and selecting the camera in the editor -- Fixed issue with single shadow debug view and volumetrics -- Fixed most of the problems with light animation and timeline -- Fixed indirect deferred compute with XR single-pass instancing -- Fixed a slight omission in anisotropy calculations derived from HazeMapping in StackLit -- Improved stack computation numerical stability in StackLit -- Fix PBR master node always opaque (wrong blend modes for forward pass) -- Fixed TAA with XR single-pass instancing (missing macros) -- Fixed an issue causing Scene View selection wire gizmo to not appear when using HDRP Shader Graphs. -- Fixed wireframe rendering mode (case 1083989) -- Fixed the renderqueue not updated when the alpha clip is modified in the material UI. -- Fixed the PBR master node preview -- Remove the ReadOnly flag on Reflection Probe's cubemap assets during bake when there are no VCS active. -- Fixed an issue where setting a material debug view would not reset the other exclusive modes -- Spot light shapes are now correctly taken into account when baking -- Now the static lighting sky will correctly take the default values for non-overridden properties -- Fixed material albedo affecting the lux meter -- Extra test in deferred compute shading to avoid shading pixels that were not rendered by the current camera (for camera stacking) - -### Changed -- Optimization: Reduce the group size of the deferred lighting pass from 16x16 to 8x8 -- Replaced HDCamera.computePassCount by viewCount -- Removed xrInstancing flag in RTHandles (replaced by TextureXR.slices and TextureXR.dimensions) -- Refactor the HDRenderPipeline and lightloop code to preprare for high level rendergraph -- Removed the **Back Then Front Rendering** option in the fabric Master Node settings. Enabling this option previously did nothing. -- Shader type Real translates to FP16 precision on Nintendo Switch. -- Shader framework refactor: Introduce CBSDF, EvaluateBSDF, IsNonZeroBSDF to replace BSDF functions -- Shader framework refactor: GetBSDFAngles, LightEvaluation and SurfaceShading functions -- Replace ComputeMicroShadowing by GetAmbientOcclusionForMicroShadowing -- Rename WorldToTangent to TangentToWorld as it was incorrectly named -- Remove SunDisk and Sun Halo size from directional light -- Remove all obsolete wind code from shader -- Renamed DecalProjectorComponent into DecalProjector for API alignment. -- Improved the Volume UI and made them Global by default -- Remove very high quality shadow option -- Change default for shadow quality in Deferred to Medium -- Enlighten now use inverse squared falloff (before was using builtin falloff) -- Enlighten is now deprecated. Please use CPU or GPU lightmaper instead. -- Remove the name in the diffusion profile UI -- Changed how shadow map resolution scaling with distance is computed. Now it uses screen space area rather than light range. -- Updated MoreOptions display in UI -- Moved Display Area Light Emissive Mesh script API functions in the editor namespace -- direct strenght properties in ambient occlusion now affect direct specular as well -- Removed advanced Specular Occlusion control in StackLit: SSAO based SO control is hidden and fixed to behave like Lit, SPTD is the only HQ technique shown for baked SO. -- Shader framework refactor: Changed ClampRoughness signature to include PreLightData access. -- HDRPWizard window is now in Window > General > HD Render Pipeline Wizard -- Moved StaticLightingSky to LightingWindow -- Removes the current "Scene Settings" and replace them with "Sky & Fog Settings" (with Physically Based Sky and Volumetric Fog). -- Changed how cached shadow maps are placed inside the atlas to minimize re-rendering of them. - -## [6.7.0-preview] - 2019-05-16 - -### Added -- Added ViewConstants StructuredBuffer to simplify XR rendering -- Added API to render specific settings during a frame -- Added stadia to the supported platforms (2019.3) -- Enabled cascade blends settings in the HD Shadow component -- Added Hardware Dynamic Resolution support. -- Added MatCap debug view to replace the no scene lighting debug view. -- Added clear GBuffer option in FrameSettings (default to false) -- Added preview for decal shader graph (Only albedo, normal and emission) -- Added exposure weight control for decal -- Screen Space Directional Shadow under a define option. Activated for ray tracing -- Added a new abstraction for RendererList that will help transition to Render Graph and future RendererList API -- Added multipass support for VR -- Added XR SDK integration (multipass only) -- Added Shader Graph samples for Hair, Fabric and Decal master nodes. -- Add fade distance, shadow fade distance and light layers to light explorer -- Add method to draw light layer drawer in a rect to HDEditorUtils - -### Fixed -- Fixed deserialization crash at runtime -- Fixed for ShaderGraph Unlit masternode not writing velocity -- Fixed a crash when assiging a new HDRP asset with the 'Verify Saving Assets' option enabled -- Fixed exposure to properly support TEXTURE2D_X -- Fixed TerrainLit basemap texture generation -- Fixed a bug that caused nans when material classification was enabled and a tile contained one standard material + a material with transmission. -- Fixed gradient sky hash that was not using the exposure hash -- Fixed displayed default FrameSettings in HDRenderPipelineAsset wrongly updated on scripts reload. -- Fixed gradient sky hash that was not using the exposure hash. -- Fixed visualize cascade mode with exposure. -- Fixed (enabled) exposure on override lighting debug modes. -- Fixed issue with LightExplorer when volume have no profile -- Fixed issue with SSR for negative, infinite and NaN history values -- Fixed LightLayer in HDReflectionProbe and PlanarReflectionProbe inspector that was not displayed as a mask. -- Fixed NaN in transmission when the thickness and a color component of the scattering distance was to 0 -- Fixed Light's ShadowMask multi-edition. -- Fixed motion blur and SMAA with VR single-pass instancing -- Fixed NaNs generated by phase functionsin volumetric lighting -- Fixed NaN issue with refraction effect and IOR of 1 at extreme grazing angle -- Fixed nan tracker not using the exposure -- Fixed sorting priority on lit and unlit materials -- Fixed null pointer exception when there are no AOVRequests defined on a camera -- Fixed dirty state of prefab using disabled ReflectionProbes -- Fixed an issue where gizmos and editor grid were not correctly depth tested -- Fixed created default scene prefab non editable due to wrong file extension. -- Fixed an issue where sky convolution was recomputed for nothing when a preview was visible (causing extreme slowness when fabric convolution is enabled) -- Fixed issue with decal that wheren't working currently in player -- Fixed missing stereo rendering macros in some fragment shaders -- Fixed exposure for ReflectionProbe and PlanarReflectionProbe gizmos -- Fixed single-pass instancing on PSVR -- Fixed Vulkan shader issue with Texture2DArray in ScreenSpaceShadow.compute by re-arranging code (workaround) -- Fixed camera-relative issue with lights and XR single-pass instancing -- Fixed single-pass instancing on Vulkan -- Fixed htile synchronization issue with shader graph decal -- Fixed Gizmos are not drawn in Camera preview -- Fixed pre-exposure for emissive decal -- Fixed wrong values computed in PreIntegrateFGD and in the generation of volumetric lighting data by forcing the use of fp32. -- Fixed NaNs arising during the hair lighting pass -- Fixed synchronization issue in decal HTile that occasionally caused rendering artifacts around decal borders -- Fixed QualitySettings getting marked as modified by HDRP (and thus checked out in Perforce) -- Fixed a bug with uninitialized values in light explorer -- Fixed issue with LOD transition -- Fixed shader warnings related to raytracing and TEXTURE2D_X - -### Changed -- Refactor PixelCoordToViewDirWS to be VR compatible and to compute it only once per frame -- Modified the variants stripper to take in account multiple HDRP assets used in the build. -- Improve the ray biasing code to avoid self-intersections during the SSR traversal -- Update Pyramid Spot Light to better match emitted light volume. -- Moved _XRViewConstants out of UnityPerPassStereo constant buffer to fix issues with PSSL -- Removed GetPositionInput_Stereo() and single-pass (double-wide) rendering mode -- Changed label width of the frame settings to accommodate better existing options. -- SSR's Default FrameSettings for camera is now enable. -- Re-enabled the sharpening filter on Temporal Anti-aliasing -- Exposed HDEditorUtils.LightLayerMaskDrawer for integration in other packages and user scripting. -- Rename atmospheric scattering in FrameSettings to Fog -- The size modifier in the override for the culling sphere in Shadow Cascades now defaults to 0.6, which is the same as the formerly hardcoded value. -- Moved LOD Bias and Maximum LOD Level from Frame Setting section `Other` to `Rendering` -- ShaderGraph Decal that affect only emissive, only draw in emissive pass (was drawing in dbuffer pass too) -- Apply decal projector fade factor correctly on all attribut and for shader graph decal -- Move RenderTransparentDepthPostpass after all transparent -- Update exposure prepass to interleave XR single-pass instancing views in a checkerboard pattern -- Removed ScriptRuntimeVersion check in wizard. - -## [6.6.0-preview] - 2019-04-01 - -### Added -- Added preliminary changes for XR deferred shading -- Added support of 111110 color buffer -- Added proper support for Recorder in HDRP -- Added depth offset input in shader graph master nodes -- Added a Parallax Occlusion Mapping node -- Added SMAA support -- Added Homothety and Symetry quick edition modifier on volume used in ReflectionProbe, PlanarReflectionProbe and DensityVolume -- Added multi-edition support for DecalProjectorComponent -- Improve hair shader -- Added the _ScreenToTargetScaleHistory uniform variable to be used when sampling HDRP RTHandle history buffers. -- Added settings in `FrameSettings` to change `QualitySettings.lodBias` and `QualitySettings.maximumLODLevel` during a rendering -- Added an exposure node to retrieve the current, inverse and previous frame exposure value. -- Added an HD scene color node which allow to sample the scene color with mips and a toggle to remove the exposure. -- Added safeguard on HD scene creation if default scene not set in the wizard -- Added Low res transparency rendering pass. - -### Fixed -- Fixed HDRI sky intensity lux mode -- Fixed dynamic resolution for XR -- Fixed instance identifier semantic string used by Shader Graph -- Fixed null culling result occuring when changing scene that was causing crashes -- Fixed multi-edition light handles and inspector shapes -- Fixed light's LightLayer field when multi-editing -- Fixed normal blend edition handles on DensityVolume -- Fixed an issue with layered lit shader and height based blend where inactive layers would still have influence over the result -- Fixed multi-selection handles color for DensityVolume -- Fixed multi-edition inspector's blend distances for HDReflectionProbe, PlanarReflectionProbe and DensityVolume -- Fixed metric distance that changed along size in DensityVolume -- Fixed DensityVolume shape handles that have not same behaviour in advance and normal edition mode -- Fixed normal map blending in TerrainLit by only blending the derivatives -- Fixed Xbox One rendering just a grey screen instead of the scene -- Fixed probe handles for multiselection -- Fixed baked cubemap import settings for convolution -- Fixed regression causing crash when attempting to open HDRenderPipelineWizard without an HDRenderPipelineAsset setted -- Fixed FullScreenDebug modes: SSAO, SSR, Contact shadow, Prerefraction Color Pyramid, Final Color Pyramid -- Fixed volumetric rendering with stereo instancing -- Fixed shader warning -- Fixed missing resources in existing asset when updating package -- Fixed PBR master node preview in forward rendering or transparent surface -- Fixed deferred shading with stereo instancing -- Fixed "look at" edition mode of Rotation tool for DecalProjectorComponent -- Fixed issue when switching mode in ReflectionProbe and PlanarReflectionProbe -- Fixed issue where migratable component version where not always serialized when part of prefab's instance -- Fixed an issue where shadow would not be rendered properly when light layer are not enabled -- Fixed exposure weight on unlit materials -- Fixed Light intensity not played in the player when recorded with animation/timeline -- Fixed some issues when multi editing HDRenderPipelineAsset -- Fixed emission node breaking the main shader graph preview in certain conditions. -- Fixed checkout of baked probe asset when baking probes. -- Fixed invalid gizmo position for rotated ReflectionProbe -- Fixed multi-edition of material's SurfaceType and RenderingPath -- Fixed whole pipeline reconstruction on selecting for the first time or modifying other than the currently used HDRenderPipelineAsset -- Fixed single shadow debug mode -- Fixed global scale factor debug mode when scale > 1 -- Fixed debug menu material overrides not getting applied to the Terrain Lit shader -- Fixed typo in computeLightVariants -- Fixed deferred pass with XR instancing by disabling ComputeLightEvaluation -- Fixed bloom resolution independence -- Fixed lens dirt intensity not behaving properly -- Fixed the Stop NaN feature -- Fixed some resources to handle more than 2 instanced views for XR -- Fixed issue with black screen (NaN) produced on old GPU hardware or intel GPU hardware with gaussian pyramid -- Fixed issue with disabled punctual light would still render when only directional light is present - -### Changed -- DensityVolume scripting API will no longuer allow to change between advance and normal edition mode -- Disabled depth of field, lens distortion and panini projection in the scene view -- TerrainLit shaders and includes are reorganized and made simpler. -- TerrainLit shader GUI now allows custom properties to be displayed in the Terrain fold-out section. -- Optimize distortion pass with stencil -- Disable SceneSelectionPass in shader graph preview -- Control punctual light and area light shadow atlas separately -- Move SMAA anti-aliasing option to after Temporal Anti Aliasing one, to avoid problem with previously serialized project settings -- Optimize rendering with static only lighting and when no cullable lights/decals/density volumes are present. -- Updated handles for DecalProjectorComponent for enhanced spacial position readability and have edition mode for better SceneView management -- DecalProjectorComponent are now scale independent in order to have reliable metric unit (see new Size field for changing the size of the volume) -- Restructure code from HDCamera.Update() by adding UpdateAntialiasing() and UpdateViewConstants() -- Renamed velocity to motion vectors -- Objects rendered during the After Post Process pass while TAA is enabled will not benefit from existing depth buffer anymore. This is done to fix an issue where those object would wobble otherwise -- Removed usage of builtin unity matrix for shadow, shadow now use same constant than other view -- The default volume layer mask for cameras & probes is now `Default` instead of `Everything` - -## [6.5.0-preview] - 2019-03-07 - -### Added -- Added depth-of-field support with stereo instancing -- Adding real time area light shadow support -- Added a new FrameSettings: Specular Lighting to toggle the specular during the rendering - -### Fixed -- Fixed diffusion profile upgrade breaking package when upgrading to a new version -- Fixed decals cropped by gizmo not updating correctly if prefab -- Fixed an issue when enabling SSR on multiple view -- Fixed edition of the intensity's unit field while selecting multiple lights -- Fixed wrong calculation in soft voxelization for density volume -- Fixed gizmo not working correctly with pre-exposure -- Fixed issue with setting a not available RT when disabling motion vectors -- Fixed planar reflection when looking at mirror normal -- Fixed mutiselection issue with HDLight Inspector -- Fixed HDAdditionalCameraData data migration -- Fixed failing builds when light explorer window is open -- Fixed cascade shadows border sometime causing artefacts between cascades -- Restored shadows in the Cascade Shadow debug visualization -- `camera.RenderToCubemap` use proper face culling - -### Changed -- When rendering reflection probe disable all specular lighting and for metals use fresnelF0 as diffuse color for bake lighting. - -## [6.4.0-preview] - 2019-02-21 - -### Added -- VR: Added TextureXR system to selectively expand TEXTURE2D macros to texture array for single-pass stereo instancing + Convert textures call to these macros -- Added an unit selection dropdown next to shutter speed (camera) -- Added error helpbox when trying to use a sub volume component that require the current HDRenderPipelineAsset to support a feature that it is not supporting. -- Add mesh for tube light when display emissive mesh is enabled - -### Fixed -- Fixed Light explorer. The volume explorer used `profile` instead of `sharedProfile` which instantiate a custom volume profile instead of editing the asset itself. -- Fixed UI issue where all is displayed using metric unit in shadow cascade and Percent is set in the unit field (happening when opening the inspector). -- Fixed inspector event error when double clicking on an asset (diffusion profile/material). -- Fixed nullref on layered material UI when the material is not an asset. -- Fixed nullref exception when undo/redo a light property. -- Fixed visual bug when area light handle size is 0. - -### Changed -- Update UI for 32bit/16bit shadow precision settings in HDRP asset -- Object motion vectors have been disabled in all but the game view. Camera motion vectors are still enabled everywhere, allowing TAA and Motion Blur to work on static objects. -- Enable texture array by default for most rendering code on DX11 and unlock stereo instancing (DX11 only for now) - -## [6.3.0-preview] - 2019-02-18 - -### Added -- Added emissive property for shader graph decals -- Added a diffusion profile override volume so the list of diffusion profile assets to use can be chanaged without affecting the HDRP asset -- Added a "Stop NaNs" option on cameras and in the Scene View preferences. -- Added metric display option in HDShadowSettings and improve clamping -- Added shader parameter mapping in DebugMenu -- Added scripting API to configure DebugData for DebugMenu - -### Fixed -- Fixed decals in forward -- Fixed issue with stencil not correctly setup for various master node and shader for the depth pass, motion vector pass and GBuffer/Forward pass -- Fixed SRP batcher and metal -- Fixed culling and shadows for Pyramid, Box, Rectangle and Tube lights -- Fixed an issue where scissor render state leaking from the editor code caused partially black rendering - -### Changed -- When a lit material has a clear coat mask that is not null, we now use the clear coat roughness to compute the screen space reflection. -- Diffusion profiles are now limited to one per asset and can be referenced in materials, shader graphs and vfx graphs. Materials will be upgraded automatically except if they are using a shader graph, in this case it will display an error message. - -## [6.2.0-preview] - 2019-02-15 - -### Added -- Added help box listing feature supported in a given HDRenderPipelineAsset alongs with the drawbacks implied. -- Added cascade visualizer, supporting disabled handles when not overriding. - -### Fixed -- Fixed post processing with stereo double-wide -- Fixed issue with Metal: Use sign bit to find the cache type instead of lowest bit. -- Fixed invalid state when creating a planar reflection for the first time -- Fix FrameSettings's LitShaderMode not restrained by supported LitShaderMode regression. - -### Changed -- The default value roughness value for the clearcoat has been changed from 0.03 to 0.01 -- Update default value of based color for master node -- Update Fabric Charlie Sheen lighting model - Remove Fresnel component that wasn't part of initial model + Remap smoothness to [0.0 - 0.6] range for more artist friendly parameter - -### Changed -- Code refactor: all macros with ARGS have been swapped with macros with PARAM. This is because the ARGS macros were incorrectly named. - -## [6.1.0-preview] - 2019-02-13 - -### Added -- Added support for post-processing anti-aliasing in the Scene View (FXAA and TAA). These can be set in Preferences. -- Added emissive property for decal material (non-shader graph) - -### Fixed -- Fixed a few UI bugs with the color grading curves. -- Fixed "Post Processing" in the scene view not toggling post-processing effects -- Fixed bake only object with flag `ReflectionProbeStaticFlag` when baking a `ReflectionProbe` - -### Changed -- Removed unsupported Clear Depth checkbox in Camera inspector -- Updated the toggle for advanced mode in inspectors. - -## [6.0.0-preview] - 2019-02-23 - -### Added -- Added new API to perform a camera rendering -- Added support for hair master node (Double kajiya kay - Lambert) -- Added Reset behaviour in DebugMenu (ingame mapping is right joystick + B) -- Added Default HD scene at new scene creation while in HDRP -- Added Wizard helping to configure HDRP project -- Added new UI for decal material to allow remapping and scaling of some properties -- Added cascade shadow visualisation toggle in HD shadow settings -- Added icons for assets -- Added replace blending mode for distortion -- Added basic distance fade for density volumes -- Added decal master node for shader graph -- Added HD unlit master node (Cross Pipeline version is name Unlit) -- Added new Rendering Queue in materials -- Added post-processing V3 framework embed in HDRP, remove postprocess V2 framework -- Post-processing now uses the generic volume framework -- New depth-of-field, bloom, panini projection effects, motion blur -- Exposure is now done as a pre-exposition pass, the whole system has been revamped -- Exposure now use EV100 everywhere in the UI (Sky, Emissive Light) -- Added emissive intensity (Luminance and EV100 control) control for Emissive -- Added pre-exposure weigth for Emissive -- Added an emissive color node and a slider to control the pre-exposure percentage of emission color -- Added physical camera support where applicable -- Added more color grading tools -- Added changelog level for Shader Variant stripping -- Added Debug mode for validation of material albedo and metalness/specularColor values -- Added a new dynamic mode for ambient probe and renamed BakingSky to StaticLightingSky -- Added command buffer parameter to all Bind() method of material -- Added Material validator in Render Pipeline Debug -- Added code to future support of DXR (not enabled) -- Added support of multiviewport -- Added HDRenderPipeline.RequestSkyEnvironmentUpdate function to force an update from script when sky is set to OnDemand -- Added a Lighting and BackLighting slots in Lit, StackLit, Fabric and Hair master nodes -- Added support for overriding terrain detail rendering shaders, via the render pipeline editor resources asset -- Added xrInstancing flag support to RTHandle -- Added support for cullmask for decal projectors -- Added software dynamic resolution support -- Added support for "After Post-Process" render pass for unlit shader -- Added support for textured rectangular area lights -- Added stereo instancing macros to MSAA shaders -- Added support for Quarter Res Raytraced Reflections (not enabled) -- Added fade factor for decal projectors. -- Added stereo instancing macros to most shaders used in VR -- Added multi edition support for HDRenderPipelineAsset - -### Fixed -- Fixed logic to disable FPTL with stereo rendering -- Fixed stacklit transmission and sun highlight -- Fixed decals with stereo rendering -- Fixed sky with stereo rendering -- Fixed flip logic for postprocessing + VR -- Fixed copyStencilBuffer pass for Switch -- Fixed point light shadow map culling that wasn't taking into account far plane -- Fixed usage of SSR with transparent on all master node -- Fixed SSR and microshadowing on fabric material -- Fixed blit pass for stereo rendering -- Fixed lightlist bounds for stereo rendering -- Fixed windows and in-game DebugMenu sync. -- Fixed FrameSettings' LitShaderMode sync when opening DebugMenu. -- Fixed Metal specific issues with decals, hitting a sampler limit and compiling AxF shader -- Fixed an issue with flipped depth buffer during postprocessing -- Fixed normal map use for shadow bias with forward lit - now use geometric normal -- Fixed transparent depth prepass and postpass access so they can be use without alpha clipping for lit shader -- Fixed support of alpha clip shadow for lit master node -- Fixed unlit master node not compiling -- Fixed issue with debug display of reflection probe -- Fixed issue with phong tessellations not working with lit shader -- Fixed issue with vertex displacement being affected by heightmap setting even if not heightmap where assign -- Fixed issue with density mode on Lit terrain producing NaN -- Fixed issue when going back and forth from Lit to LitTesselation for displacement mode -- Fixed issue with ambient occlusion incorrectly applied to emissiveColor with light layers in deferred -- Fixed issue with fabric convolution not using the correct convolved texture when fabric convolution is enabled -- Fixed issue with Thick mode for Transmission that was disabling transmission with directional light -- Fixed shutdown edge cases with HDRP tests -- Fixed slowdow when enabling Fabric convolution in HDRP asset -- Fixed specularAA not compiling in StackLit Master node -- Fixed material debug view with stereo rendering -- Fixed material's RenderQueue edition in default view. -- Fixed banding issues within volumetric density buffer -- Fixed missing multicompile for MSAA for AxF -- Fixed camera-relative support for stereo rendering -- Fixed remove sync with render thread when updating decal texture atlas. -- Fixed max number of keyword reach [256] issue. Several shader feature are now local -- Fixed Scene Color and Depth nodes -- Fixed SSR in forward -- Fixed custom editor of Unlit, HD Unlit and PBR shader graph master node -- Fixed issue with NewFrame not correctly calculated in Editor when switching scene -- Fixed issue with TerrainLit not compiling with depth only pass and normal buffer -- Fixed geometric normal use for shadow bias with PBR master node in forward -- Fixed instancing macro usage for decals -- Fixed error message when having more than one directional light casting shadow -- Fixed error when trying to display preview of Camera or PlanarReflectionProbe -- Fixed LOAD_TEXTURE2D_ARRAY_MSAA macro -- Fixed min-max and amplitude clamping value in inspector of vertex displacement materials -- Fixed issue with alpha shadow clip (was incorrectly clipping object shadow) -- Fixed an issue where sky cubemap would not be cleared correctly when setting the current sky to None -- Fixed a typo in Static Lighting Sky component UI -- Fixed issue with incorrect reset of RenderQueue when switching shader in inspector GUI -- Fixed issue with variant stripper stripping incorrectly some variants -- Fixed a case of ambient lighting flickering because of previews -- Fixed Decals when rendering multiple camera in a single frame -- Fixed cascade shadow count in shader -- Fixed issue with Stacklit shader with Haze effect -- Fixed an issue with the max sample count for the TAA -- Fixed post-process guard band for XR -- Fixed exposure of emissive of Unlit -- Fixed depth only and motion vector pass for Unlit not working correctly with MSAA -- Fixed an issue with stencil buffer copy causing unnecessary compute dispatches for lighting -- Fixed multi edition issue in FrameSettings -- Fixed issue with SRP batcher and DebugDisplay variant of lit shader -- Fixed issue with debug material mode not doing alpha test -- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan -- Fixed pre-exposure incorrectly apply to preview -- Fixed issue with duplicate 3D texture in 3D texture altas of volumetric? -- Fixed Camera rendering order (base on the depth parameter) -- Fixed shader graph decals not being cropped by gizmo -- Fixed "Attempting to draw with missing UAV bindings" errors on Vulkan. - - -### Changed -- ColorPyramid compute shader passes is swapped to pixel shader passes on platforms where the later is faster (Nintendo Switch). -- Removing the simple lightloop used by the simple lit shader -- Whole refactor of reflection system: Planar and reflection probe -- Separated Passthrough from other RenderingPath -- Update several properties naming and caption based on feedback from documentation team -- Remove tile shader variant for transparent backface pass of lit shader -- Rename all HDRenderPipeline to HDRP folder for shaders -- Rename decal property label (based on doc team feedback) -- Lit shader mode now default to Deferred to reduce build time -- Update UI of Emission parameters in shaders -- Improve shader variant stripping including shader graph variant -- Refactored render loop to render realtime probes visible per camera -- Enable SRP batcher by default -- Shader code refactor: Rename LIGHTLOOP_SINGLE_PASS => LIGHTLOOP_DISABLE_TILE_AND_CLUSTER and clean all usage of LIGHTLOOP_TILE_PASS -- Shader code refactor: Move pragma definition of vertex and pixel shader inside pass + Move SURFACE_GRADIENT definition in XXXData.hlsl -- Micro-shadowing in Lit forward now use ambientOcclusion instead of SpecularOcclusion -- Upgraded FrameSettings workflow, DebugMenu and Inspector part relative to it -- Update build light list shader code to support 32 threads in wavefronts on Switch -- LayeredLit layers' foldout are now grouped in one main foldout per layer -- Shadow alpha clip can now be enabled on lit shader and haor shader enven for opaque -- Temporal Antialiasing optimization for Xbox One X -- Parameter depthSlice on SetRenderTarget functions now defaults to -1 to bind the entire resource -- Rename SampleCameraDepth() functions to LoadCameraDepth() and SampleCameraDepth(), same for SampleCameraColor() functions -- Improved Motion Blur quality. -- Update stereo frame settings values for single-pass instancing and double-wide -- Rearrange FetchDepth functions to prepare for stereo-instancing -- Remove unused _ComputeEyeIndex -- Updated HDRenderPipelineAsset inspector -- Re-enable SRP batcher for metal - -## [5.2.0-preview] - 2018-11-27 - -### Added -- Added option to run Contact Shadows and Volumetrics Voxelization stage in Async Compute -- Added camera freeze debug mode - Allow to visually see culling result for a camera -- Added support of Gizmo rendering before and after postprocess in Editor -- Added support of LuxAtDistance for punctual lights - -### Fixed -- Fixed Debug.DrawLine and Debug.Ray call to work in game view -- Fixed DebugMenu's enum resetted on change -- Fixed divide by 0 in refraction causing NaN -- Fixed disable rough refraction support -- Fixed refraction, SSS and atmospheric scattering for VR -- Fixed forward clustered lighting for VR (double-wide). -- Fixed Light's UX to not allow negative intensity -- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. -- Fixed forward clustered lighting for VR (double-wide). -- Fixed HDRenderPipelineAsset inspector broken when displaying its FrameSettings from project windows. -- Fixed Decals and SSR diable flags for all shader graph master node (Lit, Fabric, StackLit, PBR) -- Fixed Distortion blend mode for shader graph master node (Lit, StackLit) -- Fixed bent Normal for Fabric master node in shader graph -- Fixed PBR master node lightlayers -- Fixed shader stripping for built-in lit shaders. - -### Changed -- Rename "Regular" in Diffusion profile UI "Thick Object" -- Changed VBuffer depth parametrization for volumetric from distanceRange to depthExtent - Require update of volumetric settings - Fog start at near plan -- SpotLight with box shape use Lux unit only - -## [5.1.0-preview] - 2018-11-19 - -### Added - -- Added a separate Editor resources file for resources Unity does not take when it builds a Player. -- You can now disable SSR on Materials in Shader Graph. -- Added support for MSAA when the Supported Lit Shader Mode is set to Both. Previously HDRP only supported MSAA for Forward mode. -- You can now override the emissive color of a Material when in debug mode. -- Exposed max light for Light Loop Settings in HDRP asset UI. -- HDRP no longer performs a NormalDBuffer pass update if there are no decals in the Scene. -- Added distant (fall-back) volumetric fog and improved the fog evaluation precision. -- Added an option to reflect sky in SSR. -- Added a y-axis offset for the PlanarReflectionProbe and offset tool. -- Exposed the option to run SSR and SSAO on async compute. -- Added support for the _GlossMapScale parameter in the Legacy to HDRP Material converter. -- Added wave intrinsic instructions for use in Shaders (for AMD GCN). - - -### Fixed -- Fixed sphere shaped influence handles clamping in Reflection Probes. -- Fixed Reflection Probe data migration for projects created before using HDRP. -- Fixed UI of Layered Material where Unity previously rendered the scrollbar above the Copy button. -- Fixed Material tessellations parameters Start fade distance and End fade distance. Originally, Unity clamped these values when you modified them. -- Fixed various distortion and refraction issues - handle a better fall-back. -- Fixed SSR for multiple views. -- Fixed SSR issues related to self-intersections. -- Fixed shape density volume handle speed. -- Fixed density volume shape handle moving too fast. -- Fixed the Camera velocity pass that we removed by mistake. -- Fixed some null pointer exceptions when disabling motion vectors support. -- Fixed viewports for both the Subsurface Scattering combine pass and the transparent depth prepass. -- Fixed the blend mode pop-up in the UI. It previously did not appear when you enabled pre-refraction. -- Fixed some null pointer exceptions that previously occurred when you disabled motion vectors support. -- Fixed Layered Lit UI issue with scrollbar. -- Fixed cubemap assignation on custom ReflectionProbe. -- Fixed Reflection Probes’ capture settings' shadow distance. -- Fixed an issue with the SRP batcher and Shader variables declaration. -- Fixed thickness and subsurface slots for fabric Shader master node that wasn't appearing with the right combination of flags. -- Fixed d3d debug layer warning. -- Fixed PCSS sampling quality. -- Fixed the Subsurface and transmission Material feature enabling for fabric Shader. -- Fixed the Shader Graph UV node’s dimensions when using it in a vertex Shader. -- Fixed the planar reflection mirror gizmo's rotation. -- Fixed HDRenderPipelineAsset's FrameSettings not showing the selected enum in the Inspector drop-down. -- Fixed an error with async compute. -- MSAA now supports transparency. -- The HDRP Material upgrader tool now converts metallic values correctly. -- Volumetrics now render in Reflection Probes. -- Fixed a crash that occurred whenever you set a viewport size to 0. -- Fixed the Camera physic parameter that the UI previously did not display. -- Fixed issue in pyramid shaped spotlight handles manipulation - -### Changed - -- Renamed Line shaped Lights to Tube Lights. -- HDRP now uses mean height fog parametrization. -- Shadow quality settings are set to All when you use HDRP (This setting is not visible in the UI when using SRP). This avoids Legacy Graphics Quality Settings disabling the shadows and give SRP full control over the Shadows instead. -- HDRP now internally uses premultiplied alpha for all fog. -- Updated default FrameSettings used for realtime Reflection Probes when you create a new HDRenderPipelineAsset. -- Remove multi-camera support. LWRP and HDRP will not support multi-camera layered rendering. -- Updated Shader Graph subshaders to use the new instancing define. -- Changed fog distance calculation from distance to plane to distance to sphere. -- Optimized forward rendering using AMD GCN by scalarizing the light loop. -- Changed the UI of the Light Editor. -- Change ordering of includes in HDRP Materials in order to reduce iteration time for faster compilation. -- Added a StackLit master node replacing the InspectorUI version. IMPORTANT: All previously authored StackLit Materials will be lost. You need to recreate them with the master node. - -## [5.0.0-preview] - 2018-09-28 - -### Added -- Added occlusion mesh to depth prepass for VR (VR still disabled for now) -- Added a debug mode to display only one shadow at once -- Added controls for the highlight created by directional lights -- Added a light radius setting to punctual lights to soften light attenuation and simulate fill lighting -- Added a 'minRoughness' parameter to all non-area lights (was previously only available for certain light types) -- Added separate volumetric light/shadow dimmers -- Added per-pixel jitter to volumetrics to reduce aliasing artifacts -- Added a SurfaceShading.hlsl file, which implements material-agnostic shading functionality in an efficient manner -- Added support for shadow bias for thin object transmission -- Added FrameSettings to control realtime planar reflection -- Added control for SRPBatcher on HDRP Asset -- Added an option to clear the shadow atlases in the debug menu -- Added a color visualization of the shadow atlas rescale in debug mode -- Added support for disabling SSR on materials -- Added intrinsic for XBone -- Added new light volume debugging tool -- Added a new SSR debug view mode -- Added translaction's scale invariance on DensityVolume -- Added multiple supported LitShadermode and per renderer choice in case of both Forward and Deferred supported -- Added custom specular occlusion mode to Lit Shader Graph Master node - -### Fixed -- Fixed a normal bias issue with Stacklit (Was causing light leaking) -- Fixed camera preview outputing an error when both scene and game view where display and play and exit was call -- Fixed override debug mode not apply correctly on static GI -- Fixed issue where XRGraphicsConfig values set in the asset inspector GUI weren't propagating correctly (VR still disabled for now) -- Fixed issue with tangent that was using SurfaceGradient instead of regular normal decoding -- Fixed wrong error message display when switching to unsupported target like IOS -- Fixed an issue with ambient occlusion texture sometimes not being created properly causing broken rendering -- Shadow near plane is no longer limited at 0.1 -- Fixed decal draw order on transparent material -- Fixed an issue where sometime the lookup texture used for GGX convolution was broken, causing broken rendering -- Fixed an issue where you wouldn't see any fog for certain pipeline/scene configurations -- Fixed an issue with volumetric lighting where the anisotropy value of 0 would not result in perfectly isotropic lighting -- Fixed shadow bias when the atlas is rescaled -- Fixed shadow cascade sampling outside of the atlas when cascade count is inferior to 4 -- Fixed shadow filter width in deferred rendering not matching shader config -- Fixed stereo sampling of depth texture in MSAA DepthValues.shader -- Fixed box light UI which allowed negative and zero sizes, thus causing NaNs -- Fixed stereo rendering in HDRISky.shader (VR) -- Fixed normal blend and blend sphere influence for reflection probe -- Fixed distortion filtering (was point filtering, now trilinear) -- Fixed contact shadow for large distance -- Fixed depth pyramid debug view mode -- Fixed sphere shaped influence handles clamping in reflection probes -- Fixed reflection probes data migration for project created before using hdrp -- Fixed ambient occlusion for Lit Master Node when slot is connected - -### Changed -- Use samplerunity_ShadowMask instead of samplerunity_samplerLightmap for shadow mask -- Allow to resize reflection probe gizmo's size -- Improve quality of screen space shadow -- Remove support of projection model for ScreenSpaceLighting (SSR always use HiZ and refraction always Proxy) -- Remove all the debug mode from SSR that are obsolete now -- Expose frameSettings and Capture settings for reflection and planar probe -- Update UI for reflection probe, planar probe, camera and HDRP Asset -- Implement proper linear blending for volumetric lighting via deep compositing as described in the paper "Deep Compositing Using Lie Algebras" -- Changed planar mapping to match terrain convention (XZ instead of ZX) -- XRGraphicsConfig is no longer Read/Write. Instead, it's read-only. This improves consistency of XR behavior between the legacy render pipeline and SRP -- Change reflection probe data migration code (to update old reflection probe to new one) -- Updated gizmo for ReflectionProbes -- Updated UI and Gizmo of DensityVolume - -## [4.0.0-preview] - 2018-09-28 - -### Added -- Added a new TerrainLit shader that supports rendering of Unity terrains. -- Added controls for linear fade at the boundary of density volumes -- Added new API to control decals without monobehaviour object -- Improve Decal Gizmo -- Implement Screen Space Reflections (SSR) (alpha version, highly experimental) -- Add an option to invert the fade parameter on a Density Volume -- Added a Fabric shader (experimental) handling cotton and silk -- Added support for MSAA in forward only for opaque only -- Implement smoothness fade for SSR -- Added support for AxF shader (X-rite format - require special AxF importer from Unity not part of HDRP) -- Added control for sundisc on directional light (hack) -- Added a new HD Lit Master node that implements Lit shader support for Shader Graph -- Added Micro shadowing support (hack) -- Added an event on HDAdditionalCameraData for custom rendering -- HDRP Shader Graph shaders now support 4-channel UVs. - -### Fixed -- Fixed an issue where sometimes the deferred shadow texture would not be valid, causing wrong rendering. -- Stencil test during decals normal buffer update is now properly applied -- Decals corectly update normal buffer in forward -- Fixed a normalization problem in reflection probe face fading causing artefacts in some cases -- Fix multi-selection behavior of Density Volumes overwriting the albedo value -- Fixed support of depth texture for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. -- Fixed multi-selection behavior of Density Volumes overwriting the albedo value -- Fixed support of depth for RenderTexture. HDRP now correctly output depth to user depth buffer if RenderTexture request it. -- Fixed support of Gizmo in game view in the editor -- Fixed gizmo for spot light type -- Fixed issue with TileViewDebug mode being inversed in gameview -- Fixed an issue with SAMPLE_TEXTURECUBE_SHADOW macro -- Fixed issue with color picker not display correctly when game and scene view are visible at the same time -- Fixed an issue with reflection probe face fading -- Fixed camera motion vectors shader and associated matrices to update correctly for single-pass double-wide stereo rendering -- Fixed light attenuation functions when range attenuation is disabled -- Fixed shadow component algorithm fixup not dirtying the scene, so changes can be saved to disk. -- Fixed some GC leaks for HDRP -- Fixed contact shadow not affected by shadow dimmer -- Fixed GGX that works correctly for the roughness value of 0 (mean specular highlgiht will disappeard for perfect mirror, we rely on maxSmoothness instead to always have a highlight even on mirror surface) -- Add stereo support to ShaderPassForward.hlsl. Forward rendering now seems passable in limited test scenes with camera-relative rendering disabled. -- Add stereo support to ProceduralSky.shader and OpaqueAtmosphericScattering.shader. -- Added CullingGroupManager to fix more GC.Alloc's in HDRP -- Fixed rendering when multiple cameras render into the same render texture - -### Changed -- Changed the way depth & color pyramids are built to be faster and better quality, thus improving the look of distortion and refraction. -- Stabilize the dithered LOD transition mask with respect to the camera rotation. -- Avoid multiple depth buffer copies when decals are present -- Refactor code related to the RT handle system (No more normal buffer manager) -- Remove deferred directional shadow and move evaluation before lightloop -- Add a function GetNormalForShadowBias() that material need to implement to return the normal used for normal shadow biasing -- Remove Jimenez Subsurface scattering code (This code was disabled by default, now remove to ease maintenance) -- Change Decal API, decal contribution is now done in Material. Require update of material using decal -- Move a lot of files from CoreRP to HDRP/CoreRP. All moved files weren't used by Ligthweight pipeline. Long term they could move back to CoreRP after CoreRP become out of preview -- Updated camera inspector UI -- Updated decal gizmo -- Optimization: The objects that are rendered in the Motion Vector Pass are not rendered in the prepass anymore -- Removed setting shader inclue path via old API, use package shader include paths -- The default value of 'maxSmoothness' for punctual lights has been changed to 0.99 -- Modified deferred compute and vert/frag shaders for first steps towards stereo support -- Moved material specific Shader Graph files into corresponding material folders. -- Hide environment lighting settings when enabling HDRP (Settings are control from sceneSettings) -- Update all shader includes to use absolute path (allow users to create material in their Asset folder) -- Done a reorganization of the files (Move ShaderPass to RenderPipeline folder, Move all shadow related files to Lighting/Shadow and others) -- Improved performance and quality of Screen Space Shadows - -## [3.3.0-preview] - 2018-01-01 - -### Added -- Added an error message to say to use Metal or Vulkan when trying to use OpenGL API -- Added a new Fabric shader model that supports Silk and Cotton/Wool -- Added a new HDRP Lighting Debug mode to visualize Light Volumes for Point, Spot, Line, Rectangular and Reflection Probes -- Add support for reflection probe light layers -- Improve quality of anisotropic on IBL - -### Fixed -- Fix an issue where the screen where darken when rendering camera preview -- Fix display correct target platform when showing message to inform user that a platform is not supported -- Remove workaround for metal and vulkan in normal buffer encoding/decoding -- Fixed an issue with color picker not working in forward -- Fixed an issue where reseting HDLight do not reset all of its parameters -- Fixed shader compile warning in DebugLightVolumes.shader - -### Changed -- Changed default reflection probe to be 256x256x6 and array size to be 64 -- Removed dependence on the NdotL for thickness evaluation for translucency (based on artist's input) -- Increased the precision when comparing Planar or HD reflection probe volumes -- Remove various GC alloc in C#. Slightly better performance - -## [3.2.0-preview] - 2018-01-01 - -### Added -- Added a luminance meter in the debug menu -- Added support of Light, reflection probe, emissive material, volume settings related to lighting to Lighting explorer -- Added support for 16bit shadows - -### Fixed -- Fix issue with package upgrading (HDRP resources asset is now versionned to worarkound package manager limitation) -- Fix HDReflectionProbe offset displayed in gizmo different than what is affected. -- Fix decals getting into a state where they could not be removed or disabled. -- Fix lux meter mode - The lux meter isn't affected by the sky anymore -- Fix area light size reset when multi-selected -- Fix filter pass number in HDUtils.BlitQuad -- Fix Lux meter mode that was applying SSS -- Fix planar reflections that were not working with tile/cluster (olbique matrix) -- Fix debug menu at runtime not working after nested prefab PR come to trunk -- Fix scrolling issue in density volume - -### Changed -- Shader code refactor: Split MaterialUtilities file in two parts BuiltinUtilities (independent of FragInputs) and MaterialUtilities (Dependent of FragInputs) -- Change screen space shadow rendertarget format from ARGB32 to RG16 - -## [3.1.0-preview] - 2018-01-01 - -### Added -- Decal now support per channel selection mask. There is now two mode. One with BaseColor, Normal and Smoothness and another one more expensive with BaseColor, Normal, Smoothness, Metal and AO. Control is on HDRP Asset. This may require to launch an update script for old scene: 'Edit/Render Pipeline/Single step upgrade script/Upgrade all DecalMaterial MaskBlendMode'. -- Decal now supports depth bias for decal mesh, to prevent z-fighting -- Decal material now supports draw order for decal projectors -- Added LightLayers support (Base on mask from renderers name RenderingLayers and mask from light name LightLayers - if they match, the light apply) - cost an extra GBuffer in deferred (more bandwidth) -- When LightLayers is enabled, the AmbientOclusion is store in the GBuffer in deferred path allowing to avoid double occlusion with SSAO. In forward the double occlusion is now always avoided. -- Added the possibility to add an override transform on the camera for volume interpolation -- Added desired lux intensity and auto multiplier for HDRI sky -- Added an option to disable light by type in the debug menu -- Added gradient sky -- Split EmissiveColor and bakeDiffuseLighting in forward avoiding the emissiveColor to be affect by SSAO -- Added a volume to control indirect light intensity -- Added EV 100 intensity unit for area lights -- Added support for RendererPriority on Renderer. This allow to control order of transparent rendering manually. HDRP have now two stage of sorting for transparent in addition to bact to front. Material have a priority then Renderer have a priority. -- Add Coupling of (HD)Camera and HDAdditionalCameraData for reset and remove in inspector contextual menu of Camera -- Add Coupling of (HD)ReflectionProbe and HDAdditionalReflectionData for reset and remove in inspector contextual menu of ReflectoinProbe -- Add macro to forbid unity_ObjectToWorld/unity_WorldToObject to be use as it doesn't handle camera relative rendering -- Add opacity control on contact shadow - -### Fixed -- Fixed an issue with PreIntegratedFGD texture being sometimes destroyed and not regenerated causing rendering to break -- PostProcess input buffers are not copied anymore on PC if the viewport size matches the final render target size -- Fixed an issue when manipulating a lot of decals, it was displaying a lot of errors in the inspector -- Fixed capture material with reflection probe -- Refactored Constant Buffers to avoid hitting the maximum number of bound CBs in some cases. -- Fixed the light range affecting the transform scale when changed. -- Snap to grid now works for Decal projector resizing. -- Added a warning for 128x128 cookie texture without mipmaps -- Replace the sampler used for density volumes for correct wrap mode handling - -### Changed -- Move Render Pipeline Debug "Windows from Windows->General-> Render Pipeline debug windows" to "Windows from Windows->Analysis-> Render Pipeline debug windows" -- Update detail map formula for smoothness and albedo, goal it to bright and dark perceptually and scale factor is use to control gradient speed -- Refactor the Upgrade material system. Now a material can be update from older version at any time. Call Edit/Render Pipeline/Upgrade all Materials to newer version -- Change name EnableDBuffer to EnableDecals at several place (shader, hdrp asset...), this require a call to Edit/Render Pipeline/Upgrade all Materials to newer version to have up to date material. -- Refactor shader code: BakeLightingData structure have been replace by BuiltinData. Lot of shader code have been remove/change. -- Refactor shader code: All GBuffer are now handled by the deferred material. Mean ShadowMask and LightLayers are control by lit material in lit.hlsl and not outside anymore. Lot of shader code have been remove/change. -- Refactor shader code: Rename GetBakedDiffuseLighting to ModifyBakedDiffuseLighting. This function now handle lighting model for transmission too. Lux meter debug mode is factor outisde. -- Refactor shader code: GetBakedDiffuseLighting is not call anymore in GBuffer or forward pass, including the ConvertSurfaceDataToBSDFData and GetPreLightData, this is done in ModifyBakedDiffuseLighting now -- Refactor shader code: Added a backBakeDiffuseLighting to BuiltinData to handle lighting for transmission -- Refactor shader code: Material must now call InitBuiltinData (Init all to zero + init bakeDiffuseLighting and backBakeDiffuseLighting ) and PostInitBuiltinData - -## [3.0.0-preview] - 2018-01-01 - -### Fixed -- Fixed an issue with distortion that was using previous frame instead of current frame -- Fixed an issue where disabled light where not upgrade correctly to the new physical light unit system introduce in 2.0.5-preview - -### Changed -- Update assembly definitions to output assemblies that match Unity naming convention (Unity.*). - -## [2.0.5-preview] - 2018-01-01 - -### Added -- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed -- Add contact shadows for punctual lights (in additional shadow settings), only one light is allowed to cast contact shadows at the same time and so at each frame a dominant light is choosed among all light with contact shadows enabled. -- Add PCSS shadow filter support (from SRP Core) -- Exposed shadow budget parameters in HDRP asset -- Add an option to generate an emissive mesh for area lights (currently rectangle light only). The mesh fits the size, intensity and color of the light. -- Add an option to the HDRP asset to increase the resolution of volumetric lighting. -- Add additional ligth unit support for punctual light (Lumens, Candela) and area lights (Lumens, Luminance) -- Add dedicated Gizmo for the box Influence volume of HDReflectionProbe / PlanarReflectionProbe - -### Changed -- Re-enable shadow mask mode in debug view -- SSS and Transmission code have been refactored to be able to share it between various material. Guidelines are in SubsurfaceScattering.hlsl -- Change code in area light with LTC for Lit shader. Magnitude is now take from FGD texture instead of a separate texture -- Improve camera relative rendering: We now apply camera translation on the model matrix, so before the TransformObjectToWorld(). Note: unity_WorldToObject and unity_ObjectToWorld must never be used directly. -- Rename positionWS to positionRWS (Camera relative world position) at a lot of places (mainly in interpolator and FragInputs). In case of custom shader user will be required to update their code. -- Rename positionWS, capturePositionWS, proxyPositionWS, influencePositionWS to positionRWS, capturePositionRWS, proxyPositionRWS, influencePositionRWS (Camera relative world position) in LightDefinition struct. -- Improve the quality of trilinear filtering of density volume textures. -- Improve UI for HDReflectionProbe / PlanarReflectionProbe - -### Fixed -- Fixed a shader preprocessor issue when compiling DebugViewMaterialGBuffer.shader against Metal target -- Added a temporary workaround to Lit.hlsl to avoid broken lighting code with Metal/AMD -- Fixed issue when using more than one volume texture mask with density volumes. -- Fixed an error which prevented volumetric lighting from working if no density volumes with 3D textures were present. -- Fix contact shadows applied on transmission -- Fix issue with forward opaque lit shader variant being removed by the shader preprocessor -- Fixed compilation errors on Nintendo Switch (limited XRSetting support). -- Fixed apply range attenuation option on punctual light -- Fixed issue with color temperature not take correctly into account with static lighting -- Don't display fog when diffuse lighting, specular lighting, or lux meter debug mode are enabled. - -## [2.0.4-preview] - 2018-01-01 - -### Fixed -- Fix issue when disabling rough refraction and building a player. Was causing a crash. - -## [2.0.3-preview] - 2018-01-01 - -### Added -- Increased debug color picker limit up to 260k lux - -## [2.0.2-preview] - 2018-01-01 - -### Added -- Add Light -> Planar Reflection Probe command -- Added a false color mode in rendering debug -- Add support for mesh decals -- Add flag to disable projector decals on transparent geometry to save performance and decal texture atlas space -- Add ability to use decal diffuse map as mask only -- Add visualize all shadow masks in lighting debug -- Add export of normal and roughness buffer for forwardOnly and when in supportOnlyForward mode for forward -- Provide a define in lit.hlsl (FORWARD_MATERIAL_READ_FROM_WRITTEN_NORMAL_BUFFER) when output buffer normal is used to read the normal and roughness instead of caclulating it (can save performance, but lower quality due to compression) -- Add color swatch to decal material - -### Changed -- Change Render -> Planar Reflection creation to 3D Object -> Mirror -- Change "Enable Reflector" name on SpotLight to "Angle Affect Intensity" -- Change prototype of BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData) to BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) - -### Fixed -- Fix issue with StackLit in deferred mode with deferredDirectionalShadow due to GBuffer not being cleared. Gbuffer is still not clear and issue was fix with the new Output of normal buffer. -- Fixed an issue where interpolation volumes were not updated correctly for reflection captures. -- Fixed an exception in Light Loop settings UI - -## [2.0.1-preview] - 2018-01-01 - -### Added -- Add stripper of shader variant when building a player. Save shader compile time. -- Disable per-object culling that was executed in C++ in HD whereas it was not used (Optimization) -- Enable texture streaming debugging (was not working before 2018.2) -- Added Screen Space Reflection with Proxy Projection Model -- Support correctly scene selection for alpha tested object -- Add per light shadow mask mode control (i.e shadow mask distance and shadow mask). It use the option NonLightmappedOnly -- Add geometric filtering to Lit shader (allow to reduce specular aliasing) -- Add shortcut to create DensityVolume and PlanarReflection in hierarchy -- Add a DefaultHDMirrorMaterial material for PlanarReflection -- Added a script to be able to upgrade material to newer version of HDRP -- Removed useless duplication of ForwardError passes. -- Add option to not compile any DEBUG_DISPLAY shader in the player (Faster build) call Support Runtime Debug display - -### Changed -- Changed SupportForwardOnly to SupportOnlyForward in render pipeline settings -- Changed versioning variable name in HDAdditionalXXXData from m_version to version -- Create unique name when creating a game object in the rendering menu (i.e Density Volume(2)) -- Re-organize various files and folder location to clean the repository -- Change Debug windows name and location. Now located at: Windows -> General -> Render Pipeline Debug - -### Removed -- Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize -- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated - Launch Edit -> Single Step Upgrade Script -> Upgrade all Materials emissionColor - -### Fixed -- Fix issue with LOD transition and instancing -- Fix discrepency between object motion vector and camera motion vector -- Fix issue with spot and dir light gizmo axis not highlighted correctly -- Fix potential crash while register debug windows inputs at startup -- Fix warning when creating Planar reflection -- Fix specular lighting debug mode (was rendering black) -- Allow projector decal with null material to allow to configure decal when HDRP is not set -- Decal atlas texture offset/scale is updated after allocations (used to be before so it was using date from previous frame) - -## [0.0.0-preview] - 2018-01-01 - -### Added -- Configure the VolumetricLightingSystem code path to be on by default -- Trigger a build exception when trying to build an unsupported platform -- Introduce the VolumetricLightingController component, which can (and should) be placed on the camera, and allows one to control the near and the far plane of the V-Buffer (volumetric "froxel" buffer) along with the depth distribution (from logarithmic to linear) -- Add 3D texture support for DensityVolumes -- Add a better mapping of roughness to mipmap for planar reflection -- The VolumetricLightingSystem now uses RTHandles, which allows to save memory by sharing buffers between different cameras (history buffers are not shared), and reduce reallocation frequency by reallocating buffers only if the rendering resolution increases (and suballocating within existing buffers if the rendering resolution decreases) -- Add a Volumetric Dimmer slider to lights to control the intensity of the scattered volumetric lighting -- Add UV tiling and offset support for decals. -- Add mipmapping support for volume 3D mask textures - -### Changed -- Default number of planar reflection change from 4 to 2 -- Rename _MainDepthTexture to _CameraDepthTexture -- The VolumetricLightingController has been moved to the Interpolation Volume framework and now functions similarly to the VolumetricFog settings -- Update of UI of cookie, CubeCookie, Reflection probe and planar reflection probe to combo box -- Allow enabling/disabling shadows for area lights when they are set to baked. -- Hide applyRangeAttenuation and FadeDistance for directional shadow as they are not used - -### Removed -- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset - -### Fixed -- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior -- Fix numerical issues with the default value of mean free path of volumetric fog -- Fix the bug preventing decals from coexisting with density volumes -- Fix issue with alpha tested geometry using planar/triplanar mapping not render correctly or flickering (due to being wrongly alpha tested in depth prepass) -- Fix meta pass with triplanar (was not handling correctly the normal) -- Fix preview when a planar reflection is present -- Fix Camera preview, it is now a Preview cameraType (was a SceneView) -- Fix handling unknown GPUShadowTypes in the shadow manager. -- Fix area light shapes sent as point lights to the baking backends when they are set to baked. -- Fix unnecessary division by PI for baked area lights. -- Fix line lights sent to the lightmappers. The backends don't support this light type. -- Fix issue with shadow mask framesettings not correctly taken into account when shadow mask is enabled for lighting. -- Fix directional light and shadow mask transition, they are now matching making smooth transition -- Fix banding issues caused by high intensity volumetric lighting -- Fix the debug window being emptied on SRP asset reload -- Fix issue with debug mode not correctly clearing the GBuffer in editor after a resize -- Fix issue with ResetMaterialKeyword not resetting correctly ToggleOff/Roggle Keyword -- Fix issue with motion vector not render correctly if there is no depth prepass in deferred - -## [0.0.0-preview] - 2018-01-01 - -### Added -- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching) -- Screen Space Refraction settings as volume component -- Added buffered frame history per camera -- Port Global Density Volumes to the Interpolation Volume System. -- Optimize ImportanceSampleLambert() to not require the tangent frame. -- Generalize SampleVBuffer() to handle different sampling and reconstruction methods. -- Improve the quality of volumetric lighting reprojection. -- Optimize Morton Order code in the Subsurface Scattering pass. -- Planar Reflection Probe support roughness (gaussian convolution of captured probe) -- Use an atlas instead of a texture array for cluster transparent decals -- Add a debug view to visualize the decal atlas -- Only store decal textures to atlas if decal is visible, debounce out of memory decal atlas warning. -- Add manipulator gizmo on decal to improve authoring workflow -- Add a minimal StackLit material (work in progress, this version can be used as template to add new material) - -### Changed -- EnableShadowMask in FrameSettings (But shadowMaskSupport still disable by default) -- Forced Planar Probe update modes to (Realtime, Every Update, Mirror Camera) -- Screen Space Refraction proxy model uses the proxy of the first environment light (Reflection probe/Planar probe) or the sky -- Moved RTHandle static methods to RTHandles -- Renamed RTHandle to RTHandleSystem.RTHandle -- Move code for PreIntegratedFDG (Lit.shader) into its dedicated folder to be share with other material -- Move code for LTCArea (Lit.shader) into its dedicated folder to be share with other material - -### Removed -- Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos - -### Fixed -- Fix fog flags in scene view is now taken into account -- Fix sky in preview windows that were disappearing after a load of a new level -- Fix numerical issues in IntersectRayAABB(). -- Fix alpha blending of volumetric lighting with transparent objects. -- Fix the near plane of the V-Buffer causing out-of-bounds look-ups in the clustered data structure. -- Depth and color pyramid are properly computed and sampled when the camera renders inside a viewport of a RTHandle. -- Fix decal atlas debug view to work correctly when shadow atlas view is also enabled From ffea6073e9bc14b62ea0a6d338c766323ea0ab80 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Thu, 6 Feb 2020 09:02:45 +0100 Subject: [PATCH 16/44] update HDRP changelog to match release/2019.3 --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 997a8b108bc..a8bb69d5ce4 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -134,7 +134,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the blend of reflections based on the weight. - Fixed fallback for ray traced reflections when denoising is enabled. - Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) -- Fixed the broken ShaderGraph preview when creating a new Lit graph. - Fixed Wizard check order for `Hardware and OS` and `Direct3D12` - Fix AO issue turning black when Far/Near plane distance is big. - Fixed issue when opening lookdev and the lookdev volume have not been assigned yet. @@ -147,6 +146,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue where hair shader could write garbage in the diffuse lighting buffer, causing NaNs. - Fixed an exposure issue with ray traced sub-surface scattering. - Fixed runtime debug menu light hierarchy None not doing anything. +- Fixed the broken ShaderGraph preview when creating a new Lit graph. ### Changed - Hide unused LOD settings in Quality Settings legacy window. From 58bcde0d1daf81f2211fc22bd81be6e99a44270c Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Thu, 6 Feb 2020 11:33:47 +0100 Subject: [PATCH 17/44] Universal/small fixes [Skip CI] (#5799) (#5800) * Fixed warning about ppv2 and camera stacking. * backport of #5797 --- .../Runtime/ForwardRenderer.cs | 3 +-- .../Runtime/UniversalRenderPipeline.cs | 2 +- 2 files changed, 2 insertions(+), 3 deletions(-) diff --git a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs index 66110736a26..3a4b6b82fa4 100644 --- a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs @@ -169,8 +169,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re if (isStereoEnabled && requiresDepthTexture) requiresDepthPrepass = true; - bool createColorTexture = RequiresIntermediateColorTexture(ref renderingData, cameraTargetDescriptor) || camera.forceIntoRenderTexture || - rendererFeatures.Count != 0; + bool createColorTexture = RequiresIntermediateColorTexture(ref renderingData, cameraTargetDescriptor) || rendererFeatures.Count != 0; // If camera requires depth and there's no depth pre-pass we create a depth texture that can be read later by effect requiring it. bool createDepthTexture = cameraData.requiresDepthTexture && !requiresDepthPrepass; diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 5f888a9197b..8c020e47185 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -295,7 +295,7 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera // rendering to screen when rendering it. The last camera in the stack is not // necessarily the last active one as it users might disable it. int lastActiveOverlayCameraIndex = -1; - if (cameraStack != null) + if (cameraStack != null && cameraStack.Count > 0) { #if POST_PROCESSING_STACK_2_0_0_OR_NEWER if (asset.postProcessingFeatureSet != PostProcessingFeatureSet.PostProcessingV2) From ae1c5205c5890112c8e28d5b86a1f0c906883746 Mon Sep 17 00:00:00 2001 From: Yuanxing Cai Date: Thu, 6 Feb 2020 18:37:43 +0800 Subject: [PATCH 18/44] Fixed package validation. (#5796) --- .../Runtime/2D/Light2DBlendStyle.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Light2DBlendStyle.cs b/com.unity.render-pipelines.universal/Runtime/2D/Light2DBlendStyle.cs index da39a967132..0364d5f945d 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Light2DBlendStyle.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Light2DBlendStyle.cs @@ -47,6 +47,9 @@ internal struct BlendFactors public float additive; } + [System.Obsolete("This field is obsolete. Blend Styles are now automatically enabled/disabled.")] + public bool enabled; + public string name; [SerializeField] From 1920ecaa22a05ac8fa0b4a88a27d43f88bad9f4a Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Thu, 6 Feb 2020 11:53:53 +0100 Subject: [PATCH 19/44] Universal/update changelog 7.2.0 (#5792) (#5801) * Update CHANGELOG.md * Added back fix that was removed by mistake. Co-authored-by: Felipe Lira --- .../CHANGELOG.md | 21 +++++++++++-------- 1 file changed, 12 insertions(+), 9 deletions(-) diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index b1f7879ea9f..09cd93c5da9 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -8,19 +8,22 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [7.2.0] - 2020-03-02 + ### Added -- Added Transparency Sort Mode and Transparency Sort Axis to 2DRendererData. -- Added support for a user defined default material to 2DRendererData. -- Added XR multipass rendering. Multipass rendering is a requirement on many VR platforms and allows graceful fallback when single-pass rendering isn't available. +![Camera Stacking in URP](Documentation~/Images/camera-stacking-example.png) + +- Added support for [Camera Stacking](Documentation~/camera-stacking.md) when using the Forward Renderer. This introduces the Camera [Render Type](Documentation~/camera-types-and-render-type.md) property. A Base Camera can be initialized with either the Skybox or Solid Color, and can combine its output with that of one or more Overlay Cameras. An Overlay Camera is always initialized with the contents of the previous Camera that rendered in the Camera Stack. +- Added XR multipass rendering. Multipass rendering is a requirement on many VR platforms and allows graceful fallback when single-pass rendering isn't available. +- Added support for [Post Processing Version 2 (PPv2)](https://docs.unity3d.com/Packages/com.unity.postprocessing@latest) as a fallback post-processing solution, in addition to URP's integrated post-processing solution. This enables developers to use PPv2 with Unity 2019 LTS. +- Added Transparency Sort Mode, Transparency Sort Axis, and support for a user defined default material to 2DRendererData. - Added the option to toggle shadow receiving on transparent objects. -- Added support for Camera Stacking when using the Forward Renderer. This introduces the Camera `Render Type` property. A Base Camera can be initialized with either the Skybox or Solid Color, and can combine its output with that of one or more Overlay Cameras. An Overlay Camera is always initialized with the contents of the previous Camera that rendered in the Camera Stack. -- Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. +- Added support for particle shaders to receive shadows. +- Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. Basic PBR material properties like Base Color, Metalness, Roughness, Specular IOR, Emission and Normals are imported and mapped to custom shaders in Unity. ### Changed -- Remove final blit pass to force alpha to 1.0 on mobile platforms. -- Particle shaders now receive shadows -- Blend Style in the 2DRendererData are now automatically enabled/disabled. -- When using the 2D Renderer, Sprites will render with a faster rendering path when no lights are present. +- Removed final blit pass to force alpha to 1.0 on mobile platforms. +- Blend Styles in the 2DRendererData are now automatically enabled/disabled. +- When using the 2D Renderer, Sprites render with a faster rendering path when no lights are present. - The Scene view now mirrors the Volume Layer Mask set on the Main Camera. ### Fixed From 1af829e2ea998de2f0c1c0354d90cec97877bda8 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Thu, 6 Feb 2020 13:43:20 +0100 Subject: [PATCH 20/44] 7.2.0/bugfix hdrp (#5804) * Fix custom pass doc * AO docs (#5730) * Updated missing API doc. (#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again * Added doc for AOVRequests * Fix AO depth issues (#5727) * Revert back to do bit manipulation * changelog Co-authored-by: sebastienlagarde * Update IDataProvider Documentation (#5750) * Upgrade doc (#5748) * Hdrp/fix lookdev volume when never assigned (#5747) * Fix issue when the volume is not assigned yet for lookdev * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Resize size of image in HDRP documentation * Added missing API doc for serialization callbacks * Adding CAS enum doc (#5762) * Added comments to path tracing attributes, for API documentation. (#5761) * Updated platform error message (#5760) * Misc missing api doc. (#5765) * Improved memory usage of Sky system. (#5751) * Improved memory usage of Sky system. * Update changelog. * Updated text in the quality preference settings (case 1215100) * Fixed decal projector gizmo not undoing properly (case 1216629) * Hdrp/fix lookdev environment on library removal [skip ci] (#5766) * Better handling for assets in project * Add helper to iterate on ViewContexts * Add refresh on Focus to deal with asset deletion * Fix event order when changing cubemap (view was refreshed with one cubemap late) * Fix sun position button position * Update CHANGELOG.md * Missing API doc. * Fix a leak in the denoising of ray traced reflections. (#5777) * Update test scene * Update test scene * Fix a leak in the denoising of ray traced reflections. * Added another troubleshooting step to custom pass doc * Update doc * Hdrp/fix alignment issues (#5779) * Fix alignment issue in light preset * Fix Header in LightingWindow * Fix missing separators and colors for dark skin * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Fix an issue where hair shader could write garbage in the diffuse lighting buffer. (#5774) * Updated materials and exposure for shader graph sample * More changes * Fixed an issue where opaque hair shader could write garbage in the diffuse lighting buffer. * Update changelog. Co-authored-by: sebastienlagarde * - Fixed an exposure issue with ray traced sub-surface scattering. (#5773) Co-authored-by: sebastienlagarde * Expose currentPlatformRenderPipelineSettings (#5781) * Fix debug menu light hierarchy (#5753) * Fixed bitfield of runtime debug display none not working * Updated changelog Co-authored-by: sebastienlagarde * Update PathTracing.cs * Fix default planar size when HDRP asset is created (#5793) * Moved BeginCameraRendering before culling to avoid a crash (#5795) * Moved BeginCameraRender before culling to avoid crashes caused by intermediate renderers. * Update changelog. * Hdrp/workaround materialpreset (#5798) * Workaround for material preset indentation issue * Update CHANGELOG.md * Fixed an issue where HDRP particle sample project was overexposed due to missing Volume override. (#5802) Co-authored-by: Antoine Lelievre Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Emmanuel Turquin Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> --- .../CHANGELOG.md | 2 + .../Editor/Material/MaterialHeaderScope.cs | 14 +- .../LightLoop/GlobalLightLoopSettings.cs | 3 +- .../RenderPipeline/HDRenderPipeline.cs | 7 +- .../ParticleShaderGraphsSampleScene.unity | 172 ++++++++++++++---- ...ParticleShaderGraphsSampleScene.unity.meta | 2 +- .../VolumeOverrides.asset | 112 ++++++++++++ .../VolumeOverrides.asset.meta | 8 + 8 files changed, 281 insertions(+), 39 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Samples~/ParticleSystemShaderSamples/VolumeOverrides.asset create mode 100644 com.unity.render-pipelines.high-definition/Samples~/ParticleSystemShaderSamples/VolumeOverrides.asset.meta diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a8bb69d5ce4..a31537b9cef 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -147,6 +147,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an exposure issue with ray traced sub-surface scattering. - Fixed runtime debug menu light hierarchy None not doing anything. - Fixed the broken ShaderGraph preview when creating a new Lit graph. +- Fix indentation issue in preset of LayeredLit material. ### Changed - Hide unused LOD settings in Quality Settings legacy window. @@ -193,6 +194,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Removing unused alpha threshold depth prepass and post pass for fabric shader graph. - Transform result from CIE XYZ to sRGB color space in EvalSensitivity for iridescence. - Hide the Probes section in the Renderer editos because it was unused. +- Moved BeginCameraRendering callback right before culling. ## [7.1.8] - 2020-01-20 diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/MaterialHeaderScope.cs b/com.unity.render-pipelines.high-definition/Editor/Material/MaterialHeaderScope.cs index 9edc12d1d78..d30f3f851a8 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/MaterialHeaderScope.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/MaterialHeaderScope.cs @@ -21,12 +21,20 @@ namespace UnityEditor.Rendering.HighDefinition internal struct MaterialHeaderScope : IDisposable { public readonly bool expanded; - private bool spaceAtEnd; + bool spaceAtEnd; +#if !UNITY_2020_1_OR_NEWER + int oldIndentLevel; +#endif public MaterialHeaderScope(string title, uint bitExpanded, MaterialEditor materialEditor, bool spaceAtEnd = true, Color colorDot = default(Color), bool subHeader = false) { bool beforeExpended = materialEditor.GetExpandedAreas(bitExpanded); +#if !UNITY_2020_1_OR_NEWER + oldIndentLevel = EditorGUI.indentLevel; + EditorGUI.indentLevel = subHeader ? 1 : 0; //fix for preset in 2019.3 (preset are one more indentation depth in material) +#endif + this.spaceAtEnd = spaceAtEnd; if (!subHeader) CoreEditorUtils.DrawSplitter(); @@ -66,6 +74,10 @@ void IDisposable.Dispose() EditorGUILayout.Space(); --EditorGUI.indentLevel; } + +#if !UNITY_2020_1_OR_NEWER + EditorGUI.indentLevel = oldIndentLevel; +#endif GUILayout.EndVertical(); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/GlobalLightLoopSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/GlobalLightLoopSettings.cs index b1e15741ca4..2d17767990d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/GlobalLightLoopSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/GlobalLightLoopSettings.cs @@ -123,8 +123,7 @@ public struct GlobalLightLoopSettings cookieTexArraySize = 1, #pragma warning restore 618 - // Note: we need to put 128 here because when we create a new HDRP asset, the upgrade code multiply this value by max planar on screen which gives 2048 - planarReflectionAtlasSize = PlanarReflectionAtlasResolution.PlanarReflectionResolution128, + planarReflectionAtlasSize = PlanarReflectionAtlasResolution.PlanarReflectionResolution1024, reflectionProbeCacheSize = 64, reflectionCubemapSize = CubeReflectionResolution.CubeReflectionResolution256, 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 622b967ff79..7cb8ab0da7f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -1060,7 +1060,7 @@ void BuildCoarseStencilAndResolveIfNeeded(HDCamera hdCamera, RTHandle depthStenc // We need the resolve only with msaa resolveIsNecessary = resolveIsNecessary && MSAAEnabled; - + ComputeShader cs = defaultResources.shaders.resolveStencilCS; int kernel = SampleCountToPassIndex(MSAAEnabled ? hdCamera.msaaSamples : MSAASamples.None); kernel = resolveIsNecessary ? kernel + 3 : kernel; // We have a different variant if we need to resolve to non-MSAA stencil @@ -1321,7 +1321,6 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c if (skipRequest) { // Submit render context and free pooled resources for this request - UnityEngine.Rendering.RenderPipeline.BeginCameraRendering(renderContext, camera); renderContext.Submit(); UnsafeGenericPool.Release(cullingResults); UnityEngine.Rendering.RenderPipeline.EndCameraRendering(renderContext, camera); @@ -1740,7 +1739,6 @@ ref _cullingResults using (new ProfilingScope(cmd, renderRequest.hdCamera.profilingSampler)) { cmd.SetInvertCulling(renderRequest.cameraSettings.invertFaceCulling); - UnityEngine.Rendering.RenderPipeline.BeginCameraRendering(renderContext, renderRequest.hdCamera.camera); ExecuteRenderRequest(renderRequest, renderContext, cmd, AOVRequestData.defaultAOVRequestDataNonAlloc); cmd.SetInvertCulling(false); UnityEngine.Rendering.RenderPipeline.EndCameraRendering(renderContext, renderRequest.hdCamera.camera); @@ -2647,6 +2645,9 @@ ref HDCullingResults cullingResults QualitySettings.lodBias = hdCamera.frameSettings.GetResolvedLODBias(hdrp); QualitySettings.maximumLODLevel = hdCamera.frameSettings.GetResolvedMaximumLODLevel(hdrp); + // This needs to be called before culling, otherwise in the case where users generate intermediate renderers, it can provoke crashes. + BeginCameraRendering(renderContext, camera); + DecalSystem.CullRequest decalCullRequest = null; if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.Decals)) { diff --git a/com.unity.render-pipelines.high-definition/Samples~/ParticleSystemShaderSamples/Scenes/ParticleShaderGraphsSampleScene.unity b/com.unity.render-pipelines.high-definition/Samples~/ParticleSystemShaderSamples/Scenes/ParticleShaderGraphsSampleScene.unity index c8eff23d396..4cb17e91df7 100644 --- a/com.unity.render-pipelines.high-definition/Samples~/ParticleSystemShaderSamples/Scenes/ParticleShaderGraphsSampleScene.unity +++ b/com.unity.render-pipelines.high-definition/Samples~/ParticleSystemShaderSamples/Scenes/ParticleShaderGraphsSampleScene.unity @@ -14558,8 +14558,6 @@ MonoBehaviour: m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI, - Version=1.0.0.0, Culture=neutral, PublicKeyToken=null m_FontData: m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0} m_FontSize: 20 @@ -14689,11 +14687,14 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 5 - directionalIntensity: 3.1415927 - punctualIntensity: 600 - areaIntensity: 200 - lightLayers: 1 + m_Version: 9 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 0 + m_SpotLightShape: 0 + m_AreaLightShape: 0 m_Intensity: 5 m_EnableSpotReflector: 0 m_LuxAtDistance: 1 @@ -14705,12 +14706,11 @@ MonoBehaviour: m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 - m_LightTypeExtent: 0 - m_SpotLightShape: 0 m_ShapeWidth: 0.5 m_ShapeHeight: 0.5 m_AspectRatio: 1 m_ShapeRadius: 0 + m_SoftnessScale: 1 m_UseCustomSpotLightShadowCone: 0 m_CustomSpotLightShadowCone: 30 m_MaxSmoothness: 0.99 @@ -14720,6 +14720,21 @@ MonoBehaviour: m_AreaLightShadowCone: 120 m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 + m_AngularDiameter: 0.5 + m_FlareSize: 2 + m_FlareTint: {r: 1, g: 1, b: 1, a: 1} + m_FlareFalloff: 4 + m_SurfaceTexture: {fileID: 0} + m_SurfaceTint: {r: 1, g: 1, b: 1, a: 1} + m_Distance: 1.5e+11 + m_UseRayTracedShadows: 0 + m_NumRayTracingSamples: 4 + m_FilterTracedShadow: 1 + m_FilterSizeTraced: 16 + m_SunLightConeAngle: 0.5 + m_LightShadowRadius: 0.5 + m_SemiTransparentShadow: 0 + m_ColorShadow: 1 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -14727,24 +14742,31 @@ MonoBehaviour: m_LightlayersMask: 1 m_LinkShadowLayers: 1 m_ShadowNearPlane: 0.1 - 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(#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again * Added doc for AOVRequests * Fix AO depth issues (#5727) * Revert back to do bit manipulation * changelog Co-authored-by: sebastienlagarde * Update IDataProvider Documentation (#5750) * Upgrade doc (#5748) * Hdrp/fix lookdev volume when never assigned (#5747) * Fix issue when the volume is not assigned yet for lookdev * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Resize size of image in HDRP documentation * Added missing API doc for serialization callbacks * Adding CAS enum doc (#5762) * Added comments to path tracing attributes, for API documentation. (#5761) * Updated platform error message (#5760) * Misc missing api doc. (#5765) * Improved memory usage of Sky system. (#5751) * Improved memory usage of Sky system. * Update changelog. * Updated text in the quality preference settings (case 1215100) * Fixed decal projector gizmo not undoing properly (case 1216629) * Hdrp/fix lookdev environment on library removal [skip ci] (#5766) * Better handling for assets in project * Add helper to iterate on ViewContexts * Add refresh on Focus to deal with asset deletion * Fix event order when changing cubemap (view was refreshed with one cubemap late) * Fix sun position button position * Update CHANGELOG.md * Missing API doc. * Fix a leak in the denoising of ray traced reflections. (#5777) * Update test scene * Update test scene * Fix a leak in the denoising of ray traced reflections. * Added another troubleshooting step to custom pass doc * Update doc * Hdrp/fix alignment issues (#5779) * Fix alignment issue in light preset * Fix Header in LightingWindow * Fix missing separators and colors for dark skin * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Fix an issue where hair shader could write garbage in the diffuse lighting buffer. (#5774) * Updated materials and exposure for shader graph sample * More changes * Fixed an issue where opaque hair shader could write garbage in the diffuse lighting buffer. * Update changelog. Co-authored-by: sebastienlagarde * - Fixed an exposure issue with ray traced sub-surface scattering. (#5773) Co-authored-by: sebastienlagarde * Expose currentPlatformRenderPipelineSettings (#5781) * Fix debug menu light hierarchy (#5753) * Fixed bitfield of runtime debug display none not working * Updated changelog Co-authored-by: sebastienlagarde * Update PathTracing.cs * Fix default planar size when HDRP asset is created (#5793) * Moved BeginCameraRendering before culling to avoid a crash (#5795) * Moved BeginCameraRender before culling to avoid crashes caused by intermediate renderers. * Update changelog. * Hdrp/workaround materialpreset (#5798) * Workaround for material preset indentation issue * Update CHANGELOG.md * Fixed an issue where HDRP particle sample project was overexposed due to missing Volume override. (#5802) * Fixed cubemap preview infos and mouse drag not ending * Updated changelog Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: sebastienlagarde Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Emmanuel Turquin Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> --- .../CHANGELOG.md | 1 + .../Lighting/Reflection/HDCubemapInspector.cs | 78 +++++++++++-------- 2 files changed, 47 insertions(+), 32 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a31537b9cef..7327849ac06 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -148,6 +148,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed runtime debug menu light hierarchy None not doing anything. - Fixed the broken ShaderGraph preview when creating a new Lit graph. - Fix indentation issue in preset of LayeredLit material. +- Fixed minor issues with cubemap preview in the inspector. ### Changed - Hide unused LOD settings in Quality Settings legacy window. diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs index 4b4785c4ca0..8aca45b4d70 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs @@ -1,5 +1,6 @@ using UnityEngine; using UnityEngine.Rendering.HighDefinition; +using UnityEngine.Experimental.Rendering; namespace UnityEditor.Rendering.HighDefinition { @@ -30,6 +31,8 @@ static Mesh sphereMesh NavMode m_NavMode = NavMode.None; Vector2 m_PreviousMousePosition = Vector2.zero; + Cubemap cubemap => target as Cubemap; + public float previewExposure = 0f; public float mipLevelPreview = 0f; @@ -91,7 +94,6 @@ public override void OnPreviewSettings() InitIcons(); var mipmapCount = 0; - var cubemap = target as Cubemap; var rt = target as RenderTexture; if (cubemap != null) mipmapCount = cubemap.mipmapCount; @@ -114,6 +116,8 @@ public override void OnPreviewSettings() GUILayout.Box(s_MipMapLow, s_PreLabel, GUILayout.MaxWidth(20)); } + public override string GetInfoString() => $"{cubemap.width}x{cubemap.height} {GraphicsFormatUtility.GetFormatString(cubemap.graphicsFormat)}"; + void InitPreview() { if (m_PreviewUtility != null) @@ -126,42 +130,52 @@ void InitPreview() m_PreviewUtility.camera.transform.LookAt(Vector3.zero); } + static int sliderHash = "Slider".GetHashCode(); + bool HandleMouse(Rect Viewport) { - var result = false; - - if (Event.current.type == EventType.MouseDown) - { - if (Event.current.button == 0) - m_NavMode = NavMode.Rotating; - else if (Event.current.button == 1) - m_NavMode = NavMode.Zooming; - - m_PreviousMousePosition = Event.current.mousePosition; - result = true; - } - - if (Event.current.type == EventType.MouseUp || Event.current.rawType == EventType.MouseUp) - m_NavMode = NavMode.None; - - if (m_NavMode != NavMode.None) + bool needRepaint = false; + int id = GUIUtility.GetControlID(sliderHash, FocusType.Passive); + Event evt = Event.current; + switch (evt.GetTypeForControl(id)) { - var mouseDelta = Event.current.mousePosition - m_PreviousMousePosition; - switch (m_NavMode) - { - case NavMode.Rotating: - m_CameraTheta = (m_CameraTheta - mouseDelta.x * 0.003f) % (Mathf.PI * 2); - m_CameraPhi = Mathf.Clamp(m_CameraPhi - mouseDelta.y * 0.003f, 0.2f, Mathf.PI - 0.2f); - break; - case NavMode.Zooming: - m_CameraDistance = Mathf.Clamp(mouseDelta.y * 0.01f + m_CameraDistance, 1, 10); - break; - } - result = true; + case EventType.MouseDown: + if (Viewport.Contains(evt.mousePosition) && Viewport.width > 50) + { + if (evt.button == 0) + { + GUIUtility.hotControl = id; + EditorGUIUtility.SetWantsMouseJumping(1); + } + evt.Use(); + } + break; + case EventType.ScrollWheel: + if (Viewport.Contains(evt.mousePosition) && Viewport.width > 50) + { + m_CameraDistance = Mathf.Clamp(evt.delta.y * 0.01f + m_CameraDistance, 1, 10); + needRepaint = true; + evt.Use(); + } + break; + case EventType.MouseDrag: + if (GUIUtility.hotControl == id) + { + m_CameraTheta = (m_CameraTheta - evt.delta.x * 0.003f) % (Mathf.PI * 2); + m_CameraPhi = Mathf.Clamp(m_CameraPhi - evt.delta.y * 0.003f, 0.2f, Mathf.PI - 0.2f); + evt.Use(); + GUI.changed = true; + needRepaint = true; + } + break; + case EventType.MouseUp: + if (GUIUtility.hotControl == id) + GUIUtility.hotControl = 0; + EditorGUIUtility.SetWantsMouseJumping(0); + break; } - m_PreviousMousePosition = Event.current.mousePosition; - return result; + return needRepaint; } void UpdateCamera() From d929dcc9e29cd5e3a5d9b2f1cbf86054470bdbc3 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Thu, 6 Feb 2020 15:11:01 +0100 Subject: [PATCH 22/44] Fix mouse hover for the cubemap preview inspector (#5810) --- .../Editor/Lighting/Reflection/HDCubemapInspector.cs | 1 - 1 file changed, 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs index 8aca45b4d70..ba9abfa0c04 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs @@ -28,7 +28,6 @@ static Mesh sphereMesh float m_CameraPhi = 0.75f; float m_CameraTheta = 0.5f; float m_CameraDistance = 2.0f; - NavMode m_NavMode = NavMode.None; Vector2 m_PreviousMousePosition = Vector2.zero; Cubemap cubemap => target as Cubemap; From 7de81cbe41bdaa88460d2eeffe6201fa440fd21a Mon Sep 17 00:00:00 2001 From: JordanL8 Date: Thu, 6 Feb 2020 19:03:03 +0000 Subject: [PATCH 23/44] Fixed links, reviewed samples and projects, resized images, updated Visual Environment (#5814) --- .../Documentation~/Atmospheric-Scattering.md | 2 +- .../Documentation~/HDRP-Sample-Content.md | 32 ++++++++++++------- .../Documentation~/HDRP-Sample-Projects.md | 14 ++++---- .../Images/CustomPassVolumeBox_Collider.png | 4 +-- .../Documentation~/Images/GettingStarted3.png | 4 +-- .../Documentation~/Images/Index1Main.png | 4 +-- .../Images/LUTAuthoringResolve4.png | 4 +-- .../Documentation~/Images/LookDev3.png | 4 +-- .../Documentation~/Images/LookDev4.png | 4 +-- .../Documentation~/Images/LookDev7.png | 4 +-- .../Documentation~/Images/LookDev9.png | 4 +-- .../Images/LutAuthoringResolve1.png | 4 +-- .../Images/Override-PhysicallyBasedSky2.png | 4 +-- .../Images/Override-PhysicallyBasedSky3.png | 4 +-- .../Images/Override-PhysicallyBasedSky4.png | 4 +-- .../Images/OverrideMicroShadows1.png | 4 +-- .../Images/RayTracedContactShadow1.png | 4 +-- .../Images/RayTracedContactShadow2.png | 4 +-- .../Images/RayTracedContactShadow3.png | 4 +-- .../Images/RayTracedGlobalIllumination2.png | 4 +-- .../Images/RayTracedReflections1.png | 4 +-- .../Images/RayTracedShadows1.png | 4 +-- .../Images/RayTracedShadows10.png | 4 +-- .../Images/RayTracedShadows11.png | 4 +-- .../Images/RayTracedShadows12.png | 4 +-- .../Images/RayTracedShadows2.png | 4 +-- .../Images/RayTracedShadows3.png | 4 +-- .../Images/RayTracedShadows4.png | 4 +-- .../Images/RayTracedShadows5.png | 4 +-- .../Images/RayTracedShadows6.png | 4 +-- .../Images/RayTracedShadows7.png | 4 +-- .../Images/RayTracedShadows8.png | 4 +-- .../Images/RayTracedShadows9.png | 4 +-- .../Images/RayTracingPathTracing1.png | 4 +-- .../Images/RayTracingPathTracing2.png | 4 +-- .../Images/RayTracingPathTracing4.png | 4 +-- .../Images/RayTracingPathTracing5.png | 4 +-- .../Images/RayTracingPathTracing6.png | 4 +-- .../Images/UpgradingToHDRP3.png | 4 +-- .../Override-Visual-Environment.md | 2 +- .../Documentation~/Reflection-in-HDRP.md | 2 +- 41 files changed, 102 insertions(+), 94 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Atmospheric-Scattering.md b/com.unity.render-pipelines.high-definition/Documentation~/Atmospheric-Scattering.md index ff32c30799a..786f77f9436 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Atmospheric-Scattering.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Atmospheric-Scattering.md @@ -4,7 +4,7 @@ Atmospheric scattering is the phenomena that occurs when particles suspended in Examples of natural effects that cause atmospheric scattering include fog, clouds, or mist. -The High Definition Render Pipeline (HDRP) simulates a [fog](HDRP-Features.html#FogOverview.html) effect by overlaying a color onto objects, depending on their distance from the Camera. This is good for simulating fog or mist in outdoor environments. You can use it to hide the clipping of far away GameObjects, which is useful if you reduce a Camera’s far clip plane to enhance performance. +The High Definition Render Pipeline (HDRP) simulates a [fog](Override-Fog.html) effect by overlaying a color onto objects, depending on their distance from the Camera. This is good for simulating fog or mist in outdoor environments. You can use it to hide the clipping of far away GameObjects, which is useful if you reduce a Camera’s far clip plane to enhance performance. HDRP implements an exponential fog, where density varies exponentially with distance from the Camera. All Material types (Lit or Unlit) react correctly to the fog. HDRP calculates fog density depending on the distance from the Camera, and the world space height. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md index 66d7fd8cf94..f1a6b51ca45 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md @@ -1,36 +1,44 @@ # HDRP Sample Content -The High Definition Render Pipeline (HDRP) comes with a set of Samples to help you getting started. +The High Definition Render Pipeline (HDRP) comes with a set of Samples to help you get started. -A Sample is a set of assets that you can import in your project and use as a base to build your project or learn how a feature can be used. +A Sample is a set of Assets that you can import into your Project and use as a base to build upon or learn how to use a feature. -To find these samples, go **to Windows > Package Manager**, and **select High Definition RP** in the list. On the right side of the window you will see the Package's details, and a **Samples** category. In order to import a Sample in your project, simply click the **Import into Project** button. This will create a Samples folder in your project in which all the samples will get imported. +To find these Samples: + +1. Go to **Windows > Package Manager**, and select **High Definition RP** from the package list. +2. In the main window that shows the package's details, find the **Samples** section. +3. To import a Sample into your Project, click the **Import into Project** button. This creates a **Samples** folder in your Project and imports the Sample you selected into it. This is also where Unity imports any future Samples into. ## Additional Post-Processing Data -Additional Post-Processing Data gives you access to textures you can use with the Post-Processing Effects : +Additional Post-Processing Data gives you access to Textures you can use with post-processing effects. It provides: -- Lens Dirt Textures (designed to be used in Bloom) -- Spectral Look-up Textures (designed to be used in Chromatic Aberrations) -- Look-Up Textures +- Lens Dirt Textures (designed for use in [Bloom](Post-Processing-Bloom.html)). +- Spectral Look-up Textures (designed for use in [Chromatic Aberrations](Post-Processing-Chromatic-Aberration.html)). +- Look-Up Textures. ## Shader Graph Samples -These Shader Graph Samples show how one can use the advanced master nodes: Fabric Master Node and the Hair Master Node. Those requires various work from the artists inside the shader graph and the provided example are a good start to play with them. +This Sample includes example Shader Graphs that show you how to use the following Master Nodes: + +* [Fabric Master Node](Master-Node-Fabric.html). +* [Hair Master Node](Master-Node-Hair.html). +* [Decal Master Node](Master-Node-Decal.html). - There is also an example of Decal Master Node. +The Fabric and Hair Master Nodes usually require various work from artists inside the Shader Graph and the Samples are a good head start. ## Procedural Sky -The Procedural Sky is a deprecated Sky from older version of HDRP which can be use for compatibility. It will be remove in future version. It have various wrong behavior with the physically based light unit of HDRP. It is also an example showing how to create a custom sky in your project so that it's compatible with the Volume framework. +The [Procedural Sky](Override-Procedural-Sky.html) is a deprecated sky type from older versions of HDRP which you can use for compatibility. This Sample also includes an example of how to create a custom sky in your Project that is compatible with HDRP's [Volume framework](Volumes.html). HDRP will remove the Procedural Sky in a future version because it behaves incorrectly with HDRP's physically based light units. ## Particle System Shader Samples -The Paricle System Shader Samples show examples of various lit and unlit particle effects. +This Sample includes various examples of lit and unlit particle effects. ## Material Samples ![Material Samples](Images/MaterialSamples.png) -The Materials Samples bring into your project examples of materials based on the lit shader using effects such as subsurface scattering, displacement, anisotropy and more. The MaterialSamples scene requires Text Mesh Pro to display text explanations. +This Sample includes various examples of Materials that use the [Lit Shader](Lit-Shader.html). The included Materials use effects such as subsurface scattering, displacement, and anisotropy. The **MaterialSamples** Scene requires Text Mesh Pro to display the text explanations. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Projects.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Projects.md index e0fbb3eac02..79dc9543fe6 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Projects.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Projects.md @@ -1,10 +1,10 @@ # HDRP Sample Projects -In order to explore more complex usages of the High Definition Render Pipeline, you can have access to several full interactive projects. +To explore more complex usages of the High Definition Render Pipeline (HDRP), you have access to several fully interactive Unity Projects. -These projects are hosted on Unity Technologie's Github. +These projects are hosted on Unity Technology's GitHub. -Make sure you clone the projects using git or a git client and not using the Green button as this will not download all the assets. +When you clone the Project's repository, make sure to use git or a git client. This is because if you use the Green button on the GitHub website, it does not download all the Assets. ## Fontainebleau @@ -12,13 +12,13 @@ https://github.com/Unity-Technologies/FontainebleauDemo ![Fontainebleau](Images/HDRPDemos-Fontainebleau.png) -This project demonstrates how to use Photogrammetry in order to create game ready assets. +This Projects demonstrates how to use Photogrammetry to create game ready Assets. Graphics Features used : - Shader Graph (Wind animation) - Contact Shadows -- SubSurface Scattering, Hair and Fabric shaders (third person character) +- SubSurface Scattering, Hair and Fabric Shaders (third person character) - Volumetric fog ## Spaceship @@ -27,7 +27,7 @@ https://github.com/Unity-Technologies/SpaceshipDemo ![Spaceship](Images/HDRPDemos-Spaceship.png) -This project demonstrates the use of Visual Effect Graph for the creation of interactive AAA grade Visual Effects. +This Project demonstrates how to use the Visual Effect Graph to create interactive AAA grade Visual Effects. Graphics features used : @@ -44,7 +44,7 @@ https://github.com/Unity-Technologies/VRAlchemyLab ![VR Alchemy Lab](Images/HDRPDemos-VRAlchemyLab.png) -This project demonstrates the use of HDRP rendering features in the context of a VR interactive demo. +This Project shows the use of HDRP rendering features in the context of a VR interactive demo. 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b/com.unity.render-pipelines.high-definition/Documentation~/Images/UpgradingToHDRP3.png index 56466ba4f5b..aa5f7adcebb 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/UpgradingToHDRP3.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/UpgradingToHDRP3.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b512dea0ad3112ae96b5f455fe224e47592d375ddf645c2c69908b1f13f667b6 -size 1200235 +oid sha256:130311380875b711210c282e8eb5ae5fff37771f7e7c6f89a5cf03b7dce59f45 +size 300811 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md index 9af0057922d..5b14420d342 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md @@ -19,7 +19,7 @@ The **Visual Environment** override comes as default when you create a **Scene S | **Property** | **Description** | | ---------------- | ------------------------------------------------------------ | -| **Type** | Use the drop-down to select the type of sky that HDRP renders when this Volume affects the Camera that is inside the Volume. This list automatically updates when you create a custom Sky.
• **None**: HDRP does not render a sky for Cameras in this Volume.
• [Gradient Sky](Override-Gradient-Sky.html): Renders the top, middle, and bottom sections of the sky using three separate color zones. HDRP controls the size of these color zones using the Gradient Sky’s **Gradient Diffusion** property.
• [HDRI Sky](Override-HDRI-Sky.html): Uses a cubemap texture to represent the entire sky.
• [Procedural Sky](Override-Procedural-Sky.html): Generates a sky based on properties such as, **Sky Tint**, **Ground Color**, and **Sun Size**. | +| **Type** | Use the drop-down to select the type of sky that HDRP renders when this Volume affects the Camera that is inside the Volume. This list automatically updates when you create a custom Sky.
• **None**: HDRP does not render a sky for Cameras in this Volume.
• [Gradient Sky](Override-Gradient-Sky.html): Renders the top, middle, and bottom sections of the sky using three separate color zones. HDRP controls the size of these color zones using the Gradient Sky’s **Gradient Diffusion** property.
• [HDRI Sky](Override-HDRI-Sky.html): Uses a cubemap texture to represent the entire sky.
•[Physically Based Sky](Override-Physically-Based-Sky.html): Simulates the sky of a spherical planet with a two-part atmosphere which has an exponentially decreasing density with respect to its altitude.
• [Procedural Sky](Override-Procedural-Sky.html): Generates a sky based on properties such as, **Sky Tint**, **Ground Color**, and **Sun Size**. HDRP deprecated **Procedural Sky** in 2019.3 and replaced it with **Physically Based Sky**. To use Procedural Sky for HDRP Projects in Unity 2019.3 or later, follow the instructions on the [Upgrading from 2019.2 to 2019.3 guide](Upgrading-From-2019.2-to-2019.3.html#ProceduralSky). | | **Ambient Mode** | Use the drop-down to select the mode this Volume uses to process ambient light.
• **Static**: Ambient light comes from the baked sky assigned to the **Static Lighting Sky** property in the Lighting window. This light affects both real-time and baked global illumination. For information on how to set up environment lighting, see the [Environment Lighting documentation](Environment-Lighting.html#BakingEnvironment).
• **Dynamic**: Ambient light comes from the sky that is set in the **Sky** > **Type** property of this override. This means that ambient light can change in real time depending on the current Volume affecting the Camera. If you use baked global illumination, changes to the environment lighting only affect GameObjects exclusively lit using Ambient Probes. If you use real-time global illumination, changes to the environment lighting affect both lightmaps and Ambient Probes. | ## Changing sky settings diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Reflection-in-HDRP.md b/com.unity.render-pipelines.high-definition/Documentation~/Reflection-in-HDRP.md index add2eccb2ce..99e56704fbc 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Reflection-in-HDRP.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Reflection-in-HDRP.md @@ -37,7 +37,7 @@ If screen space reflection has a weight of 1, then HDRP uses that information an ### Screen space reflection -The first level of the reflection hierarchy is a screen space solution with a high resource intensity that captures everything rendered in the Scene. HDRP uses the [Volume](Volumes.html) framework to handle screen space reflection. The [Screen Space Reflection](Screen-Space-Reflection.html) Volume [override](Volume-Components.html) contains the properties and controls the screen space reflection effect. To calculate screen space reflection, the algorithm traces a ray in screen space until it finds an intersection with the depth buffer. It then looks up the color of the pixel from the previous frame, and uses that to compute the reflected lighting. +The first level of the reflection hierarchy is a screen space solution with a high resource intensity that captures everything rendered in the Scene. HDRP uses the [Volume](Volumes.html) framework to handle screen space reflection. The [Screen Space Reflection](Override-Screen-Space-Reflection.html) Volume [override](Volume-Components.html) contains the properties and controls the screen space reflection effect. To calculate screen space reflection, the algorithm traces a ray in screen space until it finds an intersection with the depth buffer. It then looks up the color of the pixel from the previous frame, and uses that to compute the reflected lighting. This screen-space technique limits the reflective effect because it can only reflect GameObjects that actually visible on screen. Also, because this technique only uses a single layer of the depth buffer, tracing rays behind GameObjects is difficult for it to handle. If this technique does not find an intersection, HDRP falls back to the next technique in the [reflection hierarchy](#ReflectionHierarchy). From 02e2572f53b64c81f21f6667e066c85ea3924ad8 Mon Sep 17 00:00:00 2001 From: slunity <37302815+slunity@users.noreply.github.com> Date: Fri, 7 Feb 2020 02:15:33 -0500 Subject: [PATCH 24/44] Axf wip 72xrel (#5822) * AxF: Add functions to coarsly "map" GGX roughness to Beckmann * AxF: Cleanup UI handling of flags, fix broken TAA and decals (stencil management changed - not visible in this commit, hand merged, and was apparently done at the same time in master, see also VFX graph and HDPBR shader) * AxF: Cleanup importer flags and add symbols, add flags (also dynamic) not set by importer (wip). Also fix LTC tables to use the same as HDRP (others were broken as the entries were not normalized, yet still only 4 matrix values were used, not 5 as required when normalization is not present. See LTC doc by Heitz and Hill). * AxF: Match Lit for depth pass input (some are unused, shouldnt change anything) * AxF: Fix decals. * AxF: Fix another bug in stencil handling (typo switching ref and mask in state) * AxF: Use flag accessor, use local shader keywords, reorder passes to match Lit (for maintenance) * AxF: Major changes to shader core (WIP). Fixes many issues including some in handling directions, missing specular factor handling in certain SVBRDF variants, Fresnel handling defaulting to 1, wrong Ward variant normalizations, improve "roughness conversions" when using preconvolved environments with GGX for Beckmann based BSDFs, improve accuracy and performance for carpaint evaluation for LTC and environments. * AxF: Guard against some NaN issues. Fix an error with SVBRDF using full dielectric Fresnel term. * AxF: Fix / Reenabled alpha test option (got disabled at some point) (TODO, move location in AxFData) * AxF: Fix an important omission in the pre-integrated FGD rebuild per lobe [skip ci] * [Skip CI] AxF: Robust way to support refraction while both 1) match environment fetches when the two layer normals are equal 2) avoid problematic fetch directions, in a generic way (find an average valid output base lobe direction). * [Skip CI] Axf: Make sure to escape refraction for environments too. * AxF: Fix NdotL to possible separate layers, and remove a carpaint debug code line that was left over and caused a wrong base layer reflectance (without coat extinction) [skip ci] * Expose changes to HDRP RuntimeTests already present (but passing the test) in this branch. Update reference image. [skip ci] * HDRP RuntimeTests: Update reference image for changes to AxF. --- .../Direct3D11/002-HDMaterials.png | 4 +- .../ShaderLibrary/CommonMaterial.hlsl | 43 + .../Editor/Material/AxF/AxFGUI.cs | 2 +- .../UIBlocks/AxfSurfaceInputsUIBlock.cs | 162 +- .../Runtime/Material/AxF/AxF.cs | 38 + .../Runtime/Material/AxF/AxF.cs.hlsl | 11 + .../Runtime/Material/AxF/AxF.hlsl | 1653 ++++++++++------- .../Runtime/Material/AxF/AxF.shader | 119 +- .../Runtime/Material/AxF/AxFData.hlsl | 16 +- .../AxF/AxFLTCAreaLight/AxFLTCAreaLight.hlsl | 25 +- .../Runtime/Material/AxF/AxFProperties.hlsl | 2 + .../Material/AxF/ShaderPass/AxFDepthPass.hlsl | 12 +- 12 files changed, 1295 insertions(+), 792 deletions(-) diff --git a/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/002-HDMaterials.png b/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/002-HDMaterials.png index a31c1ae4b9f..77648fd6242 100644 --- a/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/002-HDMaterials.png +++ b/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/002-HDMaterials.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f11b8ba4fb2b30c0690afd7d64ac0116ff57206730988964f244d252a172d704 -size 2455853 +oid sha256:5fce86ba9546270a26f4e228aa2cb8a3855eae3ca19277e00a131e5a0403dcf3 +size 2438073 diff --git a/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl index 0405c9bc3b0..1bf3e0297cc 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl @@ -44,6 +44,49 @@ real PerceptualSmoothnessToPerceptualRoughness(real perceptualSmoothness) return (1.0 - perceptualSmoothness); } +// Beckmann to GGX roughness "conversions": +// +// As also noted for NormalVariance in this file, Beckmann microfacet models use a Gaussian distribution of slopes +// and the roughness parameter absorbs constants in the canonical Gaussian formula and is thus not exactly the variance. +// The relationship is: +// +// roughnessBeckmann^2 = 2 variance (where variance is usually denoted sigma^2 but some comp gfx papers use sigma for +// variance or even sigma for roughness itself.) +// +// Microfacet BRDF models with a GGX NDF implies a Cauchy distribution of slopes (also corresponds to the distribution +// of slopes on an ellipsoid). Cauchy distributions don't have second moments, which precludes having a variance, +// but chopping the far tails of GGX and keeping 94% of the mass yields a distribution with a defined variance where +// we can then relate the roughness of GGX to a variance (see Ray Tracing Gems p153 - the reference is wrong though, +// the Conty paper doesn't mention this at all, but it can be found in stats using quantiles): +// +// roughnessGGX^2 = variance / 2 +// +// From the two previous, if we want roughly comparable variances of slopes between a Beckmann and a GGX NDF, we can +// equate the variances and get a conversion of their roughnesses: +// +// 2 * roughnessGGX^2 = roughnessBeckmann^2 / 2 <==> +// 4 * roughnessGGX^2 = roughnessBeckmann^2 <==> +// 2 * roughnessGGX = roughnessBeckmann +// +// (Note that the Ray Tracing Gems paper makes an error on p154 writing sqrt(2) * roughnessGGX = roughnessBeckmann; +// Their validation study using ray tracing and LEADR - which looks good - is for the *variance to GGX* roughness mapping, +// not the Beckmann to GGX roughness "conversion") +real BeckmannRoughnessToGGXRoughness(real roughnessBeckmann) +{ + return 0.5 * roughnessBeckmann; +} + +real PerceptualRoughnessBeckmannToGGX(real perceptualRoughnessBeckmann) +{ + //sqrt(a_ggx) = sqrt(0.5) sqrt(a_beckmann) + return sqrt(0.5) * perceptualRoughnessBeckmann; +} + +real GGXRoughnessToBeckmannRoughness(real roughnessGGX) +{ + return 2.0 * roughnessGGX; +} + real PerceptualRoughnessToPerceptualSmoothness(real perceptualRoughness) { return (1.0 - perceptualRoughness); 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 f9d5139098a..b18aceccd86 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 @@ -24,7 +24,7 @@ class AxFGUI : ShaderGUI MaterialUIBlockList uiBlocks = new MaterialUIBlockList { - new SurfaceOptionUIBlock(MaterialUIBlock.Expandable.Base, features: SurfaceOptionUIBlock.Features.Unlit), + new SurfaceOptionUIBlock(MaterialUIBlock.Expandable.Base, features: SurfaceOptionUIBlock.Features.Unlit | SurfaceOptionUIBlock.Features.ReceiveSSR), new AxfSurfaceInputsUIBlock(MaterialUIBlock.Expandable.Input), new AdvancedOptionsUIBlock(MaterialUIBlock.Expandable.Advance, AdvancedOptionsUIBlock.Features.Instancing | AdvancedOptionsUIBlock.Features.AddPrecomputedVelocity), }; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfSurfaceInputsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfSurfaceInputsUIBlock.cs index bbca2bd9c4b..3b379fa186c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfSurfaceInputsUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfSurfaceInputsUIBlock.cs @@ -12,6 +12,10 @@ namespace UnityEditor.Rendering.HighDefinition // We don't reuse the other surface option ui block, AxF is too different class AxfSurfaceInputsUIBlock : MaterialUIBlock { + public class Config + { + public static bool s_ShowAdvanced = true; + } public class Styles { public const string header = "Surface Inputs"; @@ -46,7 +50,13 @@ public class Styles public static GUIContent thetaFI_sliceLUTMapText = new GUIContent("ThetaFI Slice LUT"); - public static GUIContent CarPaintIORText = new GUIContent("IOR"); + public static GUIContent CarPaintIORText = new GUIContent("Clearcoat IOR"); + + public static GUIContent CarPaintCTDiffuseText = new GUIContent("Diffuse coeff"); + public static GUIContent CarPaintLobeCountText = new GUIContent("CT Lobes count"); + public static GUIContent CarPaintCTF0sText = new GUIContent("CT Lobes F0s"); + public static GUIContent CarPaintCTCoeffsText = new GUIContent("CT Lobes coeffs"); + public static GUIContent CarPaintCTSpreadsText = new GUIContent("CT Lobes spreads"); ///////////////////////////////////////////////////////////////////////////////////////////////// // Generic @@ -56,8 +66,6 @@ public class Styles public static GUIContent clearcoatNormalMapText = new GUIContent("Clearcoat Normal"); public static GUIContent clearcoatIORMapText = new GUIContent("Clearcoat IOR"); - public static GUIContent supportDecalsText = new GUIContent("Enable Decal", "Specify whether the material can receive decals."); - public static GUIContent receivesSSRText = new GUIContent("Receives SSR", "Specify whether the material can receive screen space reflection."); } static readonly string[] AxfBrdfTypeNames = Enum.GetNames(typeof(AxfBrdfType)); @@ -187,6 +195,17 @@ enum SvbrdfFresnelVariant static string m_CarPaint2_ClearcoatIORText = "_CarPaint2_ClearcoatIOR"; MaterialProperty m_CarPaint2_ClearcoatIOR; + static string m_CarPaint2_CTDiffuseText = "_CarPaint2_CTDiffuse"; + MaterialProperty m_CarPaint2_CTDiffuse; + static string m_CarPaint2_LobeCountText = "_CarPaint2_LobeCount"; + MaterialProperty m_CarPaint2_LobeCount; + static string m_CarPaint2_CTF0sText = "_CarPaint2_CTF0s"; + MaterialProperty m_CarPaint2_CTF0s; + static string m_CarPaint2_CTCoeffsText = "_CarPaint2_CTCoeffs"; + MaterialProperty m_CarPaint2_CTCoeffs; + static string m_CarPaint2_CTSpreadsText = "_CarPaint2_CTSpreads"; + MaterialProperty m_CarPaint2_CTSpreads; + ///////////////////////////////////////////////////////////////////////////////////////////////// // Clearcoat static string m_ClearcoatColorMapText = "_SVBRDF_ClearcoatColorMap"; @@ -196,12 +215,6 @@ enum SvbrdfFresnelVariant static string m_ClearcoatIORMapText = "_SVBRDF_ClearcoatIORMap"; MaterialProperty m_ClearcoatIORMap = null; - // Decals and SSR - const string kEnableDecals = "_SupportDecals"; - const string kEnableSSR = "_ReceivesSSR"; - MaterialProperty m_SupportDecals = null; - MaterialProperty m_ReceivesSSR = null; - Expandable m_ExpandableBit; public AxfSurfaceInputsUIBlock(Expandable expandableBit) @@ -259,15 +272,17 @@ public override void LoadMaterialProperties() m_CarPaint2_ClearcoatIOR = FindProperty(m_CarPaint2_ClearcoatIORText); + m_CarPaint2_CTDiffuse = FindProperty(m_CarPaint2_CTDiffuseText); + m_CarPaint2_LobeCount = FindProperty(m_CarPaint2_LobeCountText); + m_CarPaint2_CTF0s = FindProperty(m_CarPaint2_CTF0sText); + m_CarPaint2_CTCoeffs = FindProperty(m_CarPaint2_CTCoeffsText); + m_CarPaint2_CTSpreads = FindProperty(m_CarPaint2_CTSpreadsText); + ////////////////////////////////////////////////////////////////////////// // Clearcoat m_ClearcoatColorMap = FindProperty(m_ClearcoatColorMapText); m_ClearcoatNormalMap = FindProperty(m_ClearcoatNormalMapText); m_ClearcoatIORMap = FindProperty(m_ClearcoatIORMapText); - - // Decals and SSR - m_SupportDecals = FindProperty(kEnableDecals); - m_ReceivesSSR = FindProperty(kEnableSSR); } public override void OnGUI() @@ -281,6 +296,31 @@ public override void OnGUI() } } + public static uint GenFlags(bool anisotropy = false, bool clearcoat = false, bool clearcoatRefraction = false, bool useHeightMap = false, bool brdfColorDiagonalClamp = false, + bool honorMinRoughness = false) + { + uint flags = 0; + flags |= anisotropy ? (uint) AxF.FeatureFlags.AxfAnisotropy : 0U; + flags |= clearcoat ? (uint) AxF.FeatureFlags.AxfClearCoat : 0U; + flags |= clearcoatRefraction ? (uint) AxF.FeatureFlags.AxfClearCoatRefraction : 0U; + flags |= useHeightMap ? (uint) AxF.FeatureFlags.AxfUseHeightMap : 0U; + flags |= brdfColorDiagonalClamp ? (uint) AxF.FeatureFlags.AxfBRDFColorDiagonalClamp : 0U; + flags |= honorMinRoughness ? (uint) AxF.FeatureFlags.AxfHonorMinRoughness : 0U; + return flags; + } + + public static void ExtractFlags(uint flags, + out bool anisotropy, out bool clearcoat, out bool clearcoatRefraction, out bool useHeightMap, out bool brdfColorDiagonalClamp, + out bool honorMinRoughness) + { + anisotropy = (flags & (uint)AxF.FeatureFlags.AxfAnisotropy) != 0; + clearcoat = (flags & (uint)AxF.FeatureFlags.AxfClearCoat) != 0; + clearcoatRefraction = (flags & (uint)AxF.FeatureFlags.AxfClearCoatRefraction) != 0; + useHeightMap = (flags & (uint)AxF.FeatureFlags.AxfUseHeightMap) != 0; + brdfColorDiagonalClamp = (flags & (uint)AxF.FeatureFlags.AxfBRDFColorDiagonalClamp) != 0; + honorMinRoughness = (flags & (uint)AxF.FeatureFlags.AxfHonorMinRoughness) != 0; + } + void DrawAxfSurfaceOptionsGUI() { materialEditor.ShaderProperty(m_MaterialTilingU, "Material Tiling U"); @@ -290,6 +330,12 @@ void DrawAxfSurfaceOptionsGUI() AxF_BRDFType = (AxfBrdfType)EditorGUILayout.Popup("BRDF Type", (int)AxF_BRDFType, AxfBrdfTypeNames); m_AxF_BRDFType.floatValue = (float)AxF_BRDFType; + // Extract flag: + uint flags = (uint)m_Flags.floatValue; + ExtractFlags(flags, + out bool anisotropy, out bool clearcoat, out bool clearcoatRefraction, out bool useHeightMap, out bool brdfColorDiagonalClamp, + out bool honorMinRoughness); + switch (AxF_BRDFType) { case AxfBrdfType.SVBRDF: @@ -298,7 +344,7 @@ void DrawAxfSurfaceOptionsGUI() ++EditorGUI.indentLevel; // Read as compact flags - uint flags = (uint)m_Flags.floatValue; + //uint flags = (uint)m_Flags.floatValue; uint BRDFType = (uint)m_SVBRDF_BRDFType.floatValue; uint BRDFVariants = (uint)m_SVBRDF_BRDFVariants.floatValue; @@ -337,8 +383,10 @@ void DrawAxfSurfaceOptionsGUI() materialEditor.TexturePropertySingleLine(Styles.alphaMapText, m_AlphaMap); // Displacement - bool useDisplacementMap = EditorGUILayout.Toggle("Enable Displacement Map", (flags & 8) != 0); - if (useDisplacementMap) + //TODO: unsupported for now + //useHeightMap = EditorGUILayout.Toggle("Enable Displacement Map", useHeightMap); + useHeightMap = false; + if (useHeightMap) { ++EditorGUI.indentLevel; materialEditor.TexturePropertySingleLine(Styles.heightMapText, m_HeightMap); @@ -347,8 +395,8 @@ void DrawAxfSurfaceOptionsGUI() } // Anisotropy - bool isAnisotropic = EditorGUILayout.Toggle("Is Anisotropic", (flags & 1) != 0); - if (isAnisotropic) + anisotropy = EditorGUILayout.Toggle("Is Anisotropic", anisotropy); + if (anisotropy) { ++EditorGUI.indentLevel; materialEditor.TexturePropertySingleLine(Styles.anisoRotationMapText, m_AnisoRotationMap); @@ -356,30 +404,19 @@ void DrawAxfSurfaceOptionsGUI() } // Clearcoat - bool hasClearcoat = EditorGUILayout.Toggle("Enable Clearcoat", (flags & 2) != 0); - bool clearcoatUsesRefraction = (flags & 4) != 0; - if (hasClearcoat) + clearcoat = EditorGUILayout.Toggle("Enable Clearcoat", clearcoat); + if (clearcoat) { ++EditorGUI.indentLevel; materialEditor.TexturePropertySingleLine(Styles.clearcoatColorMapText, m_ClearcoatColorMap); materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap); - clearcoatUsesRefraction = EditorGUILayout.Toggle("Enable Refraction", clearcoatUsesRefraction); - if (clearcoatUsesRefraction) - { - ++EditorGUI.indentLevel; - materialEditor.TexturePropertySingleLine(Styles.clearcoatIORMapText, m_ClearcoatIORMap); - --EditorGUI.indentLevel; - } + clearcoatRefraction = EditorGUILayout.Toggle("Enable Refraction", clearcoatRefraction); + // The IOR map is always required for the coat F0, while in the CAR_PAINT model, the IOR + // is given by a scalar value. + materialEditor.TexturePropertySingleLine(Styles.clearcoatIORMapText, m_ClearcoatIORMap); --EditorGUI.indentLevel; } - // Write back as compact flags - flags = 0; - flags |= isAnisotropic ? 1U : 0U; - flags |= hasClearcoat ? 2U : 0U; - flags |= clearcoatUsesRefraction ? 4U : 0U; - flags |= useDisplacementMap ? 8U : 0U; - BRDFType = 0; BRDFType |= (uint)diffuseType; BRDFType |= ((uint)specularType) << 1; @@ -390,7 +427,6 @@ void DrawAxfSurfaceOptionsGUI() BRDFVariants |= ((uint)blinnVariant) << 4; // cmd.SetGlobalFloat( HDShaderIDs._TexturingModeFlags, *(float*) &texturingModeFlags ); - m_Flags.floatValue = (float)flags; m_SVBRDF_BRDFType.floatValue = (float)BRDFType; m_SVBRDF_BRDFVariants.floatValue = (float)BRDFVariants; @@ -403,11 +439,7 @@ void DrawAxfSurfaceOptionsGUI() EditorGUILayout.Space(); ++EditorGUI.indentLevel; - // Read as compact flags - uint flags = (uint)m_Flags.floatValue; - - bool isAnisotropic = false; - bool useDisplacementMap = false; + useHeightMap = false; // Expand as user-friendly UI @@ -415,8 +447,8 @@ void DrawAxfSurfaceOptionsGUI() materialEditor.TexturePropertySingleLine(Styles.BRDFColorMapText, m_CarPaint2_BRDFColorMap); m_CarPaint2_BRDFColorMapScale.floatValue = EditorGUILayout.FloatField(Styles.BRDFColorMapScaleText, m_CarPaint2_BRDFColorMapScale.floatValue); - bool brdfColorUseDiagonalClamp = EditorGUILayout.Toggle("BRDF Color Table Diagonal Clamping", (flags & 16) != 0); - if (brdfColorUseDiagonalClamp) + brdfColorDiagonalClamp = EditorGUILayout.Toggle("BRDF Color Table Diagonal Clamping", brdfColorDiagonalClamp); + if (brdfColorDiagonalClamp) { ++EditorGUI.indentLevel; m_CarPaint2_BRDFColorMapUVScale.vectorValue = EditorGUILayout.Vector2Field(Styles.BRDFColorMapUVScaleText, m_CarPaint2_BRDFColorMapUVScale.vectorValue); @@ -432,45 +464,41 @@ void DrawAxfSurfaceOptionsGUI() materialEditor.TexturePropertySingleLine(Styles.thetaFI_sliceLUTMapText, m_CarPaint2_FlakeThetaFISliceLUTMap); - // m_CarPaint_maxThetaI = FindProperty( m_CarPaint_maxThetaIText, props ); - // m_CarPaint_numThetaF = FindProperty( m_CarPaint_numThetaFText, props ); - // m_CarPaint_numThetaI = FindProperty( m_CarPaint_numThetaIText, props ); + //m_CarPaint2_FlakeMaxThetaI = FindProperty(m_CarPaint2_FlakeMaxThetaIText); + //m_CarPaint2_FlakeNumThetaF = FindProperty(m_CarPaint2_FlakeNumThetaFText); + //m_CarPaint2_FlakeNumThetaI = FindProperty(m_CarPaint2_FlakeNumThetaIText); + m_CarPaint2_CTDiffuse.floatValue = EditorGUILayout.FloatField(Styles.CarPaintCTDiffuseText, m_CarPaint2_CTDiffuse.floatValue); + m_CarPaint2_LobeCount.floatValue = Mathf.Floor(Mathf.Clamp(EditorGUILayout.FloatField(Styles.CarPaintLobeCountText, m_CarPaint2_LobeCount.floatValue), 0f, 3f)); + m_CarPaint2_CTF0s.vectorValue = EditorGUILayout.Vector3Field(Styles.CarPaintCTF0sText, m_CarPaint2_CTF0s.vectorValue); + m_CarPaint2_CTCoeffs.vectorValue = EditorGUILayout.Vector3Field(Styles.CarPaintCTCoeffsText, m_CarPaint2_CTCoeffs.vectorValue); + m_CarPaint2_CTSpreads.vectorValue = EditorGUILayout.Vector3Field(Styles.CarPaintCTSpreadsText, m_CarPaint2_CTSpreads.vectorValue); + materialEditor.ShaderProperty(m_SVBRDF_HeightMapMaxMM, "Max Displacement (mm)"); // Clearcoat - bool hasClearcoat = EditorGUILayout.Toggle("Enable Clearcoat", (flags & 2) != 0); - bool clearcoatUsesRefraction = (flags & 4) != 0; - if (hasClearcoat) + clearcoat = EditorGUILayout.Toggle("Enable Clearcoat", clearcoat); + if (clearcoat) { ++EditorGUI.indentLevel; // materialEditor.TexturePropertySingleLine( Styles.clearcoatColorMapText, m_ClearcoatColorMap ); materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap); -// if ( clearcoatUsesRefraction ) { - { - ++EditorGUI.indentLevel; -// materialEditor.TexturePropertySingleLine( Styles.clearcoatIORMapText, m_ClearcoatIORMap ); - m_CarPaint2_ClearcoatIOR.floatValue = EditorGUILayout.FloatField(Styles.CarPaintIORText, m_CarPaint2_ClearcoatIOR.floatValue); - --EditorGUI.indentLevel; - } +// materialEditor.TexturePropertySingleLine( Styles.clearcoatIORMapText, m_ClearcoatIORMap ); + m_CarPaint2_ClearcoatIOR.floatValue = EditorGUILayout.FloatField(Styles.CarPaintIORText, m_CarPaint2_ClearcoatIOR.floatValue); --EditorGUI.indentLevel; - clearcoatUsesRefraction = EditorGUILayout.Toggle("Enable Refraction", clearcoatUsesRefraction); + clearcoatRefraction = EditorGUILayout.Toggle("Enable Refraction", clearcoatRefraction); } - // Write back as compact flags - flags = 0; - flags |= isAnisotropic ? 1U : 0U; - flags |= hasClearcoat ? 2U : 0U; - flags |= clearcoatUsesRefraction ? 4U : 0U; - flags |= useDisplacementMap ? 8U : 0U; - flags |= brdfColorUseDiagonalClamp ? 16U : 0U; - // cmd.SetGlobalFloat( HDShaderIDs._TexturingModeFlags, *(float*) &texturingModeFlags ); - m_Flags.floatValue = (float)flags; --EditorGUI.indentLevel; break; } } - } + + // Finally write back flags: + flags = GenFlags(anisotropy, clearcoat, clearcoatRefraction, useHeightMap, brdfColorDiagonalClamp, + honorMinRoughness); + m_Flags.floatValue = (float)flags; + }//DrawAxfSurfaceOptionsGUI } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs index 4cd6d0f9c4c..b0fc37dadc1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs @@ -8,6 +8,34 @@ namespace UnityEngine.Rendering.HighDefinition { class AxF : RenderPipelineMaterial { + // Misc flags: + // + // Warning: first bits are those from the importer, make sure they match. + // + // Others are for further material customization. + // Note that contrary to the usual HDRP shaders' MaterialFeatureFlags, + // these are NOT necessarily known at static time since we haven't created + // shader features for each of them to then set eg surfaceData.materialFeatures. + // For this reason, these flags are set in the same shader property than used + // by the importer, _Flags. + // Some may become static shader_features later and thus become just UI state. + [GenerateHLSL(PackingRules.Exact)] + public enum FeatureFlags + { + AxfAnisotropy = 1 << 0, + AxfClearCoat = 1 << 1, + AxfClearCoatRefraction = 1 << 2, + AxfUseHeightMap = 1 << 3, + AxfBRDFColorDiagonalClamp = 1 << 4, + //Some TODO: + AxfHonorMinRoughness = 1 << 8, + AxfHonorMinRoughnessCoat = 1 << 9, // the X-Rite viewer never shows a specular highlight on coat for dirac lights + //Experimental: + // + // Warning: don't go over 23, or need to use float and bitcast on the UI side, and in the shader, + // use float property/uniform and bitcast in hlsl code asuint() + }; + //----------------------------------------------------------------------------- // SurfaceData //----------------------------------------------------------------------------- @@ -167,8 +195,16 @@ public override void Build(HDRenderPipelineAsset hdAsset, RenderPipelineResource // Caution: This need to match order define in AxFLTCAreaLight LTCAreaLight.LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf, LTCAreaLight.s_LtcMatrixData_GGX); + // Warning: check /Material/AxF/AxFLTCAreaLight/LtcData.GGX2.cs: 5 columns are needed, the entries are NOT normalized! + // For now, we patch for this in LoadLUT, which should affect the loading of s_LtcGGXMatrixData for the rest of the materials + // (Lit, etc.) m_LtcData.Apply(); + + // TODO BugFix: + // We still bind the original data for now, see AxFLTCAreaLight.hlsl: when using a local table, results differ, + // even if we patch the non-normalization error in the 8th column when calling the LTCInvMatrix loading routine (LoadLUT). + LTCAreaLight.instance.Build(); } public override void Cleanup() @@ -185,6 +221,7 @@ public override void Cleanup() // LTC data CoreUtils.Destroy(m_LtcData); + LTCAreaLight.instance.Cleanup(); } public override void RenderInit(CommandBuffer cmd) @@ -215,6 +252,7 @@ public override void Bind(CommandBuffer cmd) // LTC Data cmd.SetGlobalTexture(_AxFLtcData, m_LtcData); + LTCAreaLight.instance.Bind(cmd); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs.hlsl index dfd5ce6f3cd..12b8d46ab0b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs.hlsl @@ -4,6 +4,17 @@ #ifndef AXF_CS_HLSL #define AXF_CS_HLSL +// +// UnityEngine.Rendering.HighDefinition.AxF+FeatureFlags: static fields +// +#define FEATUREFLAGS_AXF_ANISOTROPY (1) +#define FEATUREFLAGS_AXF_CLEAR_COAT (2) +#define FEATUREFLAGS_AXF_CLEAR_COAT_REFRACTION (4) +#define FEATUREFLAGS_AXF_USE_HEIGHT_MAP (8) +#define FEATUREFLAGS_AXF_BRDFCOLOR_DIAGONAL_CLAMP (16) +#define FEATUREFLAGS_AXF_HONOR_MIN_ROUGHNESS (256) +#define FEATUREFLAGS_AXF_HONOR_MIN_ROUGHNESS_COAT (512) + // // UnityEngine.Rendering.HighDefinition.AxF+SurfaceData: static fields // diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl index 53f5cd1f09f..7709d6c8176 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl @@ -13,10 +13,39 @@ // Add support for LTC Area Lights #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFLTCAreaLight/AxFLTCAreaLight.hlsl" +//----------------------------------------------------------------------------- +// +// Hardcoded config +// + +#define FORCE_DISABLE_LIGHT_TYPE_DIMMERS + +// Comment to disable the BRDFColor table clamping (CARPAINT2 specific) +#define AUTO_PATCH_FOR_INCOMPLETE_BRDF_COLOR_TABLE // This requires importer version >= 0.1.5-preview and manually setting the diagonal clamping enable + scalings to offset the diagonal + +// Uncomment to always consider carpaints as having a clearcoat: +//#define FORCE_CAR_PAINT_HAS_CLEARCOAT //----------------------------------------------------------------------------- +// DEBUG +//#define DEBUG_HIDE_COAT +//----------------------------------------------------------------------------- + +#define NdotVMinCosSpread 0.0001 // ie this is the value used by ClampNdotV + +#ifdef CLEAR_COAT_PERCEPTUAL_ROUGHNESS +#undef CLEAR_COAT_PERCEPTUAL_ROUGHNESS +#endif +#ifdef CLEAR_COAT_PERCEPTUAL_SMOOTHNESS +#undef CLEAR_COAT_PERCEPTUAL_SMOOTHNESS +#endif +#ifdef CLEAR_COAT_ROUGHNESS +#undef CLEAR_COAT_ROUGHNESS +#endif +#define CLEAR_COAT_ROUGHNESS 0.0 // By default we set it to match the lack of dirac light response in the X-Rite Pantora viewer. +#define CLEAR_COAT_PERCEPTUAL_SMOOTHNESS RoughnessToPerceptualSmoothness(CLEAR_COAT_ROUGHNESS) +#define CLEAR_COAT_PERCEPTUAL_ROUGHNESS RoughnessToPerceptualRoughness(CLEAR_COAT_ROUGHNESS) -#define AUTO_PATCH_FOR_INCOMPLETE_BRDF_COLOR_TABLE // This requires importer version >= 0.1.5-preview or manually setting the diagonal clamping enable + scalings to offset the diagonal #define FLAKES_JUST_BTF // To evaluate just the BTF for split-sum lights (environments and LTC), define the above. // @@ -42,26 +71,48 @@ # define IF_FLAKES_JUST_BTF(a) (a) #endif -#define ENVIRONMENT_LD_FUDGE_FACTOR 10.0 -#define LTC_L_FUDGE_FACTOR 4.0 -#define SSR_L_FUDGE_FACTOR 1.0 - // Define this to sample the environment maps/LTC samples for each lobe, instead of a single sample with an average lobe #define USE_COOK_TORRANCE_MULTI_LOBES 1 #define MAX_CT_LOBE_COUNT 3 -#define CARPAINT2_LOBE_COUNT max(_CarPaint2_LobeCount,MAX_CT_LOBE_COUNT) +//#define CARPAINT2_LOBE_COUNT min(_CarPaint2_LobeCount,MAX_CT_LOBE_COUNT) +#define CARPAINT2_LOBE_COUNT MAX_CT_LOBE_COUNT //----------------------------------------------------------------------------- // Helper functions/variable specific to this material //----------------------------------------------------------------------------- +// AxF splits the chromaticity and f0 from the usual "SpecularColor" convention +// to just be a chromatic f0. +// CARPAINT2 has a different way to handle colors and must be accounted for too. +// Base refers to the "base layer", ie not the coat if present. +float3 GetColorBaseFresnelF0(BSDFData bsdfData) +{ + return bsdfData.fresnelF0.r * bsdfData.specularColor; +} + +float3 GetColorBaseDiffuse(BSDFData bsdfData) +{ + float3 diffuseColor = 0; + +#if defined(_AXF_BRDF_TYPE_SVBRDF) + diffuseColor = bsdfData.diffuseColor; +#elif defined(_AXF_BRDF_TYPE_CAR_PAINT) + diffuseColor = bsdfData.diffuseColor * bsdfData.specularColor; // for carpaint, specularColor will be set from BRDFColor table. +#endif + + return diffuseColor; +} + float4 GetDiffuseOrDefaultColor(BSDFData bsdfData, float replace) { + float3 fresnel0 = GetColorBaseFresnelF0(bsdfData); + float3 diffuseColor = GetColorBaseDiffuse(bsdfData); + // Use frensel0 as mettalic weight. all value below 0.2 (ior of diamond) are dielectric // all value above 0.45 are metal, in between we lerp. - float weight = saturate((Max3(bsdfData.fresnelF0.r, bsdfData.fresnelF0.g, bsdfData.fresnelF0.b) - 0.2) / (0.45 - 0.2)); + float weight = saturate((Max3(fresnel0.r, fresnel0.g, fresnel0.b) - 0.2) / (0.45 - 0.2)); - return float4(lerp(bsdfData.diffuseColor, bsdfData.fresnelF0, weight * replace), weight); + return float4(lerp(diffuseColor, fresnel0, weight * replace), weight); } float3 GetNormalForShadowBias(BSDFData bsdfData) @@ -74,6 +125,121 @@ float GetAmbientOcclusionForMicroShadowing(BSDFData bsdfData) return 1.0; } +float GetPreIntegratedFGDCookTorranceSampleMutiplier() +{ + float ret = 4.0; + return ret; + // Note: We multiply by 4 since the documentation uses a Cook-Torrance BSDF formula without the /4 from the dH/dV Jacobian, + // and since we assume the lobe coefficients are fitted, we assume the effect of this factor to be in those. + // However, our pre-integrated FGD uses the proper D() importance sampling method and weight, so that the D() is effectively + // cancelled out when integrating FGD, whichever D() you choose to do importance sampling, along with the Jacobian of the + // BSDF (FGD integrand) with the Jacobian from doing importance sampling in H while integrating over L. + // We thus restitute the * 4 here. + // The other term is mostly a tweak to enable a desired match eg VRED +} + +#define DIFFUSE_INDIRECT_FUDGE_FACTOR (1.0) +#define ENVIRONMENT_LD_FUDGE_FACTOR (1.0) +#define LTC_L_FUDGE_FACTOR (1.0) +#define SSR_L_FUDGE_FACTOR (1.0) + +float GetDiffuseIndirectDimmer() +{ + float ret = 1.0; +#ifndef FORCE_DISABLE_LIGHT_TYPE_DIMMERS + ret = DIFFUSE_INDIRECT_FUDGE_FACTOR; +#endif + return ret; +} + +float GetSpecularIndirectDimmer() +{ + float ret = 1.0; +#ifndef FORCE_DISABLE_LIGHT_TYPE_DIMMERS + ret = ENVIRONMENT_LD_FUDGE_FACTOR; +#endif + return ret; +} + +float GetLTCAreaLightDimmer() +{ + float ret = 1.0; +#ifndef FORCE_DISABLE_LIGHT_TYPE_DIMMERS + ret = LTC_L_FUDGE_FACTOR; +#endif + return ret; +} + +float GetSSRDimmer() +{ + float ret = 1.0; +#ifndef FORCE_DISABLE_LIGHT_TYPE_DIMMERS + ret = SSR_L_FUDGE_FACTOR; +#endif + return ret; +} + +bool IsDebugHideCoat() +{ + bool ret = false; +#ifdef DEBUG_HIDE_COAT + ret = true; +#endif + return ret; +} + +bool HasFresnelTerm() +{ +#if defined(_AXF_BRDF_TYPE_SVBRDF) + return (_SVBRDF_BRDFVariants & 3) != 0; +#elif defined(_AXF_BRDF_TYPE_CAR_PAINT) + return true; +#else + return false; +#endif +} + +bool HasAnisotropy() +{ + return (HasFlag(_Flags, FEATUREFLAGS_AXF_ANISOTROPY)); +} + +bool HasClearcoat() +{ + bool ret = (HasFlag(_Flags, FEATUREFLAGS_AXF_CLEAR_COAT)); +#if defined(_AXF_BRDF_TYPE_CAR_PAINT) && defined(FORCE_CAR_PAINT_HAS_CLEARCOAT) + ret = true; +#endif + return ret; +} + +bool HasClearcoatRefraction() +{ + return (HasFlag(_Flags, FEATUREFLAGS_AXF_CLEAR_COAT_REFRACTION)); +} + +bool HasClearcoatAndRefraction() +{ + uint bits = (FEATUREFLAGS_AXF_CLEAR_COAT | FEATUREFLAGS_AXF_CLEAR_COAT_REFRACTION); + return ((_Flags & bits) == bits); +} + +bool HasBRDFColorDiagonalClamp() +{ + return (HasFlag(_Flags, FEATUREFLAGS_AXF_BRDFCOLOR_DIAGONAL_CLAMP)); +} + +bool HonorMinRoughness() +{ + return (HasFlag(_Flags, FEATUREFLAGS_AXF_HONOR_MIN_ROUGHNESS)); +} + +bool HonorMinRoughnessCoat() +{ + return (HasFlag(_Flags, FEATUREFLAGS_AXF_HONOR_MIN_ROUGHNESS_COAT)); +} + + //----------------------------------------------------------------------------- // Debug method (use to display values) //----------------------------------------------------------------------------- @@ -184,9 +350,9 @@ void ApplyDebugToBSDFData(inout BSDFData bsdfData) // GetScalarRoughnessFromAnisoRoughness is different than GetProjectedRoughness: // In this case, we don't have a direction to project to. // -// This is used to underline the fact that all our IBL hacks or approximations where we need a -// single roughness are calibrated using an arbitrary roughness that corresponds to the average -// of the anisotropic roughnesses, as the code below show. +// All our IBL hacks or approximations where we need a single roughness are calibrated +// using an arbitrary roughness that corresponds to the average of the anisotropic roughnesses, +// as the code below show. // // The primary reason for this is that the (Anisotropy in [-1,1] + scalar roughness value) // parametrization as suggested by SPI and used in HDRP has the advantage that the original @@ -194,8 +360,9 @@ void ApplyDebugToBSDFData(inout BSDFData bsdfData) // and in the case of isotropic roughnesses, this scalar (average) roughness will obviously match // the axis aligned roughnesses (as they are equal). // -// But in general, if we wanted eg the scalar roughness for an average azimuth angle of 45 degrees, -// (presumably chosen to be an "average direction" between T and B) we would need to calculate: +// But in general (cf with GetProjectedRoughness), if we wanted eg the scalar roughness for an average +// azimuth angle of 45 degrees, (presumably chosen to be an "average direction" between T and B) +// we would need to calculate: // // projectedRoughness@45degree = sqrt(cos^2(pi/4) * roughnessT^2 + sin^2(pi/4) * roughnessB^2) // = sqrt(0.5*roughnessT + 0.5*roughnessB) @@ -211,11 +378,9 @@ float GetScalarRoughnessFromAnisoRoughness(float roughnessT, float roughnessB) NormalData ConvertSurfaceDataToNormalData(SurfaceData surfaceData) { NormalData normalData; - bool HasClearcoat = (_Flags & 0x2U); - bool IsAnisotropic = (_Flags & 0x1U); // TODO: consider coat F0 ? flakes (but would require fetching them) ? - if (HasClearcoat) // in that case we automatically have dual normal maps + if (HasClearcoat()) // in that case we automatically have dual normal maps { normalData.normalWS = surfaceData.clearcoatNormalWS; normalData.perceptualRoughness = CLEAR_COAT_PERCEPTUAL_ROUGHNESS; @@ -225,7 +390,7 @@ NormalData ConvertSurfaceDataToNormalData(SurfaceData surfaceData) normalData.normalWS = surfaceData.normalWS; #if defined(_AXF_BRDF_TYPE_SVBRDF) - float roughness = (IsAnisotropic) ? GetScalarRoughnessFromAnisoRoughness(surfaceData.specularLobe.x, surfaceData.specularLobe.y) : surfaceData.specularLobe.x; + float roughness = (HasAnisotropy()) ? GetScalarRoughnessFromAnisoRoughness(surfaceData.specularLobe.x, surfaceData.specularLobe.y) : surfaceData.specularLobe.x; normalData.perceptualRoughness = RoughnessToPerceptualRoughness(roughness); #elif defined(_AXF_BRDF_TYPE_CAR_PAINT) @@ -278,11 +443,11 @@ float3 Refract(float3 incoming, float3 normal, float eta, out float rayIntensit else { rayIntensity = 0; - return -incoming; // Total internal reflection + return -incoming; // Total internal reflection, just return an unrefracted dir } } -// Same but without handling total internal reflection because eta < 1 +// Same but without handling total internal reflection because eta > 1 float3 Refract(float3 incoming, float3 normal, float eta) { float c = dot(incoming, normal); @@ -292,6 +457,51 @@ float3 Refract(float3 incoming, float3 normal, float eta) return normalize(R); } +float3 RefractSaturateToTIR(float3 incoming, float3 normal, float eta, out float rayIntensity, out float3 incomingSaturated) +{ + float c = dot(incoming, normal); + float sinIncSq = 1 - c*c; + float b = 1.0 - Sq(eta) * (sinIncSq); + + // The component in the "orthogonal to N direction" when + // building the refracted vector is made from + // -eta * ( incoming - N * dot(incoming, normal)) + // ie - eta * incoming + eta * c * normal + // and we want it to "one" when we saturate the direction to the output-side + // horizon (just avoiding TIR) + // since the other component in the normal direction is 0. + + // We will normalize R, the output, at the end, but normally, this isn't required. + bool noTIR = (b >= 0); + rayIntensity = float(noTIR); + + const float exitBiasIfTIR = NdotVMinCosSpread; // so our exit direction isn't completely grazing + + float k = eta * c - sign(c) * sqrt(saturate(b)) + (noTIR ? 0: exitBiasIfTIR); + float3 R = k * normal - eta * incoming; + + float3 criticalDir = (float3)0; + incomingSaturated = incoming; + if (noTIR == false) + { + float sinThetaCrit = saturate(rcp(eta)); + float cosThetaCrit = sqrt(1 - Sq(sinThetaCrit)); + float3 incOrthoN = (incoming - c * normal) * /*normalize the ortho component:*/rcp(sqrt(sinIncSq)); + + criticalDir = sinThetaCrit * incOrthoN + cosThetaCrit * normal; + + incomingSaturated = criticalDir; + } + + return normalize(R); +} + +float3 SaturateDirToHorizon(float3 incoming, float3 normal) +{ + // add eps if you want a bit of positive bias: + return normalize( incoming + normal * saturate(/*eps here*/NdotVMinCosSpread - dot(incoming, normal)) ); +} + //---------------------------------------------------------------------- // Ref: https://seblagarde.wordpress.com/2013/04/29/memo-on-fresnel-equations/ // Fresnel dieletric / dielectric @@ -303,6 +513,14 @@ real F_FresnelDieletricSafe(real IOR, real u) return 0.5 * Sq((g - u) / max(1e-4, g + u)) * (1.0 + Sq(((g + u) * u - 1.0) / ((g - u) * u + 1.0))); } +float Fresnel0ToIorSafe(float fresnel0) +{ + // We guard against f0 = 1, + // we always do conversion as if top has an IOR of 1.0, as the f0 is assumed + // measured and baked-in, ie to be evaluated as-is, with whatever was specified + // for the top in the rest of the AxF. + return Fresnel0ToIor(min(0.999, fresnel0)); +} //---------------------------------------------------------------------- // Cook-Torrance functions as provided by X-Rite in the "AxF-Decoding-SDK-1.5.1/doc/html/page2.html#carpaint_BrightnessBRDF" document from the SDK @@ -325,7 +543,7 @@ float CT_F(float H_V, float F0) return F0 + (1.0 - F0) * f_1_sub_cos_fifth; } -float3 MultiLobesCookTorrance(float NdotL, float NdotV, float NdotH, float VdotH) +float MultiLobesCookTorrance(float NdotL, float NdotV, float NdotH, float VdotH) { // Ensure numerical stability if (NdotV < 0.00174532836589830883577820272085 || NdotL < 0.00174532836589830883577820272085) //sin(0.1 deg ) @@ -346,6 +564,81 @@ float3 MultiLobesCookTorrance(float NdotL, float NdotV, float NdotH, float Vdot return specularIntensity; } +// For CARPAINT2 +// Samples the "BRDF Color Table" as explained in "AxF-Decoding-SDK-1.5.1/doc/html/page2.html#carpaint_ColorTable" from the SDK +float3 GetBRDFColor(float thetaH, float thetaD) +{ + + // [ Update1: + // Enable this path: in short, the color table seems fully defined in the sample tried like X-Rite_12-PTF_Blue-Violet_NR.axf, + // and while acos() yields values up to PI, negative input values shouldn't be used + // for cos(thetaH) (under horizon) and for cos(thetaD), it shouldn't even be possible. + // ] + + float2 UV = float2(2.0 * thetaH / PI, 2.0 * thetaD / PI); + +#ifdef AUTO_PATCH_FOR_INCOMPLETE_BRDF_COLOR_TABLE + // [ Update1: + // The texture should be fully defined for thetaH and thetaD. + + // Although we should note here that some values of thetaD make no sense depending on phiD + // [see "A New Change of Variables for Efficient BRDF Representation by Szymon M. Rusinkiewicz + // https://www.cs.princeton.edu/~smr/papers/brdf_change_of_variables/brdf_change_of_variables.pdf + // for the definition of these angles], + // as when thetaH > 0, in the worst case when phiD = 0, thetaD must be <= (PI/2 - thetaH) + // ie when thetaH = PI/2 and phiD = 0, thetaD must be 0, + // while all values from 0 to PI/2 of thetaD are possible if phiD = PI/2. + // (This is the reason the phiD = PI/2 "slice" contains more information on the BSDF, + // see also s2012_pbs_disney_brdf_notes_v3.pdf p4-5) + // + // But with only thetaH and thetaD indexing the table, phiD is ignored, and the + // true 3D dependency of (even a non-anisotropic - anisotropic would need 4D) BSDF is lost in this parameterization. + // + // Having said that, it can happen that sometimes the color table is defined only for half of it, as if the measurements came from + // such a phiD = 0 degrees slice. In that case, the importer (as of v0.1.5-preview) will try to detect the condition and set a flag + // along with scalings to offset the diagonal clamp in case even less than half the table is defined. + // We use these values here. In case the importer misdetects this condition, the UI still allow changing these values: + // ] + bool brdfColorUseDiagonalClamp = HasBRDFColorDiagonalClamp(); + + if (brdfColorUseDiagonalClamp) + { + UV = float2(2.0 * thetaH / PI, INV_HALF_PI * min(HALF_PI - thetaH, thetaD)); + UV *= _CarPaint2_BRDFColorMapUVScale.xy; + } +#endif + + // Rescale UVs to account for 0.5 texel offset + uint2 textureSize; + _CarPaint2_BRDFColorMap.GetDimensions(textureSize.x, textureSize.y); + UV = (0.5 + UV * (textureSize - 1)) / textureSize; + + return _CarPaint2_BRDFColorMapScale * SAMPLE_TEXTURE2D_LOD(_CarPaint2_BRDFColorMap, sampler_CarPaint2_BRDFColorMap, float2(UV.x, 1 - UV.y), 0).xyz; +} + +float GetCarPaintFresnelF0() +{ + float ret = 0; + float curMax = 0; + for (uint lobeIndex = 0; lobeIndex < CARPAINT2_LOBE_COUNT; lobeIndex++) + { + float F0 = _CarPaint2_CTF0s[lobeIndex]; + float coeff = _CarPaint2_CTCoeffs[lobeIndex]; + + if (curMax < (F0*coeff)) + { + ret = F0; + curMax = F0*coeff; + } + } + return ret; +} + +float3 GetCarPaintSpecularColor() +{ + //TODO: improve + return GetBRDFColor(0,0); +} //---------------------------------------------------------------------- // Simple Oren-Nayar implementation (from http://patapom.com/blog/BRDF/MSBRDFEnergyCompensation/#oren-nayar-diffuse-model) @@ -400,13 +693,13 @@ BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) bsdfData.diffuseColor = surfaceData.diffuseColor; bsdfData.specularColor = surfaceData.specularColor; - bsdfData.fresnelF0 = surfaceData.fresnelF0; + bsdfData.fresnelF0 = surfaceData.fresnelF0; // See AxfData.hlsl: the actual sampled texture is always 1 channel, if we ever find otherwise, we will use the others. bsdfData.height_mm = surfaceData.height_mm; - bsdfData.roughness = (_Flags & 0x1U) ? surfaceData.specularLobe : surfaceData.specularLobe.xx; + bsdfData.roughness = HasAnisotropy() ? surfaceData.specularLobe : surfaceData.specularLobe.xx; bsdfData.clearcoatColor = surfaceData.clearcoatColor; - bsdfData.clearcoatNormalWS = (_Flags & 0x2U) ? surfaceData.clearcoatNormalWS : surfaceData.normalWS; + bsdfData.clearcoatNormalWS = HasClearcoat() ? surfaceData.clearcoatNormalWS : surfaceData.normalWS; bsdfData.clearcoatIOR = surfaceData.clearcoatIOR; // Useless but pass along anyway @@ -420,11 +713,10 @@ BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) bsdfData.flakesMipLevel = surfaceData.flakesMipLevel; bsdfData.clearcoatColor = 1.0; // Not provided, assume white... bsdfData.clearcoatIOR = surfaceData.clearcoatIOR; - bsdfData.clearcoatNormalWS = (_Flags & 0x2U) ? surfaceData.clearcoatNormalWS : surfaceData.normalWS; + bsdfData.clearcoatNormalWS = HasClearcoat() ? surfaceData.clearcoatNormalWS : surfaceData.normalWS; - // Although not used, needs to be initialized... :'( - bsdfData.specularColor = 0; - bsdfData.fresnelF0 = 0; + bsdfData.specularColor = GetCarPaintSpecularColor(); + bsdfData.fresnelF0 = GetCarPaintFresnelF0(); bsdfData.roughness = 0; bsdfData.height_mm = 0; #endif @@ -443,6 +735,7 @@ BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) // GetPreLightData prototype. //----------------------------------------------------------------------------- + // Precomputed lighting data to send to the various lighting functions struct PreLightData { @@ -460,11 +753,14 @@ struct PreLightData #elif defined(_AXF_BRDF_TYPE_CAR_PAINT) #if !defined(USE_COOK_TORRANCE_MULTI_LOBES) float iblPerceptualRoughness; // Use this to store an average lobe roughness - float specularCTFGD; + float3 specularCTFGDSingleLobe; #else float3 iblPerceptualRoughness; // per lobe values in xyz - float3 specularCTFGD; // monochromatic FGD, per lobe values in xyz + float3 specularCTFGDAtZeroF0; // monochromatic FGD, per lobe values in xyz + float3 specularCTFGDReflectivity; // monochromatic FGD, per lobe values in xyz #endif + float3 singleBRDFColor; + float3 singleFlakesComponent; float flakesFGD; #endif float coatFGD; @@ -492,72 +788,333 @@ void ClampRoughness(inout PreLightData preLightData, inout BSDFData bsdfData, fl { } -PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput, inout BSDFData bsdfData) -{ - PreLightData preLightData; - // ZERO_INITIALIZE(PreLightData, preLightData); - - preLightData.NdotV_Clearcoat = dot(bsdfData.clearcoatNormalWS, viewWS_Clearcoat); - preLightData.viewWS_UnderCoat = viewWS_Clearcoat; // Save original view before optional refraction by clearcoat - - //----------------------------------------------------------------------------- - // Handle clearcoat refraction of view ray - if ((_Flags & 0x6U) == 0x6U) - { - preLightData.viewWS_UnderCoat = -Refract(preLightData.viewWS_UnderCoat, bsdfData.clearcoatNormalWS, 1.0 / bsdfData.clearcoatIOR); - } - - // Compute under-coat view-dependent data after optional refraction - preLightData.NdotV_UnderCoat = dot(bsdfData.normalWS, preLightData.viewWS_UnderCoat); +#if defined(_AXF_BRDF_TYPE_CAR_PAINT) +// +// Flakes BTF access +// - float NdotV_UnderCoat = ClampNdotV(preLightData.NdotV_UnderCoat); - float NdotV_Clearcoat = ClampNdotV(preLightData.NdotV_Clearcoat); +// Samples the "BTF Flakes" texture as explained in "AxF-Decoding-SDK-1.5.1/doc/html/page2.html#carpaint_FlakeBTF" from the SDK +uint SampleFlakesLUT(uint index) +{ + return 255.0 * _CarPaint2_FlakeThetaFISliceLUTMap[uint2(index, 0)].x; + // Hardcoded LUT + // uint pipoLUT[] = { 0, 8, 16, 24, 32, 40, 47, 53, 58, 62, 65, 67 }; + // return pipoLUT[min(11, _index)]; +} - //----------------------------------------------------------------------------- - // Handle IBL + multiscattering - preLightData.iblDominantDirectionWS_UnderCoat = reflect(-preLightData.viewWS_UnderCoat, bsdfData.normalWS); - preLightData.iblDominantDirectionWS_Clearcoat = reflect(-viewWS_Clearcoat, bsdfData.clearcoatNormalWS); +float3 SamplesFlakes(float2 UV, uint sliceIndex, float mipLevel) +{ + return _CarPaint2_BTFFlakeMapScale * SAMPLE_TEXTURE2D_ARRAY_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, UV, sliceIndex, mipLevel).xyz; +} -#ifdef _AXF_BRDF_TYPE_SVBRDF - // @TODO => Anisotropic IBL? - preLightData.iblPerceptualRoughness = RoughnessToPerceptualRoughness(GetScalarRoughnessFromAnisoRoughness(bsdfData.roughness.x, bsdfData.roughness.y)); - float specularReflectivity; - switch ((_SVBRDF_BRDFType >> 1) & 7) - { - //@TODO: Oren-Nayar diffuse FGD - case 0: - GetPreIntegratedFGDWardAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, bsdfData.fresnelF0, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity); - break; +// +// Working code, TODO_FLAKES: missing virtual thetaD (aka thetaI) bin generation +// +float3 CarPaint_BTF(float thetaH, float thetaD, BSDFData bsdfData) +{ + float2 UV = bsdfData.flakesUV; + float mipLevel = bsdfData.flakesMipLevel; - // case 1: // @TODO: Support Blinn-Phong FGD? - case 2: - GetPreIntegratedFGDCookTorranceAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, bsdfData.fresnelF0, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity); - break; - case 3: - GetPreIntegratedFGDGGXAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, bsdfData.fresnelF0, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity); - break; + // thetaH sampling defines the angular sampling, i.e. angular flake lifetime + float binIndexH = _CarPaint2_FlakeNumThetaF * (2.0 * thetaH / PI) + 0.5; // TODO: doc says to use NumThetaF for both, check if this isn't a typo + float binIndexD = _CarPaint2_FlakeNumThetaF * (2.0 * thetaD / PI) + 0.5; - // case 4: // @TODO: Support Blinn-Phong FGD? + // Bilinear interpolate indices and weights + uint thetaH_low = floor(binIndexH); + uint thetaD_low = floor(binIndexD); + uint thetaH_high = thetaH_low + 1; + uint thetaD_high = thetaD_low + 1; + float thetaH_weight = binIndexH - thetaH_low; + float thetaD_weight = binIndexD - thetaD_low; - default: // Use GGX by default - GetPreIntegratedFGDGGXAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, bsdfData.fresnelF0, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity); - break; - } + // To allow lower thetaD samplings while preserving flake lifetime, "virtual" thetaD patches are generated by shifting existing ones + float2 offset_l = 0; + float2 offset_h = 0; -#elif defined(_AXF_BRDF_TYPE_CAR_PAINT) - float sumRoughness = 0.0; - float sumCoeff = 0.0; - float sumF0 = 0.0; - float3 tempF0; - float diffuseFGD, reflectivity; //TODO - float3 specularFGD; - preLightData.iblPerceptualRoughness = 0; - preLightData.specularCTFGD = 0; - preLightData.ltcTransformSpecularCT = (float3x3[MAX_CT_LOBE_COUNT])0; - UNITY_UNROLL - for (uint lobeIndex = 0; lobeIndex < CARPAINT2_LOBE_COUNT; lobeIndex++) - { - float F0 = _CarPaint2_CTF0s[lobeIndex]; + // Organization of the flake BTF slice array and LUT: + // + // The two angles thetaH and thetaD (aka thetaF and thetaI in the documentation) + // index an array of slices, and an indirection is first used through an integer LUT + // (UVs are spatial to be finally used with the individual slices): + // + // Basically, the slices in the array are arranged in incrementing thetaH "steps" (or bins), + // for each constant thetaD bin number, + // ie in thetaD-major order, as for a single thetaD, the multiple thetaH slices + // are consecutive, ie incrementing the wanted thetaD bin causes big jumps in the effective + // slice index to use in the array. + // + // Another peculiarity is that the stride (number of slices to skip) to go to the next + // thetaD bin is not constant as not all slices exist, some thetaH ranges "dying off" very quickly + // depending on the thetaD: ie only a few thetaH slices can exist for a particular thetaD bin. + // + // Non-existing slices for a particular thetaD, thetaH are taken to fetch zero values (hence the + // "dying off" above). + // + // The integer LUT is indexed by thetaD and gives the index in the slice array for this thetaD + // and/at the start of the thetaH range, ie for the first thetaH bin for the thetaH range [0, 0 + deltaH) + // + // The absolute maximum index for the integer LUT is denoted _CarPaint2_FlakeMaxThetaI. + // + // Consider eg this thetaFISliceLut sized to 64 entries: + // + // 0 7 14 21 28 35 42 48 53 57 60 62 0 0 0 ... (all zeroes for the rest) + // + // FlakeMaxThetaI = 12, and indeed as we can see, after the first 12 entries, everything is 0. + // We can have valid thetaD bins with thetaD_low from 0 to 10. See comments below for details about + // this: indeed if thetaD_low = 11, LUT[11] will be 62, but LUT[11+1] will be 0, indicating no + // index space left starting at 62 for the thetaH bins for this particular thetaD bin. + // + // In short, a valid range of final indices in the slice array for a particular thetaD bin is + // indicated by a start index at LUT[i] and a limit index which is just indicated by the start + // index of the next thetaD bin, at LUT[i+1]. + + // ------------------------------------------------------ + // TODO; what they call "virtual thetaD" bins generation: + // Check if this is needed, and port this + // (eg with a noise texture): + // ------------------------------------------------------ + // + // Basically, from the documentation example, it seems that the number of bins considered + // for *both* thetaH and thetaD are NumThetaF (aka NumThetaH) + // ie for *both* angular spaces, the number of bin subdivisions is (counterintuitively) NumThetaF. + // + // However, the real sampling resolution of the thetaD space (_CarPaint_numThetaI) can be lower, + // and this is indicated by the (_CarPaint_numThetaI < _CarPaint_numThetaF) condition. + // + // If this is the case, we squash back the overflowing "binIndexD" + // (that we overextended by multiplying (2.0 * thetaD / PI) by _CarPaint2_FlakeNumThetaF) + // and thus repeat usage of some slices, but we shift them *spatially* by random amounts to hide this. + // (the offset_* below are to be used with the spatial UVs) + // + // if (_CarPaint_numThetaI < _CarPaint_numThetaF) { + // offset_l = float2(rnd_numbers[2*thetaD_low], rnd_numbers[2*thetaD_low+1]); + // offset_h = float2(rnd_numbers[2*thetaD_high], rnd_numbers[2*thetaD_high+1]); + // if (thetaD_low & 1) + // UV.xy = UV.yx; + // if (thetaD_high & 1) + // UV.xy = UV.yx; + // + // // Map to the original sampling + // thetaD_low = floor(thetaD_low * float(_CarPaint_numThetaI) / _CarPaint_numThetaF); + // thetaD_high = floor(thetaD_high * float(_CarPaint_numThetaI) / _CarPaint_numThetaF); + // // + // // WARNING: double check SDK but our original code was wrong in that case: + // // + // // Note that in that case, thetaD_low can be == to thetaD_high, + // // eg with + // // _CarPaint_numThetaI = 7, + // // _CarPaint_numThetaF = 12, + // // original thetaD_low = 2 (and thus original thetaD_high = 3). + // // we get + // // thetaD_low = floor( 2 * 7.0/12 ) = floor( 2 * 0.58333) = floor(1.1667) = 1 + // // thetaD_high = floor( 3 * 7.0/12 ) = floor( 3 * 0.58333) = floor(1.75) = 1 + // // + // // Again in our original code, we systematically took thetaD_high == thetaD_low + 1 when + // // verifying the indexing limit using for LUT1: + // // + // // uint LUT0 = SampleFlakesLUT(thetaD_low); + // // uint LUT1 = SampleFlakesLUT(thetaD_high); + // // uint LUT2 = SampleFlakesLUT(thetaD_high + 1); + // // + // // LUT1 is NOT the value we should use to check if we slip over in thetaH (thetaF)! + // // it could be that thetaD_low == thetaD_high (virtual thetaD bins) where we stay in the + // // same bin but shift our UVs for that same slice to fake having another "thetaD" bin + // // (taking all the same slices for another aliased thetaD but shifting the UVs of those). + // // However, we still need to make sure, when we choose a final slice taking into account + // // the int offset due to the thetaH sampling/bin, that the calculated index doesn't fall + // // off the current valid range for the current thetaD as indicated by 2 consecutive LUT + // // entries! + // + // } + + float3 H0_D0 = 0.0; + float3 H1_D0 = 0.0; + float3 H0_D1 = 0.0; + float3 H1_D1 = 0.0; + + // Access flake texture - make sure to stay in the correct slices (no slip over) + if (thetaD_low < _CarPaint2_FlakeMaxThetaI) + { + float2 UVl = UV + offset_l; + float2 UVh = UV + offset_h; + + uint LUT0 = SampleFlakesLUT(thetaD_low); + uint LUT1 = SampleFlakesLUT(thetaD_high); + uint LUT0_limit = SampleFlakesLUT(thetaD_low+1); + // without "virtual thetaD" bins, LUT0_limit will be the same as LUT1 and optimized out. + uint LUT2 = SampleFlakesLUT(thetaD_high + 1); + + if (LUT0 + thetaH_low < LUT0_limit) + { + H0_D0 = SamplesFlakes(UVl, LUT0 + thetaH_low, mipLevel); + if (LUT0 + thetaH_high < LUT0_limit) + { + H1_D0 = SamplesFlakes(UVl, LUT0 + thetaH_high, mipLevel); + } + } + // else it means that the calculated index for that thetaD_low and the thetaH_low + // bin doesn't even include the start of the H range we want to interpolate. + // This could happen even if thetaH_low == 0, if for example we're at the last + // non-zero value of the integer LUT due to thetaD_low itself: in that case + // LUT1 value contains 0, ie we don't even have an index for the next thetaD bin + // start which would give us a limit index to use for the maximum thetaH bin + // in the current thetaD_low bin. (ie a valid thetaD bin needs LUT[i] and LUT[i+1] + // to be valid as these indicate the limits for the final slice array index + // calculated including the offset induced by the minor dimension thetaH-bin) + + if (thetaD_high < _CarPaint2_FlakeMaxThetaI) + { + if (LUT1 + thetaH_low < LUT2) + { + H0_D1 = SamplesFlakes(UVh, LUT1 + thetaH_low, mipLevel); + if (LUT1 + thetaH_high < LUT2) + { + H1_D1 = SamplesFlakes(UVh, LUT1 + thetaH_high, mipLevel); + } + } + // else, same thing as our comment above + } + } + + // Bilinear interpolation + float3 D0 = lerp(H0_D0, H1_D0, thetaH_weight); + float3 D1 = lerp(H0_D1, H1_D1, thetaH_weight); + return lerp(D0, D1, thetaD_weight); +} +#endif //...#if defined(_AXF_BRDF_TYPE_CAR_PAINT) + +float3 FindAverageBaseLobeDirOnTop(BSDFData bsdfData, PreLightData preLightData) +{ + float3 outDir; + +#if 0 + // simple test: eg for carpaint or any material without any normal maps, this should give the same + // fetch alignment as just using the view reflected on top: + float3 vRefractedBottomReflected = reflect(-preLightData.viewWS_UnderCoat, bsdfData.normalWS); + outDir = Refract(-vRefractedBottomReflected, -bsdfData.clearcoatNormalWS, bsdfData.clearcoatIOR); + return outDir; +#else + float3 vRefractedBottomReflected = reflect(-preLightData.viewWS_UnderCoat, bsdfData.normalWS); + // First make sure that vRefractedBottomReflected is directed towards the coat surface we want to pass: + // ie make sure it is not under the top horizon (let alone in TIR which we ignore!) + vRefractedBottomReflected = SaturateDirToHorizon(vRefractedBottomReflected, bsdfData.clearcoatNormalWS); + + //to test SaturateDirToHorizon: + //outDir = Refract(-vRefractedBottomReflected, -bsdfData.clearcoatNormalWS, bsdfData.clearcoatIOR); + //return outDir; + + // Now whether the direction was past the critical angle nor not, refract while making sure that + // in case of TIR, we just output an horizon grazing direction: + + //to debug when actually TIR happened: + float3 incomingSaturated; + float rayIntensity; + outDir = RefractSaturateToTIR(-vRefractedBottomReflected, -bsdfData.clearcoatNormalWS, bsdfData.clearcoatIOR, rayIntensity, incomingSaturated); +#endif + return outDir; + +} + + +PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput, inout BSDFData bsdfData) +{ + PreLightData preLightData; + // ZERO_INITIALIZE(PreLightData, preLightData); + + preLightData.NdotV_Clearcoat = dot(bsdfData.clearcoatNormalWS, viewWS_Clearcoat); + preLightData.viewWS_UnderCoat = viewWS_Clearcoat; // Save original view before optional refraction by clearcoat + + //----------------------------------------------------------------------------- + // Handle clearcoat refraction of view ray + if (HasClearcoatAndRefraction()) + { + preLightData.viewWS_UnderCoat = -Refract(viewWS_Clearcoat, bsdfData.clearcoatNormalWS, 1.0 / bsdfData.clearcoatIOR); + } + //todo_dir test_disable_refract for environments: + //preLightData.viewWS_UnderCoat = viewWS_Clearcoat; + // Compute under-coat view-dependent data after optional refraction + preLightData.NdotV_UnderCoat = dot(bsdfData.normalWS, preLightData.viewWS_UnderCoat); + //preLightData.NdotV_UnderCoat = min(preLightData.NdotV_UnderCoat, preLightData.NdotV_Clearcoat); + + float NdotV_UnderCoat = ClampNdotV(preLightData.NdotV_UnderCoat); + float NdotV_Clearcoat = ClampNdotV(preLightData.NdotV_Clearcoat); + //test_disable_refract for environments: + //NdotV_UnderCoat = NdotV_Clearcoat; + //NdotV_UnderCoat = min(NdotV_UnderCoat, NdotV_Clearcoat); + //----------------------------------------------------------------------------- + // Handle IBL + multiscattering + // todo_dir: + // todo_dir todo_modes todo_pseudorefract: cant use undercoat like that, but better than to lose the bottom normal effect for now... + preLightData.iblDominantDirectionWS_UnderCoat = reflect(-preLightData.viewWS_UnderCoat, bsdfData.normalWS); + if (HasClearcoatAndRefraction()) + { + preLightData.iblDominantDirectionWS_UnderCoat = FindAverageBaseLobeDirOnTop(bsdfData, preLightData); // much better + } + preLightData.iblDominantDirectionWS_Clearcoat = reflect(-viewWS_Clearcoat, bsdfData.clearcoatNormalWS); + //preLightData.iblDominantDirectionWS_UnderCoat = preLightData.iblDominantDirectionWS_Clearcoat; + +#ifdef _AXF_BRDF_TYPE_SVBRDF + // @TODO => Anisotropic IBL? + // TODO_SL + preLightData.iblPerceptualRoughness = RoughnessToPerceptualRoughness(GetScalarRoughnessFromAnisoRoughness(bsdfData.roughness.x, bsdfData.roughness.y)); + + // todo_fresnel: TOCHECK: Make BRDF and FGD for env. consistent with dirac lights for HasFresnelTerm() handling: + // currently, we only check it for Ward and its variants. + float3 tempF0 = HasFresnelTerm() ? bsdfData.fresnelF0.rrr : 1.0; + tempF0 *= bsdfData.specularColor; // Important to use in the PreIntegratedFGD interpolated fetches! + + float specularReflectivity; + switch ((_SVBRDF_BRDFType >> 1) & 7) + { + //@TODO: Oren-Nayar diffuse FGD + case 0: + GetPreIntegratedFGDWardAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, tempF0, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity); + // Although we have pre-integrated FGD for non-GGX BRDFs, all our IBL are pre-convolved with GGX, so use this rough conversion: + preLightData.iblPerceptualRoughness = PerceptualRoughnessBeckmannToGGX(preLightData.iblPerceptualRoughness); + break; + + // case 1: // @TODO: Support Blinn-Phong FGD? + case 2: + GetPreIntegratedFGDCookTorranceAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, tempF0, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity); + preLightData.specularFGD *= GetPreIntegratedFGDCookTorranceSampleMutiplier(); + // Although we have pre-integrated FGD for non-GGX BRDFs, all our IBL are pre-convolved with GGX, so use this rough conversion: + preLightData.iblPerceptualRoughness = PerceptualRoughnessBeckmannToGGX(preLightData.iblPerceptualRoughness); + break; + case 3: + GetPreIntegratedFGDGGXAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, tempF0, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity); + break; + + // case 4: // @TODO: Support Blinn-Phong FGD? + + default: // Use GGX by default + GetPreIntegratedFGDGGXAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, tempF0, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity); + break; + } + +#elif defined(_AXF_BRDF_TYPE_CAR_PAINT) + float sumRoughness = 0.0; + float sumCoeff = 0.0; + float sumF0 = 0.0; + float3 tempF0; + float diffuseFGD, reflectivity; //TODO + float3 specularFGD; + preLightData.iblPerceptualRoughness = 0; + preLightData.specularCTFGDAtZeroF0 = 0; + preLightData.specularCTFGDReflectivity = 0; + preLightData.ltcTransformSpecularCT = (float3x3[MAX_CT_LOBE_COUNT])0; + + // TODO_diffuseFGDColor: better one, averaged maybe... + preLightData.singleBRDFColor = 1.0; + float thetaH = 0; //acos(clamp(NdotH, 0, 1)); + float thetaD = acos(clamp(preLightData.NdotV_UnderCoat, 0, 1)); + + preLightData.singleBRDFColor *= GetBRDFColor(thetaH, thetaD); + preLightData.singleFlakesComponent = CarPaint_BTF(thetaH, thetaD, bsdfData); + + UNITY_UNROLL + for (uint lobeIndex = 0; lobeIndex < CARPAINT2_LOBE_COUNT; lobeIndex++) + { + float F0 = _CarPaint2_CTF0s[lobeIndex]; float coeff = _CarPaint2_CTCoeffs[lobeIndex]; float spread = _CarPaint2_CTSpreads[lobeIndex]; #if !USE_COOK_TORRANCE_MULTI_LOBES @@ -567,13 +1124,33 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput sumRoughness += spread; #else // We also do the pre-integrated FGD fetches here: - preLightData.iblPerceptualRoughness[lobeIndex] = RoughnessToPerceptualRoughness(spread); + // Note that PreIntegratedFGD_CookTorrance is done using (non perceptual) Beckmann roughness as it should: + float perceptualRoughnessBeckmann = RoughnessToPerceptualRoughness(spread); + + GetPreIntegratedFGDCookTorranceAndLambert(NdotV_UnderCoat, perceptualRoughnessBeckmann, (float3)0.0, specularFGD, diffuseFGD, reflectivity); - GetPreIntegratedFGDCookTorranceAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness[lobeIndex], F0.xxx, specularFGD, diffuseFGD, reflectivity); - preLightData.specularCTFGD[lobeIndex] = specularFGD.x; + preLightData.specularCTFGDAtZeroF0[lobeIndex] = specularFGD.x * GetPreIntegratedFGDCookTorranceSampleMutiplier(); + preLightData.specularCTFGDReflectivity[lobeIndex] = reflectivity.x * GetPreIntegratedFGDCookTorranceSampleMutiplier(); + + //float3 specularFGDFromGGX; + //test_Beckmann_to_GGX on preintegratedFGD: + //GetPreIntegratedFGDGGXAndLambert(NdotV_UnderCoat, PerceptualRoughnessBeckmannToGGX(perceptualRoughnessBeckmann), F0.xxx, specularFGDFromGGX, diffuseFGD, reflectivity); + //test_Beckmann_to_GGX on preintegratedFGD: + //preLightData.specularCTFGD[lobeIndex] = lerp(specularFGD.x, specularFGDFromGGX.x, _SVBRDF_HeightMapMaxMM); + //if (_SVBRDF_HeightMapMaxMM == 3.0) + //{ + // GetPreIntegratedFGDGGXAndLambert(NdotV_UnderCoat, perceptualRoughnessBeckmann, F0.xxx, specularFGDFromGGX, diffuseFGD, reflectivity); + // preLightData.specularCTFGD[lobeIndex] = specularFGDFromGGX.x; + //} + + // debugtest: + //preLightData.iblPerceptualRoughness[lobeIndex] = _SVBRDF_HeightMapMaxMM * PerceptualRoughnessBeckmannToGGX(perceptualRoughnessBeckmann); + preLightData.iblPerceptualRoughness[lobeIndex] = PerceptualRoughnessBeckmannToGGX(perceptualRoughnessBeckmann); // And the area lights LTC inverse transform: - float2 UV = LTCGetSamplingUV(NdotV_UnderCoat, preLightData.iblPerceptualRoughness[lobeIndex]); + // todo_modes todo_pseudorefract: commented, cant use undercoat like that. + //float2 UV = LTCGetSamplingUV(NdotV_UnderCoat, preLightData.iblPerceptualRoughness[lobeIndex]); + float2 UV = LTCGetSamplingUV(NdotV_Clearcoat, preLightData.iblPerceptualRoughness[lobeIndex]); preLightData.ltcTransformSpecularCT[lobeIndex] = LTCSampleMatrix(UV, LTC_MATRIX_INDEX_COOK_TORRANCE); #endif } @@ -584,8 +1161,10 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput float oneOverLobeCnt = rcp(CARPAINT2_LOBE_COUNT); preLightData.iblPerceptualRoughness = RoughnessToPerceptualRoughness(sumRoughness * oneOverLobeCnt); tempF0 = sumF0 * oneOverLobeCnt; - GetPreIntegratedFGDCookTorranceAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, tempF0, specularFGD, diffuseFGD, reflectivity); - preLightData.specularCTFGD = specularFGD.x * sumCoeff; + // todo_BeckmannToGGX + GetPreIntegratedFGDCookTorranceAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, tempF0 * preLightData.singleBRDFColor, specularFGD, diffuseFGD, reflectivity); + specularFGD *= GetPreIntegratedFGDCookTorranceSampleMutiplier(); + preLightData.specularCTFGDSingleLobe = specularFGD * sumCoeff; #endif // preLightData.flakesFGD = // @@ -603,9 +1182,12 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput preLightData.flakesFGD = 1.0; GetPreIntegratedFGDGGXAndDisneyDiffuse(NdotV_UnderCoat, FLAKES_PERCEPTUAL_ROUGHNESS, FLAKES_F0, specularFGD, diffuseFGD, reflectivity); IFNOT_FLAKES_JUST_BTF(preLightData.flakesFGD = specularFGD.x); + preLightData.singleFlakesComponent *= preLightData.flakesFGD; // We will override this with the coat transform if we just want the BTF term in LTC lights - float2 UV = LTCGetSamplingUV(NdotV_UnderCoat, FLAKES_PERCEPTUAL_ROUGHNESS); + // todo_modes todo_pseudorefract: cant use undercoat like that: + //float2 UV = LTCGetSamplingUV(NdotV_UnderCoat, FLAKES_PERCEPTUAL_ROUGHNESS); + float2 UV = LTCGetSamplingUV(NdotV_Clearcoat, FLAKES_PERCEPTUAL_ROUGHNESS); IFNOT_FLAKES_JUST_BTF(preLightData.ltcTransformFlakes = LTCSampleMatrix(UV, LTC_MATRIX_INDEX_GGX)); #endif//#ifdef _AXF_BRDF_TYPE_SVBRDF @@ -621,7 +1203,10 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput #ifdef _AXF_BRDF_TYPE_SVBRDF // UVs for sampling the LUTs - float2 UV = LTCGetSamplingUV(NdotV_UnderCoat, preLightData.iblPerceptualRoughness); + // todo_modes todo_pseudorefract: cant use undercoat like that + //float2 UV = LTCGetSamplingUV(NdotV_UnderCoat, preLightData.iblPerceptualRoughness); + + float2 UV = LTCGetSamplingUV(NdotV_Clearcoat, preLightData.iblPerceptualRoughness); // Load diffuse LTC & FGD if (_SVBRDF_BRDFType & 1) @@ -636,6 +1221,11 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput // Load specular LTC & FGD switch ((_SVBRDF_BRDFType >> 1) & 7) { + // Warning: all these LTC_MATRIX_INDEX_ are the same for now, and fitted for GGX, hence the code + // above that selected the UVs all used a preLightData.iblPerceptualRoughness value that used a + // conversion formula for Beckmann NDF (exp) based BRDFs + // (see switch ((_SVBRDF_BRDFType >> 1) & 7) above and usage of PerceptualRoughnessBeckmannToGGX) + // case 0: preLightData.ltcTransformSpecular = LTCSampleMatrix(UV, LTC_MATRIX_INDEX_WARD); break; case 2: preLightData.ltcTransformSpecular = LTCSampleMatrix(UV, LTC_MATRIX_INDEX_COOK_TORRANCE); break; case 3: preLightData.ltcTransformSpecular = LTCSampleMatrix(UV, LTC_MATRIX_INDEX_GGX); break; @@ -647,7 +1237,9 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput // float exponent = PerceptualRoughnessToRoughness(preLightData.iblPerceptualRoughness); float roughness = pow(max(0.0, 2.0 / (exponent + 2)), 1.0 / 4.0); - float2 UV = LTCGetSamplingUV(NdotV_UnderCoat, RoughnessToPerceptualRoughness(roughness)); + // todo_modes todo_pseudorefract: cant use undercoat like that + //float2 UV = LTCGetSamplingUV(NdotV_UnderCoat, RoughnessToPerceptualRoughness(roughness)); + float2 UV = LTCGetSamplingUV(NdotV_Clearcoat, RoughnessToPerceptualRoughness(roughness)); preLightData.ltcTransformSpecular = LTCSampleMatrix(UV, LTC_MATRIX_INDEX_COOK_TORRANCE); break; } @@ -663,11 +1255,14 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput #endif // _AXF_BRDF_TYPE_SVBRDF -// Load clear-coat LTC & FGD + // Load clear-coat LTC & FGD preLightData.ltcTransformClearcoat = 0.0; +#if defined(_AXF_BRDF_TYPE_CAR_PAINT) + IF_FLAKES_JUST_BTF(preLightData.ltcTransformFlakes = 0.0); +#endif preLightData.coatFGD = 0; preLightData.coatPartLambdaV = 0; - if (_Flags & 2) + if (HasClearcoat()) { float2 UV = LTCGetSamplingUV(NdotV_Clearcoat, CLEAR_COAT_PERCEPTUAL_ROUGHNESS); preLightData.ltcTransformClearcoat = LTCSampleMatrix(UV, LTC_MATRIX_INDEX_GGX); @@ -728,7 +1323,7 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput // refractedRatio = (1-Fin) * (1-Fout); //} -void ComputeClearcoatReflectionAndExtinction_UsePreLightData(inout float3 viewWS, inout float3 lightWS, BSDFData bsdfData, PreLightData preLightData, out float3 reflectedRatio, out float3 refractedRatio) +void ComputeClearcoatReflectionAndExtinction_UsePreLightData(inout float3 viewWS, inout float3 lightWS, BSDFData bsdfData, PreLightData preLightData, out float reflectedRatio, out float refractedRatio) { // Computes perfect mirror reflection @@ -737,17 +1332,17 @@ void ComputeClearcoatReflectionAndExtinction_UsePreLightData(inout float3 vie reflectedRatio = F_FresnelDieletricSafe(bsdfData.clearcoatIOR, LdotH); // we use expensive Fresnel here so the clearcoat properly disappears when IOR -> 1 - // TODOfixme / TOCHECK + // TOCHECK // Compute input/output Fresnel reflections float LdotN = saturate(dot(lightWS, bsdfData.clearcoatNormalWS)); - float3 Fin = F_FresnelDieletricSafe(bsdfData.clearcoatIOR, LdotN); + float Fin = F_FresnelDieletricSafe(bsdfData.clearcoatIOR, LdotN); float VdotN = saturate(dot(viewWS, bsdfData.clearcoatNormalWS)); - float3 Fout = F_FresnelDieletricSafe(bsdfData.clearcoatIOR, VdotN); + float Fout = F_FresnelDieletricSafe(bsdfData.clearcoatIOR, VdotN); // Apply optional refraction - if (_Flags & 4U) + if (HasClearcoatRefraction()) { lightWS = -Refract(lightWS, bsdfData.clearcoatNormalWS, 1.0 / bsdfData.clearcoatIOR); viewWS = preLightData.viewWS_UnderCoat; @@ -772,11 +1367,15 @@ void ModifyBakedDiffuseLighting(float3 V, PositionInputs posInput, SurfaceData s // Note: When baking reflection probes, we approximate the diffuse with the fresnel0 #ifdef _AXF_BRDF_TYPE_SVBRDF - builtinData.bakeDiffuseLighting *= preLightData.diffuseFGD * GetDiffuseOrDefaultColor(bsdfData, _ReplaceDiffuseForIndirect).rgb; + builtinData.bakeDiffuseLighting *= GetDiffuseIndirectDimmer() * preLightData.diffuseFGD * GetDiffuseOrDefaultColor(bsdfData, _ReplaceDiffuseForIndirect).rgb; #else - builtinData.bakeDiffuseLighting *= GetDiffuseOrDefaultColor(bsdfData, _ReplaceDiffuseForIndirect).rgb; + // diffuse is Lambert, but we want the influence of the color still... + // TODO_diffuseFGDColor + builtinData.bakeDiffuseLighting *= GetDiffuseIndirectDimmer() * preLightData.singleBRDFColor * GetDiffuseOrDefaultColor(bsdfData, _ReplaceDiffuseForIndirect).rgb; + // debugtest + //builtinData.bakeDiffuseLighting *= 0; #endif - //TODO attenuate diffuse lighting for coat ie with (1.0 - preLightData.coatFGD) + // todo_energy: attenuate diffuse lighting for coat ie with (1.0 - preLightData.coatFGD) } //----------------------------------------------------------------------------- @@ -786,7 +1385,7 @@ LightTransportData GetLightTransportData(SurfaceData surfaceData, BuiltinData b { LightTransportData lightTransportData; - lightTransportData.diffuseColor = bsdfData.diffuseColor; + lightTransportData.diffuseColor = GetColorBaseDiffuse(bsdfData); lightTransportData.emissiveColor = float3(0.0, 0.0, 0.0); return lightTransportData; @@ -817,533 +1416,267 @@ float3 ComputeWard(float3 H, float LdotH, float NdotL, float NdotV, PreLightData { // Evaluate Fresnel term - float3 F = 0.0; + float F = 1.0; switch (_SVBRDF_BRDFVariants & 3) { - case 1: F = F_FresnelDieletricSafe(bsdfData.fresnelF0.y, LdotH); break; - case 2: F = F_Schlick(bsdfData.fresnelF0, LdotH); break; - } - - // Evaluate normal distribution function - float3 tsH = float3(dot(H, bsdfData.tangentWS), dot(H, bsdfData.biTangentWS), dot(H, bsdfData.normalWS)); - //float2 rotH = (tsH.x * preLightData.anisoX + tsH.y * preLightData.anisoY) / tsH.z; - float2 rotH = tsH.xy / tsH.z; - float N = exp(-Sq(rotH.x / bsdfData.roughness.x) - Sq(rotH.y / bsdfData.roughness.y)) - / (PI * bsdfData.roughness.x*bsdfData.roughness.y); - - switch ((_SVBRDF_BRDFVariants >> 2) & 3) - { - case 0: N /= 4.0 * Sq(LdotH) * Sq(Sq(tsH.z)); break; // Moroder - case 1: N /= 4.0 * NdotL; break; // Duer - case 2: N /= 4.0 * sqrt(NdotL); break; // Ward + case 1: F_FresnelDieletricSafe(Fresnel0ToIorSafe(bsdfData.fresnelF0.r), LdotH); break; + case 2: F = F_Schlick(bsdfData.fresnelF0.r, LdotH); break; } - return bsdfData.specularColor * F * N; -} - -float3 ComputeBlinnPhong(float3 H, float LdotH, float NdotL, float NdotV, PreLightData preLightData, BSDFData bsdfData) -{ - float2 exponents = exp2(bsdfData.roughness); - // Evaluate normal distribution function float3 tsH = float3(dot(H, bsdfData.tangentWS), dot(H, bsdfData.biTangentWS), dot(H, bsdfData.normalWS)); - //float2 rotH = tsH.x * preLightData.anisoX + tsH.y * preLightData.anisoY; - float2 rotH = tsH.xy; - - - float3 N = 0; - switch ((_SVBRDF_BRDFVariants >> 4) & 3) - { - case 0: - { // Ashikmin-Shirley - N = sqrt((1 + exponents.x) * (1 + exponents.y)) / (8 * PI) - * pow(saturate(tsH.z), (exponents.x * Sq(rotH.x) + exponents.y * Sq(rotH.y)) / (1 - Sq(tsH.z))) - / (LdotH * max(NdotL, NdotV)); - break; - } - - case 1: - { // Blinn - float exponent = 0.5 * (exponents.x + exponents.y); // Should be isotropic anyway... - N = (exponent + 2) / (8 * PI) - * pow(saturate(tsH.z), exponent); - break; - } - - case 2: // VRay - case 3: // Lewis - N = 1000 * float3(1, 0, 1); // Not documented... - break; - } - - return bsdfData.specularColor * N; -} - -float3 ComputeCookTorrance(float3 H, float LdotH, float NdotL, float NdotV, PreLightData preLightData, BSDFData bsdfData) -{ - float NdotH = dot(H, bsdfData.normalWS); - float sqNdotH = Sq(NdotH); - - // Evaluate Fresnel term - float3 F = F_Schlick(bsdfData.fresnelF0, LdotH); - - // Evaluate (isotropic) normal distribution function (Beckmann) - float sqAlpha = bsdfData.roughness.x * bsdfData.roughness.y; - float N = exp((sqNdotH - 1) / (sqNdotH * sqAlpha)) - / (PI * Sq(sqNdotH) * sqAlpha); - - // Evaluate shadowing/masking term - float G = G_CookTorrance(NdotH, NdotV, NdotL, LdotH); - - return bsdfData.specularColor * F * N * G; -} - -float3 ComputeGGX(float3 H, float LdotH, float NdotL, float NdotV, PreLightData preLightData, BSDFData bsdfData) -{ - // Evaluate Fresnel term - float3 F = F_Schlick(bsdfData.fresnelF0, LdotH); - - float3 tsH = float3(dot(H, bsdfData.tangentWS), dot(H, bsdfData.biTangentWS), dot(H, bsdfData.normalWS)); - - // Evaluate normal distribution function (Trowbridge-Reitz) - float N = D_GGXAniso(tsH.x, tsH.y, tsH.z, bsdfData.roughness.x, bsdfData.roughness.y); - - // Evaluate shadowing/masking term - float roughness = GetProjectedRoughness(tsH.x, tsH.y, tsH.z, bsdfData.roughness.x, bsdfData.roughness.y); - - // G1 in the SDK matches up with - // Ref: Microfacet Models for Refraction through Rough Surfaces, Walter et al. 2007, p. 7 eq(34) - // Ref: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, Heitz, 2014, p. 84 (37/60) - // We have G1(NdotV, a) where a is roughness - // = 2 * NdotV / (NdotV + sqrt(a*a + (1 - a*a) * Sq(NdotV))) - // = 1 / (0.5 + 0.5 * sqrt(a*a/Sq(NdotV) + (1 - a*a))) - // = 1 / (0.5 + 0.5 * sqrt((1/Sq(NdotV) - 1)*a*a + 1)) - // which we have defined as G_MaskingSmithGGX() in core/ShaderLibrary/BSDF.hlsl - float G = G_MaskingSmithGGX(NdotL, roughness) * G_MaskingSmithGGX(NdotV, roughness); - G /= 4.0 * NdotL * NdotV; - - return bsdfData.specularColor * F * N * G; -} - -float3 ComputePhong(float3 H, float LdotH, float NdotL, float NdotV, PreLightData preLightData, BSDFData bsdfData) -{ - return 1000 * float3(1, 0, 1); -} - - -// This function applies the BSDF. Assumes that NdotL is positive. -//_AXF_BRDF_TYPE_SVBRDF version: -CBSDF EvaluateBSDF(float3 viewWS_UnderCoat, float3 lightWS_UnderCoat, PreLightData preLightData, BSDFData bsdfData) -{ - CBSDF cbsdf; - ZERO_INITIALIZE(CBSDF, cbsdf); - - float NdotL; - - float3 viewWS_Clearcoat = viewWS_UnderCoat; // Keep copy before possible refraction by ComputeClearcoatReflectionAndExtinction_UsePreLightData - float3 lightWS_Clearcoat = lightWS_UnderCoat; - - // Compute half vector used by various components of the BSDF - float3 H = normalize(viewWS_UnderCoat + lightWS_UnderCoat); // this stays the same whether we refract or not - // undercoat values: - float NdotH = dot(bsdfData.normalWS, H); - float NdotV = ClampNdotV(preLightData.NdotV_UnderCoat); - - - // Apply clearcoat - float3 clearcoatExtinction = 1.0; - float3 clearcoatReflectionLobe = 0.0; - if (_Flags & 2) - { - float3 reflectionCoeff; - ComputeClearcoatReflectionAndExtinction_UsePreLightData(viewWS_UnderCoat, lightWS_UnderCoat, bsdfData, preLightData, reflectionCoeff, clearcoatExtinction); - // See axf-decoding-sdk/doc/html/page1.html#svbrdf_subsec03 - // the coat is an almost-dirac BSDF lobe like expected. - // There's nothing said about clearcoatColor, and it doesn't make sense to actually color its reflections but we - // treat clearcoatColor as other specular colors (as the AxF SVBRDF model includes both a general coloring term - // that they call "specular color" while the f0 is actually another term) - NdotL = dot(bsdfData.clearcoatNormalWS, lightWS_Clearcoat); - float coatNdotH = dot(bsdfData.clearcoatNormalWS, H); - float coatNdotV = ClampNdotV(preLightData.NdotV_Clearcoat); - clearcoatReflectionLobe = bsdfData.clearcoatColor * reflectionCoeff * DV_SmithJointGGX(coatNdotH, NdotL, coatNdotV, CLEAR_COAT_ROUGHNESS, preLightData.coatPartLambdaV); - } - // Compute rest of needed cosine of angles after possible refraction: - float LdotH = dot(H, lightWS_UnderCoat); - NdotL = dot(bsdfData.normalWS, lightWS_UnderCoat); - - // Compute diffuse term - float3 diffuseTerm = Lambert(); - if (_SVBRDF_BRDFType & 1) - { - float diffuseRoughness = 0.5 * HALF_PI; // Arbitrary roughness (not specified in the documentation...) - diffuseTerm = INV_PI * OrenNayar(bsdfData.normalWS, viewWS_UnderCoat, lightWS_UnderCoat, diffuseRoughness); - } - - // Compute specular term - float3 specularTerm = float3(1, 0, 0); - switch ((_SVBRDF_BRDFType >> 1) & 7) - { - case 0: specularTerm = ComputeWard(H, LdotH, NdotL, NdotV, preLightData, bsdfData); break; - case 1: specularTerm = ComputeBlinnPhong(H, LdotH, NdotL, NdotV, preLightData, bsdfData); break; - case 2: specularTerm = ComputeCookTorrance(H, LdotH, NdotL, NdotV, preLightData, bsdfData); break; - case 3: specularTerm = ComputeGGX(H, LdotH, NdotL, NdotV, preLightData, bsdfData); break; - case 4: specularTerm = ComputePhong(H, LdotH, NdotL, NdotV, preLightData, bsdfData); break; - default: // @TODO - specularTerm = 1000 * float3(1, 0, 1); - break; - } - - // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). - cbsdf.diffR = clearcoatExtinction * diffuseTerm * saturate(NdotL); - cbsdf.specR = (clearcoatExtinction * specularTerm + clearcoatReflectionLobe) * saturate(NdotL); - - // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). - return cbsdf; -} - -#elif defined(_AXF_BRDF_TYPE_CAR_PAINT) - -// Samples the "BRDF Color Table" as explained in "AxF-Decoding-SDK-1.5.1/doc/html/page2.html#carpaint_ColorTable" from the SDK -float3 GetBRDFColor(float thetaH, float thetaD) -{ - -#if 1 - // [ Update1: - // Enable this path: in short, the color table seems fully defined in the sample tried like X-Rite_12-PTF_Blue-Violet_NR.axf, - // and while acos() yields values up to PI, negative input values shouldn't be used - // for cos(thetaH) (under horizon) and for cos(thetaD), it shouldn't even be possible. - // ] - - float2 UV = float2(2.0 * thetaH / PI, 2.0 * thetaD / PI); - -#ifdef AUTO_PATCH_FOR_INCOMPLETE_BRDF_COLOR_TABLE - // [ Update1: - // The texture should be fully defined for thetaH and thetaD. - - // Although we should note here that some values of thetaD make no sense depending on phiD - // [see "A New Change of Variables for Efficient BRDF Representation by Szymon M. Rusinkiewicz - // https://www.cs.princeton.edu/~smr/papers/brdf_change_of_variables/brdf_change_of_variables.pdf - // for the definition of these angles], - // as when thetaH > 0, in the worst case when phiD = 0, thetaD must be <= (PI/2 - thetaH) - // ie when thetaH = PI/2 and phiD = 0, thetaD must be 0, - // while all values from 0 to PI/2 of thetaD are possible if phiD = PI/2. - // (This is the reason the phiD = PI/2 "slice" contains more information on the BSDF, - // see also s2012_pbs_disney_brdf_notes_v3.pdf p4-5) - // - // But with only thetaH and thetaD indexing the table, phiD is ignored, and the - // true 3D dependency of (even a non-anisotropic - anisotropic would need 4D) BSDF is lost in this parameterization. - // - // Having said that, it can happen that sometimes the color table is defined only for half of it, as if the measurements came from - // such a phiD = 0 degrees slice. In that case, the importer (as of v0.1.5-preview) will try to detect the condition and set a flag - // along with scalings to offset the diagonal clamp in case even less than half the table is defined. - // We use these values here. In case the importer misdetects this condition, the UI still allow changing these values: - // ] - bool brdfColorUseDiagonalClamp = (_Flags & 0x10U); - - if (brdfColorUseDiagonalClamp) - { - UV = float2(2.0 * thetaH / PI, INV_HALF_PI * min(HALF_PI - thetaH, thetaD)); - UV *= _CarPaint2_BRDFColorMapUVScale.xy; - } -#endif - -#else - // OBSOLETE - doesn't work anyway: - // ------------------------------- - // But the acos yields values in [0,PI] and the texture seems to be indicating the entire PI range is covered so: - float2 UV = float2(thetaH / PI, thetaD / PI); - // Problem here is that the BRDF color tables are only defined in the upper-left triangular part of the texture - // It's not indicated anywhere in the SDK documentation but I decided to clamp to the diagonal otherwise we get black values if UV.x+UV.y > 0.5! - UV *= 2.0; - UV *= saturate(UV.x + UV.y) / max(1e-3, UV.x + UV.y); - UV *= 0.5; - // [ Update1: - // The above won't work as it displaces the overflow indiscriminately from both thetaH - // and thetaD instead of clamping to one or the other. - // See discussion above - // ] -#endif - - // Rescale UVs to account for 0.5 texel offset - uint2 textureSize; - _CarPaint2_BRDFColorMap.GetDimensions(textureSize.x, textureSize.y); - UV = (0.5 + UV * (textureSize - 1)) / textureSize; - - return _CarPaint2_BRDFColorMapScale * SAMPLE_TEXTURE2D_LOD(_CarPaint2_BRDFColorMap, sampler_CarPaint2_BRDFColorMap, float2(UV.x, 1 - UV.y), 0).xyz; -} - -// Samples the "BTF Flakes" texture as explained in "AxF-Decoding-SDK-1.5.1/doc/html/page2.html#carpaint_FlakeBTF" from the SDK -uint SampleFlakesLUT(uint index) -{ - return 255.0 * _CarPaint2_FlakeThetaFISliceLUTMap[uint2(index, 0)].x; - // Hardcoded LUT - // uint pipoLUT[] = { 0, 8, 16, 24, 32, 40, 47, 53, 58, 62, 65, 67 }; - // return pipoLUT[min(11, _index)]; -} - -float3 SamplesFlakes(float2 UV, uint sliceIndex, float mipLevel) -{ - return _CarPaint2_BTFFlakeMapScale * SAMPLE_TEXTURE2D_ARRAY_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, UV, sliceIndex, mipLevel).xyz; -} - -#if 1 -// -// Working code, TODO: missing virtual thetaD (aka thetaI) bin generation -// -float3 CarPaint_BTF(float thetaH, float thetaD, BSDFData bsdfData) -{ - float2 UV = bsdfData.flakesUV; - float mipLevel = bsdfData.flakesMipLevel; - - // thetaH sampling defines the angular sampling, i.e. angular flake lifetime - float binIndexH = _CarPaint2_FlakeNumThetaF * (2.0 * thetaH / PI) + 0.5; // TODO: doc says to use NumThetaF for both, check if this isn't a typo - float binIndexD = _CarPaint2_FlakeNumThetaF * (2.0 * thetaD / PI) + 0.5; - - // Bilinear interpolate indices and weights - uint thetaH_low = floor(binIndexH); - uint thetaD_low = floor(binIndexD); - uint thetaH_high = thetaH_low + 1; - uint thetaD_high = thetaD_low + 1; - float thetaH_weight = binIndexH - thetaH_low; - float thetaD_weight = binIndexD - thetaD_low; - - // To allow lower thetaD samplings while preserving flake lifetime, "virtual" thetaD patches are generated by shifting existing ones - float2 offset_l = 0; - float2 offset_h = 0; - - // Organization of the flake BTF slice array and LUT: - // - // The two angles thetaH and thetaD (aka thetaF and thetaI in the documentation) - // index an array of slices, and an indirection is first used through an integer LUT - // (UVs are spatial to be finally used with the individual slices): - // - // Basically, the slices in the array are arranged in incrementing thetaH "steps" (or bins), - // for each constant thetaD bin number, - // ie in thetaD-major order, as for a single thetaD, the multiple thetaH slices - // are consecutive, ie incrementing the wanted thetaD bin causes big jumps in the effective - // slice index to use in the array. - // - // Another peculiarity is that the stride (number of slices to skip) to go to the next - // thetaD bin is not constant as not all slices exist, some thetaH ranges "dying off" very quickly - // depending on the thetaD: ie only a few thetaH slices can exist for a particular thetaD bin. - // - // Non-existing slices for a particular thetaD, thetaH are taken to fetch zero values (hence the - // "dying off" above). - // - // The integer LUT is indexed by thetaD and gives the index in the slice array for this thetaD - // and/at the start of the thetaH range, ie for the first thetaH bin for the thetaH range [0, 0 + deltaH) - // - // The absolute maximum index for the integer LUT is denoted _CarPaint2_FlakeMaxThetaI. - // - // Consider eg this thetaFISliceLut sized to 64 entries: - // - // 0 7 14 21 28 35 42 48 53 57 60 62 0 0 0 ... (all zeroes for the rest) - // - // FlakeMaxThetaI = 12, and indeed as we can see, after the first 12 entries, everything is 0. - // We can have valid thetaD bins with thetaD_low from 0 to 10. See comments below for details about - // this: indeed if thetaD_low = 11, LUT[11] will be 62, but LUT[11+1] will be 0, indicating no - // index space left starting at 62 for the thetaH bins for this particular thetaD bin. - // - // In short, a valid range of final indices in the slice array for a particular thetaD bin is - // indicated by a start index at LUT[i] and a limit index which is just indicated by the start - // index of the next thetaD bin, at LUT[i+1]. - - // ------------------------------------------------------ - // TODO; what they call "virtual thetaD" bins generation: - // Check if this is needed, and port this - // (eg with a noise texture): - // ------------------------------------------------------ - // - // Basically, from the documentation example, it seems that the number of bins considered - // for *both* thetaH and thetaD are NumThetaF (aka NumThetaH) - // ie for *both* angular spaces, the number of bin subdivisions is (counterintuitively) NumThetaF. - // - // However, the real sampling resolution of the thetaD space (_CarPaint_numThetaI) can be lower, - // and this is indicated by the (_CarPaint_numThetaI < _CarPaint_numThetaF) condition. - // - // If this is the case, we squash back the overflowing "binIndexD" - // (that we overextended by multiplying (2.0 * thetaD / PI) by _CarPaint2_FlakeNumThetaF) - // and thus repeat usage of some slices, but we shift them *spatially* by random amounts to hide this. - // (the offset_* below are to be used with the spatial UVs) - // - // if (_CarPaint_numThetaI < _CarPaint_numThetaF) { - // offset_l = float2(rnd_numbers[2*thetaD_low], rnd_numbers[2*thetaD_low+1]); - // offset_h = float2(rnd_numbers[2*thetaD_high], rnd_numbers[2*thetaD_high+1]); - // if (thetaD_low & 1) - // UV.xy = UV.yx; - // if (thetaD_high & 1) - // UV.xy = UV.yx; - // - // // Map to the original sampling - // thetaD_low = floor(thetaD_low * float(_CarPaint_numThetaI) / _CarPaint_numThetaF); - // thetaD_high = floor(thetaD_high * float(_CarPaint_numThetaI) / _CarPaint_numThetaF); - // // - // // WARNING: double check SDK but our original code was wrong in that case: - // // - // // Note that in that case, thetaD_low can be == to thetaD_high, - // // eg with - // // _CarPaint_numThetaI = 7, - // // _CarPaint_numThetaF = 12, - // // original thetaD_low = 2 (and thus original thetaD_high = 3). - // // we get - // // thetaD_low = floor( 2 * 7.0/12 ) = floor( 2 * 0.58333) = floor(1.1667) = 1 - // // thetaD_high = floor( 3 * 7.0/12 ) = floor( 3 * 0.58333) = floor(1.75) = 1 - // // - // // Again in our original code, we systematically took thetaD_high == thetaD_low + 1 when - // // verifying the indexing limit using for LUT1: - // // - // // uint LUT0 = SampleFlakesLUT(thetaD_low); - // // uint LUT1 = SampleFlakesLUT(thetaD_high); - // // uint LUT2 = SampleFlakesLUT(thetaD_high + 1); - // // - // // LUT1 is NOT the value we should use to check if we slip over in thetaH (thetaF)! - // // it could be that thetaD_low == thetaD_high (virtual thetaD bins) where we stay in the - // // same bin but shift our UVs for that same slice to fake having another "thetaD" bin - // // (taking all the same slices for another aliased thetaD but shifting the UVs of those). - // // However, we still need to make sure, when we choose a final slice taking into account - // // the int offset due to the thetaH sampling/bin, that the calculated index doesn't fall - // // off the current valid range for the current thetaD as indicated by 2 consecutive LUT - // // entries! - // - // } - - float3 H0_D0 = 0.0; - float3 H1_D0 = 0.0; - float3 H0_D1 = 0.0; - float3 H1_D1 = 0.0; + //float2 rotH = tsH.xy / tsH.z; + float2 rotH = tsH.xy / max(0.00001, tsH.z); + //float2 roughness = bsdfData.roughness; + float2 roughness = max(0.0001, bsdfData.roughness); + //if (bsdfData.roughness.y == 0.0) bsdfData.specularColor = float3(1,0,0); - // Access flake texture - make sure to stay in the correct slices (no slip over) - if (thetaD_low < _CarPaint2_FlakeMaxThetaI) + if (roughness.x * roughness.y <= 0.0001 && tsH.z < 1.0) { - float2 UVl = UV + offset_l; - float2 UVh = UV + offset_h; + return 0; + } + + float N = exp(-Sq(rotH.x / roughness.x) - Sq(rotH.y / roughness.y)); + N /= max(0.0001, PI * roughness.x * roughness.y); + //N /= (PI * roughness.x * roughness.y); - uint LUT0 = SampleFlakesLUT(thetaD_low); - uint LUT1 = SampleFlakesLUT(thetaD_high); - uint LUT0_limit = SampleFlakesLUT(thetaD_low+1); - // without "virtual thetaD" bins, LUT0_limit will be the same as LUT1 and optimized out. - uint LUT2 = SampleFlakesLUT(thetaD_high + 1); + switch ((_SVBRDF_BRDFVariants >> 2) & 3) + { + case 0: N /= max(0.0001, 4.0 * Sq(LdotH) * Sq(Sq(tsH.z))); break; // Moroder + case 1: N /= max(0.0001, 4.0 * NdotL * NdotV); break; // Duer + case 2: N /= max(0.0001, 4.0 * sqrt(NdotL * NdotV)); break; // Ward + } - if (LUT0 + thetaH_low < LUT0_limit) - { - H0_D0 = SamplesFlakes(UVl, LUT0 + thetaH_low, mipLevel); - if (LUT0 + thetaH_high < LUT0_limit) - { - H1_D0 = SamplesFlakes(UVl, LUT0 + thetaH_high, mipLevel); - } - } - // else it means that the calculated index for that thetaD_low and the thetaH_low - // bin doesn't even include the start of the H range we want to interpolate. - // This could happen even if thetaH_low == 0, if for example we're at the last - // non-zero value of the integer LUT due to thetaD_low itself: in that case - // LUT1 value contains 0, ie we don't even have an index for the next thetaD bin - // start which would give us a limit index to use for the maximum thetaH bin - // in the current thetaD_low bin. (ie a valid thetaD bin needs LUT[i] and LUT[i+1] - // to be valid as these indicate the limits for the final slice array index - // calculated including the offset induced by the minor dimension thetaH-bin) + return bsdfData.specularColor * F * N; +} - if (thetaD_high < _CarPaint2_FlakeMaxThetaI) - { - if (LUT1 + thetaH_low < LUT2) - { - H0_D1 = SamplesFlakes(UVh, LUT1 + thetaH_low, mipLevel); - if (LUT1 + thetaH_high < LUT2) - { - H1_D1 = SamplesFlakes(UVh, LUT1 + thetaH_high, mipLevel); - } - } - // else, same thing as our comment above - } +float3 ComputeBlinnPhong(float3 H, float LdotH, float NdotL, float NdotV, PreLightData preLightData, BSDFData bsdfData) +{ + float2 exponents = exp2(bsdfData.roughness); + + // Evaluate normal distribution function + float3 tsH = float3(dot(H, bsdfData.tangentWS), dot(H, bsdfData.biTangentWS), dot(H, bsdfData.normalWS)); + float2 rotH = tsH.xy; + + float3 N = 0; + switch ((_SVBRDF_BRDFVariants >> 4) & 3) + { + case 0: + { // Ashikmin-Shirley + N = sqrt((1 + exponents.x) * (1 + exponents.y)) / (8 * PI) + * PositivePow(saturate(tsH.z), SafeDiv( (exponents.x * Sq(rotH.x) + exponents.y * Sq(rotH.y)), (1 - Sq(tsH.z)) ) ) + / (LdotH * max(NdotL, NdotV)); + break; } - // Bilinear interpolation - float3 D0 = lerp(H0_D0, H1_D0, thetaH_weight); - float3 D1 = lerp(H0_D1, H1_D1, thetaH_weight); - return lerp(D0, D1, thetaD_weight); + case 1: + { // Blinn + float exponent = 0.5 * (exponents.x + exponents.y); // Should be isotropic anyway... + N = (exponent + 2) / (8 * PI) + * PositivePow(saturate(tsH.z), exponent); + break; + } + + case 2: // VRay + case 3: // Lewis + N = 1000 * float3(1, 0, 1); // Not documented... + break; + } + + return bsdfData.specularColor * N; } -#else //alternate CarPaint_BTF: +float3 ComputeCookTorrance(float3 H, float LdotH, float NdotL, float NdotV, PreLightData preLightData, BSDFData bsdfData) +{ + float NdotH = dot(H, bsdfData.normalWS); + float sqNdotH = Sq(NdotH); + + // Evaluate Fresnel term + float F = F_Schlick(bsdfData.fresnelF0.r, LdotH); -// Simplified code -// Update1: This is not a simplified version of above. In the sample code -// sampling won't be done for slice indices that overflow, and interpolation -// of final values is thus done with 0 to effectively fade out the flake -// while here with min, this clamp the "lifetime" for the remaining angular -// range. -// TOTO_FLAKE -float3 CarPaint_BTF(float thetaH, float thetaD, BSDFData bsdfData) + // Evaluate (isotropic) normal distribution function (Beckmann) + float roughness = GetScalarRoughnessFromAnisoRoughness(bsdfData.roughness.x, bsdfData.roughness.y); + float sqAlpha = roughness*roughness; + float N = exp((sqNdotH - 1) / max(0.00001, sqNdotH * sqAlpha)) + / max(0.00001, PI * Sq(sqNdotH) * sqAlpha); + + // Evaluate shadowing/masking term + float G = G_CookTorrance(NdotH, NdotV, NdotL, LdotH); + + return bsdfData.specularColor * F * N * G; +} + +float3 ComputeGGX(float3 H, float LdotH, float NdotL, float NdotV, PreLightData preLightData, BSDFData bsdfData) { - float2 UV = bsdfData.flakesUV; - float mipLevel = bsdfData.flakesMipLevel; + // Evaluate Fresnel term + float F = F_Schlick(bsdfData.fresnelF0.r, LdotH); - // thetaH sampling defines the angular sampling, i.e. angular flake lifetime - float binIndexH = _CarPaint2_FlakeNumThetaF * (2.0 * thetaH / PI) + 0.5; - float binIndexD = _CarPaint2_FlakeNumThetaI * (2.0 * thetaD / PI) + 0.5; + float3 tsH = float3(dot(H, bsdfData.tangentWS), dot(H, bsdfData.biTangentWS), dot(H, bsdfData.normalWS)); - // Bilinear interpolate indices and weights - uint thetaH_low = floor(binIndexH); - uint thetaD_low = floor(binIndexD); - uint thetaH_high = thetaH_low + 1; - uint thetaD_high = thetaD_low + 1; - float thetaH_weight = binIndexH - thetaH_low; - float thetaD_weight = binIndexD - thetaD_low; + // Evaluate normal distribution function (Trowbridge-Reitz) + float N = D_GGXAniso(tsH.x, tsH.y, tsH.z, bsdfData.roughness.x, bsdfData.roughness.y); - // Access flake texture - make sure to stay in the correct slices (no slip over) - // @TODO: Store RGB value with all 3 integers? Single tap into LUT... - uint LUT0 = SampleFlakesLUT(min(_CarPaint2_FlakeMaxThetaI - 1, thetaD_low)); - uint LUT1 = SampleFlakesLUT(min(_CarPaint2_FlakeMaxThetaI - 1, thetaD_high)); - uint LUT2 = SampleFlakesLUT(min(_CarPaint2_FlakeMaxThetaI - 1, thetaD_high + 1)); + // Evaluate shadowing/masking term + float roughness = GetProjectedRoughness(tsH.x, tsH.y, tsH.z, bsdfData.roughness.x, bsdfData.roughness.y); - float3 H0_D0 = SamplesFlakes(UV, min(LUT0 + thetaH_low, LUT1 - 1), mipLevel); - float3 H1_D0 = SamplesFlakes(UV, min(LUT0 + thetaH_high, LUT1 - 1), mipLevel); - float3 H0_D1 = SamplesFlakes(UV, min(LUT1 + thetaH_low, LUT2 - 1), mipLevel); - float3 H1_D1 = SamplesFlakes(UV, min(LUT1 + thetaH_high, LUT2 - 1), mipLevel); + // G1 in the SDK matches up with + // Ref: Microfacet Models for Refraction through Rough Surfaces, Walter et al. 2007, p. 7 eq(34) + // Ref: Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs, Heitz, 2014, p. 84 (37/60) + // We have G1(NdotV, a) where a is roughness + // = 2 * NdotV / (NdotV + sqrt(a*a + (1 - a*a) * Sq(NdotV))) + // = 1 / (0.5 + 0.5 * sqrt(a*a/Sq(NdotV) + (1 - a*a))) + // = 1 / (0.5 + 0.5 * sqrt((1/Sq(NdotV) - 1)*a*a + 1)) + // which we have defined as G_MaskingSmithGGX() in core/ShaderLibrary/BSDF.hlsl + float G = G_MaskingSmithGGX(NdotL, roughness) * G_MaskingSmithGGX(NdotV, roughness); + G /= max(0.00001, 4.0 * NdotL * NdotV); - // Bilinear interpolation - float3 D0 = lerp(H0_D0, H1_D0, thetaH_weight); - float3 D1 = lerp(H0_D1, H1_D1, thetaH_weight); - return lerp(D0, D1, thetaD_weight); + return bsdfData.specularColor * F * N * G; } -#endif //...alternate CarPaint_BTF. +float3 ComputePhong(float3 H, float LdotH, float NdotL, float NdotV, PreLightData preLightData, BSDFData bsdfData) +{ + return 1000 * float3(1, 0, 1); +} // This function applies the BSDF. Assumes that NdotL is positive. -// For _AXF_BRDF_TYPE_CAR_PAINT -CBSDF EvaluateBSDF(float3 viewWS_UnderCoat, float3 lightWS_UnderCoat, PreLightData preLightData, BSDFData bsdfData) +//_AXF_BRDF_TYPE_SVBRDF version: +CBSDF EvaluateBSDF(float3 viewWS_Clearcoat, float3 lightWS_Clearcoat, PreLightData preLightData, BSDFData bsdfData) { CBSDF cbsdf; ZERO_INITIALIZE(CBSDF, cbsdf); float NdotL; - float3 viewWS_Clearcoat = viewWS_UnderCoat; // Keep copy before possible refraction by ComputeClearcoatReflectionAndExtinction_UsePreLightData - float3 lightWS_Clearcoat = lightWS_UnderCoat; + float3 viewWS_UnderCoat = viewWS_Clearcoat; //Note: ComputeClearcoatReflectionAndExtinction_UsePreLightData possibly modifies its input directions. + float3 lightWS_UnderCoat = lightWS_Clearcoat; // Compute half vector used by various components of the BSDF - float3 H = normalize(viewWS_UnderCoat + lightWS_UnderCoat); // this stays the same whether we refract or not + float3 H = normalize(viewWS_Clearcoat + lightWS_Clearcoat); + + // Apply clearcoat + float clearcoatExtinction = 1.0; + float3 clearcoatReflectionLobeNdotL = 0.0; + if (HasClearcoat()) + { + NdotL = dot(bsdfData.clearcoatNormalWS, lightWS_Clearcoat); + float coatNdotH = dot(bsdfData.clearcoatNormalWS, H); + float coatNdotV = ClampNdotV(preLightData.NdotV_Clearcoat); + + float reflectionCoeff; + ComputeClearcoatReflectionAndExtinction_UsePreLightData(viewWS_UnderCoat, lightWS_UnderCoat, bsdfData, preLightData, reflectionCoeff, clearcoatExtinction); + if (HasClearcoatRefraction()) + { + // Recompute H after possible refraction: + H = normalize(viewWS_UnderCoat + lightWS_UnderCoat); + } + + // See axf-decoding-sdk/doc/html/page1.html#svbrdf_subsec03 + // the coat is an almost-dirac BSDF lobe like expected. + // There's nothing said about clearcoatColor, and it doesn't make sense to actually color its reflections but we + // treat clearcoatColor as other specular colors (as the AxF SVBRDF model includes both a general coloring term + // that they call "specular color" while the f0 is actually another term) + clearcoatReflectionLobeNdotL = saturate(NdotL) * bsdfData.clearcoatColor * reflectionCoeff * DV_SmithJointGGX(coatNdotH, NdotL, coatNdotV, CLEAR_COAT_ROUGHNESS, preLightData.coatPartLambdaV); + } + // undercoat values: float NdotH = dot(bsdfData.normalWS, H); float NdotV = ClampNdotV(preLightData.NdotV_UnderCoat); + // Compute rest of needed cosine of angles after possible refraction: + float LdotH = dot(H, lightWS_UnderCoat); + NdotL = dot(bsdfData.normalWS, lightWS_UnderCoat); + + // Compute diffuse term + float3 diffuseTerm = Lambert(); + if (_SVBRDF_BRDFType & 1) + { + float diffuseRoughness = 0.5 * HALF_PI; // Arbitrary roughness (not specified in the documentation...) + diffuseTerm = INV_PI * OrenNayar(bsdfData.normalWS, viewWS_UnderCoat, lightWS_UnderCoat, diffuseRoughness); + } + + // Compute specular term + float3 specularTerm = float3(1, 0, 0); + switch ((_SVBRDF_BRDFType >> 1) & 7) + { + case 0: specularTerm = ComputeWard(H, LdotH, NdotL, NdotV, preLightData, bsdfData); break; + case 1: specularTerm = ComputeBlinnPhong(H, LdotH, NdotL, NdotV, preLightData, bsdfData); break; + case 2: specularTerm = ComputeCookTorrance(H, LdotH, NdotL, NdotV, preLightData, bsdfData); break; + case 3: specularTerm = ComputeGGX(H, LdotH, NdotL, NdotV, preLightData, bsdfData); break; + case 4: specularTerm = ComputePhong(H, LdotH, NdotL, NdotV, preLightData, bsdfData); break; + default: // @TODO + specularTerm = 1000 * float3(1, 0, 1); + break; + } + + // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). + cbsdf.diffR = clearcoatExtinction * diffuseTerm * saturate(NdotL); + cbsdf.specR = (clearcoatExtinction * specularTerm * saturate(NdotL) + clearcoatReflectionLobeNdotL); + + // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). + return cbsdf; +} + +#elif defined(_AXF_BRDF_TYPE_CAR_PAINT) + + +float3 GetCarPaintSpecularFGDForLobe(PreLightData preLightData, uint lobeIndex) +{ + return lerp(preLightData.specularCTFGDAtZeroF0[lobeIndex], preLightData.specularCTFGDReflectivity[lobeIndex], _CarPaint2_CTF0s[lobeIndex]*preLightData.singleBRDFColor); +} + + +// This function applies the BSDF. Assumes that NdotL is positive. +// For _AXF_BRDF_TYPE_CAR_PAINT +CBSDF EvaluateBSDF(float3 viewWS_Clearcoat, float3 lightWS_Clearcoat, PreLightData preLightData, BSDFData bsdfData) +{ + CBSDF cbsdf; + ZERO_INITIALIZE(CBSDF, cbsdf); + //debugtest + //return cbsdf; +#if 0 + //cbsdf.diffR = Lambert() * saturate(dot(bsdfData.normalWS, lightWS_Clearcoat)); + //return cbsdf; + +#elif 1 + + float NdotL; + + float3 viewWS_UnderCoat = viewWS_Clearcoat; //Note: ComputeClearcoatReflectionAndExtinction_UsePreLightData possibly modifies its input directions. + float3 lightWS_UnderCoat = lightWS_Clearcoat; + + // Compute half vector used by various components of the BSDF + float3 H = normalize(viewWS_Clearcoat + lightWS_Clearcoat); // Apply clearcoat - float3 clearcoatExtinction = 1.0; - float3 clearcoatReflectionLobe = 0.0; - if (_Flags & 2) + float clearcoatExtinction = 1.0; + float3 clearcoatReflectionLobeNdotL = 0.0; + if (HasClearcoat()) { - float3 reflectionCoeff; + NdotL = dot(bsdfData.clearcoatNormalWS, lightWS_Clearcoat); + float coatNdotH = dot(bsdfData.clearcoatNormalWS, H); + float coatNdotV = ClampNdotV(preLightData.NdotV_Clearcoat); + + float reflectionCoeff; ComputeClearcoatReflectionAndExtinction_UsePreLightData(viewWS_UnderCoat, lightWS_UnderCoat, bsdfData, preLightData, reflectionCoeff, clearcoatExtinction); + if (HasClearcoatRefraction()) + { + // Recompute H after possible refraction: + H = normalize(viewWS_UnderCoat + lightWS_UnderCoat); + } + // See axf-decoding-sdk/doc/html/page1.html#svbrdf_subsec03 // the coat is an almost-dirac BSDF lobe like expected. // There's nothing said about clearcoatColor, and it doesn't make sense to actually color its reflections but we // treat clearcoatColor as other specular colors (as the AxF SVBRDF model includes both a general coloring term // that they call "specular color" while the f0 is actually another term) - NdotL = dot(bsdfData.clearcoatNormalWS, lightWS_Clearcoat); - float coatNdotH = dot(bsdfData.clearcoatNormalWS, H); - float coatNdotV = ClampNdotV(preLightData.NdotV_Clearcoat); - clearcoatReflectionLobe = bsdfData.clearcoatColor * reflectionCoeff * DV_SmithJointGGX(coatNdotH, NdotL, coatNdotV, CLEAR_COAT_ROUGHNESS, preLightData.coatPartLambdaV); + clearcoatReflectionLobeNdotL = saturate(NdotL) * bsdfData.clearcoatColor * reflectionCoeff * DV_SmithJointGGX(coatNdotH, NdotL, coatNdotV, CLEAR_COAT_ROUGHNESS, preLightData.coatPartLambdaV); } + + // undercoat values: + float NdotH = dot(bsdfData.normalWS, H); + float NdotV = ClampNdotV(preLightData.NdotV_UnderCoat); + // Compute rest of needed cosine of angles after possible refraction: float LdotH = dot(H, lightWS_UnderCoat); float VdotH = LdotH; @@ -1360,7 +1693,9 @@ CBSDF EvaluateBSDF(float3 viewWS_UnderCoat, float3 lightWS_UnderCoat, PreLightDa // Apply BRDF color float3 BRDFColor = GetBRDFColor(thetaH, thetaD); - diffuseTerm *= BRDFColor; + diffuseTerm *= BRDFColor; // tocheck: dont forget handling BRDFColor for the indirect diffuse lighting! + // Also note that the monochromatic bsdfData.diffuseColor (in the case of CARPAINT2) + // is still applied in PostEvaluateBSDF and not here, like in the SVBRDF case! specularTerm *= BRDFColor; // Apply flakes @@ -1368,10 +1703,11 @@ CBSDF EvaluateBSDF(float3 viewWS_UnderCoat, float3 lightWS_UnderCoat, PreLightDa specularTerm += CarPaint_BTF(thetaH, thetaD, bsdfData); cbsdf.diffR = clearcoatExtinction * diffuseTerm * saturate(NdotL); - cbsdf.specR = (clearcoatExtinction * specularTerm + clearcoatReflectionLobe) * saturate(NdotL); + cbsdf.specR = (clearcoatExtinction * specularTerm * saturate(NdotL) + clearcoatReflectionLobeNdotL); // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). return cbsdf; +#endif // #if 0 } #else @@ -1408,12 +1744,12 @@ CBSDF EvaluateBSDF(float3 viewWS_UnderCoat, float3 lightWS_UnderCoat, PreLightDa //----------------------------------------------------------------------------- DirectLighting EvaluateBSDF_Directional(LightLoopContext lightLoopContext, - float3 V, PositionInputs posInput, PreLightData preLightData, - DirectionalLightData lightData, BSDFData bsdfData, - BuiltinData builtinData) + float3 V, PositionInputs posInput, + PreLightData preLightData, DirectionalLightData lightData, + BSDFData bsdfData, BuiltinData builtinData) { - return ShadeSurface_Directional(lightLoopContext, posInput, builtinData, - preLightData, lightData, bsdfData, V); + return ShadeSurface_Directional(lightLoopContext, posInput, builtinData, preLightData, lightData, bsdfData, V); + //return (DirectLighting)0; } //----------------------------------------------------------------------------- @@ -1575,7 +1911,7 @@ DirectLighting EvaluateBSDF_Line( LightLoopContext lightLoopContext, // Polygon irradiance in the transformed configuration. ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcTransformSpecular); ltcValue *= lightData.specularDimmer; - lighting.specular = bsdfData.specularColor * preLightData.specularFGD * ltcValue; + lighting.specular = preLightData.specularFGD * ltcValue; //----------------------------------------------------------------------------- #elif defined(_AXF_BRDF_TYPE_CAR_PAINT) @@ -1590,11 +1926,12 @@ DirectLighting EvaluateBSDF_Line( LightLoopContext lightLoopContext, // Evaluate a BRDF color response in diffuse direction // We project the point onto the area light's plane using the light's forward direction and recompute the light direction from this position - // TODO_dir: + // todo_dir #if 0 float3 bestLightWS_Diffuse = ComputeBestLightDirection_Line(lightPositionRWS, -lightData.forward, lightData); - // TODO_dir: refract light dir here for GetBRDFColor since it is a fresnel-like effect, but + // todo_dir todo_pseudorefract + // refract light dir here for GetBRDFColor since it is a fresnel-like effect, but // compute LTC / env fetching using *non refracted dir* float3 H = normalize(preLightData.viewWS_UnderCoat + bestLightWS_Diffuse); @@ -1608,7 +1945,7 @@ DirectLighting EvaluateBSDF_Line( LightLoopContext lightLoopContext, float thetaH = 0; float thetaD = acos(clamp(preLightData.NdotV_UnderCoat, 0, 1)); #endif - lighting.diffuse *= GetBRDFColor(thetaH, thetaD); + lighting.diffuse *= preLightData.singleBRDFColor; //----------------------------------------------------------------------------- @@ -1616,19 +1953,20 @@ DirectLighting EvaluateBSDF_Line( LightLoopContext lightLoopContext, // Each CT lobe samples the environment with the appropriate roughness for (uint lobeIndex = 0; lobeIndex < CARPAINT2_LOBE_COUNT; lobeIndex++) { - float coeff = 4.0 * LTC_L_FUDGE_FACTOR * _CarPaint2_CTCoeffs[lobeIndex]; + float coeff = GetLTCAreaLightDimmer() * _CarPaint2_CTCoeffs[lobeIndex]; ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcTransformSpecularCT[lobeIndex]); - lighting.specular += coeff * preLightData.specularCTFGD[lobeIndex] * ltcValue; + lighting.specular += coeff * GetCarPaintSpecularFGDForLobe(preLightData, lobeIndex) * ltcValue; } lighting.specular *= lightData.specularDimmer; // Evaluate a BRDF color response in specular direction // We project the point onto the area light's plane using the reflected view direction and recompute the light direction from this position - // TODO_dir: + // todo_dir: #if 0 float3 bestLightWS_Specular = ComputeBestLightDirection_Line(lightPositionRWS, preLightData.iblDominantDirectionWS_UnderCoat, lightData); - // TODO_dir: refract light dir here for GetBRDFColor since it is a fresnel-like effect, but + // todo_dir todo_pseudorefract + // refract light dir here for GetBRDFColor since it is a fresnel-like effect, but // compute LTC / env fetching using *non refracted dir* H = normalize(preLightData.viewWS_UnderCoat + bestLightWS_Specular); NdotH = dot(bsdfData.normalWS, H); @@ -1640,7 +1978,7 @@ DirectLighting EvaluateBSDF_Line( LightLoopContext lightLoopContext, // Just use the same assumptions as for environments // (already calculated thetaH and thetaD above) #endif - lighting.specular *= GetBRDFColor(thetaH, thetaD); + //now already in rebuilt specularFGD: lighting.specular *= GetBRDFColor(thetaH, thetaD); //----------------------------------------------------------------------------- @@ -1650,18 +1988,18 @@ DirectLighting EvaluateBSDF_Line( LightLoopContext lightLoopContext, // need the N of the flake, and then you end up with the problem of normal aliasing) // (See also #define FLAKES_JUST_BTF, which makes us use the coat ltc transform and no FGD, // - TODO in that case calculated irradiance should be the same as clearcoat, should be optimized) - // TODO_dir NdotV wrong + // todo_dir NdotV wrong ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcTransformFlakes); ltcValue *= lightData.specularDimmer; - lighting.specular += preLightData.flakesFGD * ltcValue * CarPaint_BTF(thetaH, thetaD, bsdfData); + lighting.specular += ltcValue * preLightData.singleFlakesComponent; //preLightData.flakesFGD * CarPaint_BTF(thetaH, thetaD, bsdfData); #endif //----------------------------------------------------------------------------- // Evaluate the clear-coat - if (_Flags & 2) + if (HasClearcoat()) { // Use the complement of FGD value as an approximation of the extinction of the undercoat @@ -1754,6 +2092,10 @@ DirectLighting EvaluateBSDF_Rect(LightLoopContext lightLoopContext, if (intensity == 0.0) return lighting; + //TOCHECK, had to fix this: + // Translate the light s.t. the shaded point is at the origin of the coordinate system. + lightData.positionRWS -= positionWS; + lightData.diffuseDimmer *= intensity; lightData.specularDimmer *= intensity; @@ -1784,7 +2126,7 @@ DirectLighting EvaluateBSDF_Rect(LightLoopContext lightLoopContext, // Polygon irradiance in the transformed configuration. ltcValue = PolygonIrradiance(mul(lightVerts, preLightData.ltcTransformSpecular)); ltcValue *= lightData.specularDimmer; - lighting.specular = bsdfData.specularColor * preLightData.specularFGD * ltcValue; + lighting.specular = preLightData.specularFGD * ltcValue; #elif defined(_AXF_BRDF_TYPE_CAR_PAINT) @@ -1822,7 +2164,7 @@ DirectLighting EvaluateBSDF_Rect(LightLoopContext lightLoopContext, float thetaD = acos(clamp(preLightData.NdotV_UnderCoat, 0, 1)); #endif - lighting.diffuse *= GetBRDFColor(thetaH, thetaD); + lighting.diffuse *= preLightData.singleBRDFColor; //GetBRDFColor(thetaH, thetaD); //----------------------------------------------------------------------------- @@ -1830,9 +2172,9 @@ DirectLighting EvaluateBSDF_Rect(LightLoopContext lightLoopContext, // Each CT lobe samples the environment with the appropriate roughness for (uint lobeIndex = 0; lobeIndex < CARPAINT2_LOBE_COUNT; lobeIndex++) { - float coeff = 4.0 * LTC_L_FUDGE_FACTOR * _CarPaint2_CTCoeffs[lobeIndex]; + float coeff = GetLTCAreaLightDimmer() * _CarPaint2_CTCoeffs[lobeIndex]; ltcValue = PolygonIrradiance(mul(lightVerts, preLightData.ltcTransformSpecularCT[lobeIndex])); - lighting.specular += coeff * preLightData.specularCTFGD[lobeIndex] * ltcValue; + lighting.specular += coeff * GetCarPaintSpecularFGDForLobe(preLightData, lobeIndex) * ltcValue; } lighting.specular *= lightData.specularDimmer; @@ -1856,7 +2198,7 @@ DirectLighting EvaluateBSDF_Rect(LightLoopContext lightLoopContext, // (already calculated thetaH and thetaD above) #endif - lighting.specular *= GetBRDFColor(thetaH, thetaD); + //now already in rebuilt specularFGD: lighting.specular *= GetBRDFColor(thetaH, thetaD); //----------------------------------------------------------------------------- // Sample flakes as tiny mirrors @@ -1866,7 +2208,7 @@ DirectLighting EvaluateBSDF_Rect(LightLoopContext lightLoopContext, ltcValue = PolygonIrradiance(mul(lightVerts, preLightData.ltcTransformFlakes)); ltcValue *= lightData.specularDimmer; - lighting.specular += preLightData.flakesFGD * ltcValue * CarPaint_BTF(thetaH, thetaD, bsdfData); + lighting.specular += ltcValue * preLightData.singleFlakesComponent; //preLightData.flakesFGD * CarPaint_BTF(thetaH, thetaD, bsdfData); #endif @@ -1874,7 +2216,7 @@ DirectLighting EvaluateBSDF_Rect(LightLoopContext lightLoopContext, //----------------------------------------------------------------------------- // Evaluate the clear-coat - if (_Flags & 2) + if (HasClearcoat()) { // Use the complement of FGD value as an approximation of the extinction of the undercoat @@ -1943,17 +2285,16 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, ApplyScreenSpaceReflectionWeight(ssrLighting); float3 reflectanceFactor = 0.0; - bool HasClearcoat = (_Flags & 0x2U); - if (HasClearcoat) + if (HasClearcoat()) { - reflectanceFactor = bsdfData.clearcoatColor * preLightData.coatFGD; + reflectanceFactor = GetSSRDimmer() * bsdfData.clearcoatColor * preLightData.coatFGD; // TODO_flakes ? } else { #if defined(_AXF_BRDF_TYPE_SVBRDF) - reflectanceFactor = bsdfData.specularColor * preLightData.specularFGD; + reflectanceFactor = preLightData.specularFGD; #elif defined(_AXF_BRDF_TYPE_CAR_PAINT) // Like for environments, in that case, H is supposed N if we don't use @@ -1967,10 +2308,10 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, for (uint lobeIndex = 0; lobeIndex < CARPAINT2_LOBE_COUNT; lobeIndex++) { float coeff = _CarPaint2_CTCoeffs[lobeIndex]; - reflectanceFactor += coeff * preLightData.specularCTFGD[lobeIndex]; + reflectanceFactor += coeff * GetCarPaintSpecularFGDForLobe(preLightData, lobeIndex); } // TODO_flakes ? - reflectanceFactor *= 4.0 * SSR_L_FUDGE_FACTOR * GetBRDFColor(thetaH, thetaD); + reflectanceFactor *= GetSSRDimmer(); //now already in rebuilt specularFGD: * GetBRDFColor(thetaH, thetaD); #else // This is only possible if the AxF is a BTF type. However, there is a bunch of ifdefs do not support this third case #endif @@ -2060,12 +2401,15 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float3 positionWS = posInput.positionWS; float weight = 1.0; - float NdotV = ClampNdotV(preLightData.NdotV_UnderCoat); - // TODO_dir: this shouldn't be undercoat. float3 environmentSamplingDirectionWS_UnderCoat = preLightData.iblDominantDirectionWS_UnderCoat; #if defined(_AXF_BRDF_TYPE_SVBRDF) + float3 envLighting = 0.0; + + + float NdotV = ClampNdotV(preLightData.NdotV_UnderCoat); + environmentSamplingDirectionWS_UnderCoat = GetModifiedEnvSamplingDir(lightData, bsdfData.normalWS, preLightData.iblDominantDirectionWS_UnderCoat, preLightData.iblPerceptualRoughness, NdotV); // Note: using _influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky) @@ -2078,10 +2422,15 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, environmentSamplingDirectionWS_UnderCoat, IBLMipLevel, lightData.rangeCompressionFactorCompensation); weight *= preLD.w; // Used by planar reflection to discard pixel - float3 envLighting = bsdfData.specularColor * preLightData.specularFGD * preLD.xyz; + envLighting = GetSpecularIndirectDimmer() * preLightData.specularFGD * preLD.xyz; //----------------------------------------------------------------------------- #elif defined(_AXF_BRDF_TYPE_CAR_PAINT) + + float3 envLighting = 0.0; + + float NdotV = ClampNdotV(preLightData.NdotV_UnderCoat); + // A part of this BRDF depends on thetaH and thetaD and should thus have entered // the split sum pre-integration. We do a further approximation by pulling those // terms out and evaluating them in the specular dominant direction, @@ -2097,11 +2446,10 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float thetaH = acos(clamp(NdotH, 0, 1)); float thetaD = acos(clamp(VdotH, 0, 1)); - //----------------------------------------------------------------------------- -#if USE_COOK_TORRANCE_MULTI_LOBES + #if USE_COOK_TORRANCE_MULTI_LOBES + // Multi-lobes approach // Each CT lobe samples the environment with the appropriate roughness - float3 envLighting = 0.0; float sumWeights = 0.0; for (uint lobeIndex = 0; lobeIndex < CARPAINT2_LOBE_COUNT; lobeIndex++) { @@ -2110,28 +2458,22 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float lobeMipLevel = PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness[lobeIndex]); float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, lightWS_UnderCoat, lobeMipLevel, lightData.rangeCompressionFactorCompensation); - envLighting += coeff * preLightData.specularCTFGD[lobeIndex] * preLD.xyz; + //todotodo: try removing coeff + envLighting += coeff * GetCarPaintSpecularFGDForLobe(preLightData, lobeIndex) * preLD.xyz; sumWeights += preLD.w; } - // Note: We multiply by 4 since the documentation uses a Cook-Torrance BSDF formula without the /4 from the dH/dV Jacobian, - // and since we assume the lobe coefficients are fitted, we assume the effect of this factor to be in those. - // However, our pre-integrated FGD uses the proper D() importance sampling method and weight, so that the D() is effectively - // cancelled out when integrating FGD, whichever D() you choose to do importance sampling, along with the Jacobian of the - // BSDF (FGD integrand) with the Jacobian from doing importance sampling in H while integrating over L. - // We thus restitute the * 4 here. - // The other term ENVIRONMENT_LD_FUDGE_FACTOR is to match what we seem to get with VRED, presumably a compensation for - // the LD itself for the environment. - envLighting *= 4.0 * ENVIRONMENT_LD_FUDGE_FACTOR; - envLighting *= GetBRDFColor(thetaH, thetaD); + envLighting *= GetSpecularIndirectDimmer(); + //now already in rebuilt specularFGD: envLighting *= GetBRDFColor(thetaH, thetaD); // Sample flakes //TODO_FLAKES float flakesMipLevel = 0; // Flakes are supposed to be perfect mirrors - envLighting += preLightData.flakesFGD * CarPaint_BTF(thetaH, thetaD, bsdfData) * SampleEnv(lightLoopContext, lightData.envIndex, lightWS_UnderCoat, flakesMipLevel, lightData.rangeCompressionFactorCompensation).xyz; - + //envLighting += preLightData.flakesFGD * CarPaint_BTF(thetaH, thetaD, bsdfData) * SampleEnv(lightLoopContext, lightData.envIndex, lightWS_UnderCoat, flakesMipLevel, lightData.rangeCompressionFactorCompensation).xyz; + envLighting += preLightData.singleFlakesComponent * SampleEnv(lightLoopContext, lightData.envIndex, lightWS_UnderCoat, flakesMipLevel, lightData.rangeCompressionFactorCompensation).xyz; weight *= sumWeights / CARPAINT2_LOBE_COUNT; -#else + #else // USE_COOK_TORRANCE_MULTI_LOBES + // Single lobe approach // We computed an average mip level stored in preLightData.iblPerceptualRoughness that we use for all CT lobes float IBLMipLevel; @@ -2140,24 +2482,26 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, // Sample the actual environment lighting float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, lightWS_UnderCoat, IBLMipLevel, lightData.rangeCompressionFactorCompensation); float3 envLighting; - - envLighting = preLightData.specularCTFGD * 4.0 * ENVIRONMENT_LD_FUDGE_FACTOR * GetBRDFColor(thetaH, thetaD); + + envLighting = preLightData.specularCTFGDSingleLobe * GetSpecularIndirectDimmer() * GetBRDFColor(thetaH, thetaD); //TODO_FLAKES - envLighting += preLightData.flakesFGD * CarPaint_BTF(thetaH, thetaD, bsdfData); + //envLighting += preLightData.flakesFGD * CarPaint_BTF(thetaH, thetaD, bsdfData); + envLighting += preLightData.singleFlakesComponent; envLighting *= preLD.xyz; weight *= preLD.w; // Used by planar reflection to discard pixel -#endif + + #endif // USE_COOK_TORRANCE_MULTI_LOBES //----------------------------------------------------------------------------- -#else +#else // ..._AXF_BRDF_TYPE_CAR_PAINT - float3 envLighting = 0; + float3 envLighting = 0; // error / unknown BRDF type -#endif +#endif // BRDF type //----------------------------------------------------------------------------- // Evaluate the clearcoat component if needed - if (_Flags & 2) + if (!IsDebugHideCoat() && HasClearcoat()) { // Evaluate clearcoat sampling direction @@ -2166,7 +2510,9 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, EvaluateLight_EnvIntersection(positionWS, bsdfData.clearcoatNormalWS, lightData, _influenceShapeType, lightWS_Clearcoat, unusedWeight); // Attenuate environment lighting under the clearcoat by the complement to the Fresnel term + //todo_energy: envLighting *= 1.0 - preLightData.coatFGD; + //envLighting *= Sq(1.0 - preLightData.coatFGD); // Then add the environment lighting reflected by the clearcoat (with mip level 0, like mirror) float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, lightWS_Clearcoat, 0.0, lightData.rangeCompressionFactorCompensation); @@ -2194,7 +2540,7 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext, AmbientOcclusionFactor aoFactor; GetScreenSpaceAmbientOcclusionMultibounce( posInput.positionSS, preLightData.NdotV_UnderCoat, RoughnessToPerceptualRoughness(GetScalarRoughnessFromAnisoRoughness(bsdfData.roughness.x, bsdfData.roughness.y)), - 1.0, 1.0, bsdfData.diffuseColor, bsdfData.fresnelF0, aoFactor); + 1.0, 1.0, GetColorBaseDiffuse(bsdfData), GetColorBaseFresnelF0(bsdfData), aoFactor); ApplyAmbientOcclusionFactor(aoFactor, builtinData, lighting); diffuseLighting = bsdfData.diffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting; @@ -2211,3 +2557,16 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext, } #endif // #ifdef HAS_LIGHTLOOP + +// +// WIP +// +// todo/tocheck_envsampling, envsampling_test, todotodo, +// todo_dir todo_modes todo_pseudorefract +// todo_energy +// todo_fresnel +// debugtest (cur) +// todo_BeckmannToGGX +// TOCHECK +// +// diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader index b45866b3608..65450fb74c7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader @@ -63,8 +63,11 @@ Shader "HDRP/AxF" _CarPaint2_CTCoeffs("_CarPaint2_CTCoeffs", Vector) = (1,1,1,1) _CarPaint2_CTSpreads("_CarPaint2_CTSpreads", Vector) = (1,1,1,1) -// [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 + [ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0 + [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + _AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5 + _TransparentSortPriority("_TransparentSortPriority", Float) = 0 // Stencil state @@ -129,8 +132,8 @@ Shader "HDRP/AxF" #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _DOUBLESIDED_ON - #pragma shader_feature _DISABLE_DECALS - #pragma shader_feature _DISABLE_SSR + #pragma shader_feature_local _DISABLE_DECALS + #pragma shader_feature_local _DISABLE_SSR #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY @@ -171,7 +174,7 @@ Shader "HDRP/AxF" SubShader { // This tags allow to use the shader replacement features - Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDAxFShader" } + Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" } Pass { @@ -201,34 +204,26 @@ Shader "HDRP/AxF" ENDHLSL } + // Extracts information for lightmapping, GI (emission, albedo, ...) + // This pass it not used during regular rendering. Pass { - Name "DepthForwardOnly" - Tags{ "LightMode" = "DepthForwardOnly" } - - Cull[_CullMode] - - ZWrite On + Name "META" + Tags{ "LightMode" = "META" } - Stencil - { - WriteMask[_StencilRefDepth] - Ref[_StencilWriteMaskDepth] - Comp Always - Pass Replace - } HLSLPROGRAM - #define WRITE_NORMAL_BUFFER - #pragma multi_compile _ WRITE_MSAA_DEPTH + // Lightmap memo + // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, + // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. - #define SHADERPASS SHADERPASS_DEPTH_ONLY + #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl" #pragma vertex Vert #pragma fragment Frag @@ -238,33 +233,25 @@ Shader "HDRP/AxF" Pass { - Name "MotionVectors" - Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) - - // If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity - Stencil - { - WriteMask [_StencilWriteMaskMV] - Ref [_StencilRefMV] - Comp Always - Pass Replace - } + Name "ShadowCaster" + Tags{ "LightMode" = "ShadowCaster" } Cull[_CullMode] + ZClip [_ZClip] ZWrite On + ZTest LEqual - HLSLPROGRAM + ColorMask 0 - #define WRITE_NORMAL_BUFFER - #pragma multi_compile _ WRITE_MSAA_DEPTH + HLSLPROGRAM - #define SHADERPASS SHADERPASS_MOTION_VECTORS + #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" #pragma vertex Vert #pragma fragment Frag @@ -272,27 +259,34 @@ Shader "HDRP/AxF" ENDHLSL } - // Extracts information for lightmapping, GI (emission, albedo, ...) - // This pass it not used during regular rendering. Pass { - Name "META" - Tags{ "LightMode" = "META" } + Name "DepthForwardOnly" + Tags{ "LightMode" = "DepthForwardOnly" } - Cull Off + Cull[_CullMode] + + ZWrite On + + Stencil + { + WriteMask[_StencilWriteMaskDepth] + Ref[_StencilRefDepth] + Comp Always + Pass Replace + } HLSLPROGRAM - // Lightmap memo - // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, - // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. + #define WRITE_NORMAL_BUFFER + #pragma multi_compile _ WRITE_MSAA_DEPTH - #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT + #define SHADERPASS SHADERPASS_DEPTH_ONLY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" #pragma vertex Vert #pragma fragment Frag @@ -302,25 +296,33 @@ Shader "HDRP/AxF" Pass { - Name "ShadowCaster" - Tags{ "LightMode" = "ShadowCaster" } + Name "MotionVectors" + Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) + + // If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity + Stencil + { + WriteMask [_StencilWriteMaskMV] + Ref [_StencilRefMV] + Comp Always + Pass Replace + } Cull[_CullMode] - ZClip [_ZClip] ZWrite On - ZTest LEqual - - ColorMask 0 HLSLPROGRAM - #define SHADERPASS SHADERPASS_SHADOWS + #define WRITE_NORMAL_BUFFER + #pragma multi_compile _ WRITE_MSAA_DEPTH + + #define SHADERPASS SHADERPASS_MOTION_VECTORS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFSharePass.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl" #pragma vertex Vert #pragma fragment Frag @@ -342,11 +344,12 @@ Shader "HDRP/AxF" Pass Replace } - Blend [_SrcBlend] [_DstBlend] + Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] // In case of forward we want to have depth equal for opaque mesh ZTest [_ZTestDepthEqualForOpaque] ZWrite [_ZWrite] Cull [_CullModeForward] + ColorMask [_ColorMaskTransparentVel] 1 HLSLPROGRAM diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl index 86e479b3d69..2a9e98df610 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl @@ -7,7 +7,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData) { -#if defined(_AXF_BRDF_TYPE_SVBRDF) && defined(_AXF_BRDF_TYPE_CAR_PAINT) // Not implemented for BTF +#if defined(_AXF_BRDF_TYPE_SVBRDF) || defined(_AXF_BRDF_TYPE_CAR_PAINT) // Not implemented for BTF // using alpha compositing https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html if (decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE) { @@ -36,7 +36,8 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceDat // Note:There is no ambient occlusion with AxF material #endif - surfaceData.specularLobe = PerceptualSmoothnessToRoughness(RoughnessToPerceptualSmoothness(surfaceData.specularLobe) * decalSurfaceData.mask.w + decalSurfaceData.mask.z); + surfaceData.specularLobe.x = PerceptualSmoothnessToRoughness(RoughnessToPerceptualSmoothness(surfaceData.specularLobe.x) * decalSurfaceData.mask.w + decalSurfaceData.mask.z); + surfaceData.specularLobe.y = PerceptualSmoothnessToRoughness(RoughnessToPerceptualSmoothness(surfaceData.specularLobe.y) * decalSurfaceData.mask.w + decalSurfaceData.mask.z); } #endif } @@ -127,7 +128,7 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p // Finalize tangent space surfaceData.tangentWS = input.tangentToWorld[0]; - if (_Flags & 1) // IsAnisotropic + if (HasAnisotropy()) { float3 tangentTS = float3(1, 0, 0); // We will keep anisotropyAngle in surfaceData for now for debug info, register will be freed @@ -155,7 +156,14 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p // Unity's WS is left handed, so this makes a difference here). #ifdef _ALPHATEST_ON - DoAlphaTest(alpha, _AlphaCutoff); + // TODO: Move alpha test earlier and test. + float alphaCutoff = _AlphaCutoff; + + #if SHADERPASS == SHADERPASS_SHADOWS + GENERIC_ALPHA_TEST(alpha, _UseShadowThreshold ? _AlphaCutoffShadow : alphaCutoff); + #else + GENERIC_ALPHA_TEST(alpha, alphaCutoff); + #endif #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFLTCAreaLight/AxFLTCAreaLight.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFLTCAreaLight/AxFLTCAreaLight.hlsl index 3decae5e810..71c64e791d1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFLTCAreaLight/AxFLTCAreaLight.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFLTCAreaLight/AxFLTCAreaLight.hlsl @@ -1,5 +1,12 @@ // Area light textures -TEXTURE2D_ARRAY(_AxFLtcData); // We pack all Ltc data inside one texture array to limit the number of resource used +//#define USE_LOCAL_AXF_TABLE +#ifdef USE_LOCAL_AXF_TABLE +#define LTC_DATA_ARRAY_NAME _AxFLtcData +#else +#define LTC_DATA_ARRAY_NAME _LtcData // still need to bind it in Axf.cs +#endif + +TEXTURE2D_ARRAY(LTC_DATA_ARRAY_NAME); // We pack all Ltc data inside one texture array to limit the number of resource used #define LTC_LUT_SIZE 64 #define LTC_LUT_SCALE ((LTC_LUT_SIZE - 1) * rcp(LTC_LUT_SIZE)) @@ -17,13 +24,13 @@ TEXTURE2D_ARRAY(_AxFLtcData); // We pack all Ltc data inside one texture array t float2 LTCGetSamplingUV(float NdotV, float perceptualRoughness) { float2 xy; - #if 1 - xy.x = perceptualRoughness; - xy.y = FastACosPos(NdotV) * INV_HALF_PI; // Originally, texture was accessed via theta so we had to take the acos(N.V) - #else - xy.x = perceptualRoughness; - xy.y = sqrt( 1 - NdotV ); // Now, we use V = sqrt( 1 - cos(theta) ) which is kind of linear and only requires a single sqrt() instead of an expensive acos() - #endif +#ifndef USE_LOCAL_AXF_TABLE + xy.x = perceptualRoughness; + xy.y = FastACosPos(NdotV) * INV_HALF_PI; // Originally, texture was accessed via theta so we had to take the acos(N.V) +#else + xy.x = perceptualRoughness; + xy.y = sqrt( 1 - NdotV ); // Now, we use V = sqrt( 1 - cos(theta) ) which is kind of linear and only requires a single sqrt() instead of an expensive acos() +#endif // Original code // return LTC_LUT_OFFSET + LTC_LUT_SCALE * float2( perceptualRoughness, theta * INV_HALF_PI ); @@ -39,7 +46,7 @@ float3x3 LTCSampleMatrix(float2 UV, uint BRDFIndex) // Note we load the matrix transpose (to avoid having to transpose it in shader) float3x3 invM = 0.0; invM._m22 = 1.0; - invM._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_AxFLtcData, s_linear_clamp_sampler, UV, BRDFIndex, 0); + invM._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(LTC_DATA_ARRAY_NAME, s_linear_clamp_sampler, UV, BRDFIndex, 0); return invM; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl index 98cdddcad9e..6f7a6527e3f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl @@ -103,6 +103,8 @@ CBUFFER_START(UnityPerMaterial) ////////////////////////////////////////////////////////////////////////////// float _AlphaCutoff; +float _UseShadowThreshold; +float _AlphaCutoffShadow; float4 _DoubleSidedConstants; // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl index 6b5f20ed707..41073524c16 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl @@ -2,12 +2,16 @@ #error Undefine_SHADERPASS #endif -// NEWLITTODO : Handling of TESSELATION, DISPLACEMENT, WIND - #ifdef _ALPHATEST_ON -#define ATTRIBUTES_NEED_TEXCOORD0 + #define ATTRIBUTES_NEED_TEXCOORD0 + #define ATTRIBUTES_NEED_TEXCOORD1 -#define VARYINGS_NEED_TEXCOORD0 + #define VARYINGS_NEED_POSITION_WS // Required to get view vector and to get planar/triplanar mapping working + #define VARYINGS_NEED_TEXCOORD0 + #define VARYINGS_NEED_TEXCOORD1 + +#elif defined(LOD_FADE_CROSSFADE) + #define VARYINGS_NEED_POSITION_WS // Required to get view vector use in cross fade effect #endif //..._ALPHATEST_ON // This include will define the various Attributes/Varyings structure From 6c931592383506e657ba74c80d5254a5350fb7f1 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Fri, 7 Feb 2020 08:48:29 +0100 Subject: [PATCH 25/44] 7.2.0/bugfix hdrp (#5825) * Fix custom pass doc * AO docs (#5730) * Updated missing API doc. (#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again * Added doc for AOVRequests * Fix AO depth issues (#5727) * Revert back to do bit manipulation * changelog Co-authored-by: sebastienlagarde * Update IDataProvider Documentation (#5750) * Upgrade doc (#5748) * Hdrp/fix lookdev volume when never assigned (#5747) * Fix issue when the volume is not assigned yet for lookdev * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Resize size of image in HDRP documentation * Added missing API doc for serialization callbacks * Adding CAS enum doc (#5762) * Added comments to path tracing attributes, for API documentation. (#5761) * Updated platform error message (#5760) * Misc missing api doc. (#5765) * Improved memory usage of Sky system. (#5751) * Improved memory usage of Sky system. * Update changelog. * Updated text in the quality preference settings (case 1215100) * Fixed decal projector gizmo not undoing properly (case 1216629) * Hdrp/fix lookdev environment on library removal [skip ci] (#5766) * Better handling for assets in project * Add helper to iterate on ViewContexts * Add refresh on Focus to deal with asset deletion * Fix event order when changing cubemap (view was refreshed with one cubemap late) * Fix sun position button position * Update CHANGELOG.md * Missing API doc. * Fix a leak in the denoising of ray traced reflections. (#5777) * Update test scene * Update test scene * Fix a leak in the denoising of ray traced reflections. * Added another troubleshooting step to custom pass doc * Update doc * Hdrp/fix alignment issues (#5779) * Fix alignment issue in light preset * Fix Header in LightingWindow * Fix missing separators and colors for dark skin * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Fix an issue where hair shader could write garbage in the diffuse lighting buffer. (#5774) * Updated materials and exposure for shader graph sample * More changes * Fixed an issue where opaque hair shader could write garbage in the diffuse lighting buffer. * Update changelog. Co-authored-by: sebastienlagarde * - Fixed an exposure issue with ray traced sub-surface scattering. (#5773) Co-authored-by: sebastienlagarde * Expose currentPlatformRenderPipelineSettings (#5781) * Fix debug menu light hierarchy (#5753) * Fixed bitfield of runtime debug display none not working * Updated changelog Co-authored-by: sebastienlagarde * Update PathTracing.cs * Fix default planar size when HDRP asset is created (#5793) * Moved BeginCameraRendering before culling to avoid a crash (#5795) * Moved BeginCameraRender before culling to avoid crashes caused by intermediate renderers. * Update changelog. * Hdrp/workaround materialpreset (#5798) * Workaround for material preset indentation issue * Update CHANGELOG.md * Fixed an issue where HDRP particle sample project was overexposed due to missing Volume override. (#5802) * Fix metal android build message (#5807) * Fixed wrong build error message when building for android on mac. * Updated changelog * Update Migration Documentation (#5809) * Restored RoughRefraction frame settings value as obsolete for compatibility reasons. (#5811) Fixed unity test to exlcude this wanted duplicate. * - Fixed an issue related to denoising ray trace area shadows. * Revert "- Fixed an issue related to denoising ray trace area shadows." This reverts commit 3cc174068e5db245709fe5ffb2674f220258d19c. * missing uncommited part of the doc (#5813) * Fixed reference to the DefaultHDRISky texture in the default volume profile. (#5816) * - Fixed an issue related to denoising ray trace area shadows. (#5815) * update framesettings tooltips (#5820) * Added info to tooltips about frame settings dependent on HDRP asset settings. * Update FrameSettings.cs Co-authored-by: JulienIgnace-Unity * Added a section to the upgrade guide to explain discrepancies between default sky exposure and directional lights. (#5812) * Added a section to the upgrade guide to explain discrepancies between default sky exposure and directional lights. * Updated getting started doc Co-authored-by: Antoine Lelievre Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Emmanuel Turquin Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> --- .../CHANGELOG.md | 2 ++ .../Getting-started-with-HDRP.md | 2 ++ .../Upgrading-from-2019.2-to-2019.3.md | 21 +++++++++++++++ .../BuildProcessors/HDRPPreprocessBuild.cs | 6 ++--- .../DefaultSettingsVolumeProfile.asset | 16 +++++++----- .../Shadows/RaytracingShadowFilter.compute | 2 +- .../RenderPipeline/Settings/FrameSettings.cs | 26 ++++++++++--------- .../Tests/Editor/FrameSettingsTest.cs | 15 +++++++---- 8 files changed, 63 insertions(+), 27 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 7327849ac06..dde09d7b890 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -149,6 +149,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the broken ShaderGraph preview when creating a new Lit graph. - Fix indentation issue in preset of LayeredLit material. - Fixed minor issues with cubemap preview in the inspector. +- Fixed wrong build error message when building for android on mac. +- Fixed an issue related to denoising ray trace area shadows. ### Changed - Hide unused LOD settings in Quality Settings legacy window. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md b/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md index 73716df28ff..891b33260a2 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md @@ -61,6 +61,8 @@ HDRP provides Shaders that allow you to create a wide variety of different Mater To apply realistic lighting to your Scenes, HDRP uses Physical Light Units (PLU), which are based on real-life measurable values, just like you would see when looking for light bulbs at a store or measuring light with a photographic light meter. Note that for lights to behave properly when using PLU, you need to respect HDRP unit convention (1 Unity unit equals 1 meter). For more information, see [Physical Light Units](Physical-Light-Units.html). +Also note that because of that, the HDRI sky used by HDRP by default has an exposure of 10. However, newly created directional lights have an intensity of 3.14 which can cause objects to look black because of the auto exposure compensating for the overly bright sky. Setting a value of 10000 to your directional light should work fine for a mix of indoor and outdoor scenes. If the HDRP wizard was setup properly, newly created scenes should have coherent values out of the box. + For more information, see [HDRP Lighting features](HDRP-Features.html#Lighting). For advice on adding lights to your Scene, see [Light](Light-Component.html). ### Light Explorer diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md index faf99642ba1..3acb871b9ec 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md @@ -2,6 +2,22 @@ In the High Definition Render Pipeline (HDRP), some features work differently between major versions of Unity. This document helps you upgrade HDRP from Unity 2019.2 to 2019.3. +## New Scene + +New Scene system in HDRP rely on a prefab in your project. It also depend on default settings set for the Volumes. If you already have configured one with the Wizard, you need to update it regarding the **Default Volume Profile Asset** (in **Edit > Project Settings > HDRP Default Settings**). + +If you use default prefab (the one created by the wizard) and rely on default **Default Volume Profile Asset**, then your prefab will not be sync anymore with the default volume profile and you must update it. + +The easiest way is to ask the Wizard to recreate a new on: + +1. Open the Wizard (**Window > Render Pipeline > HD Render Pipeline Wizard**) +2. Remove the prefab set in **Default Scene Prefab**. +3. [*Optional*] Keep a copy of your previous prefab if it have been customized to not lost your version. To do so, just rename the prefab. It will prevent to be overridden. +4. Look at the **Configuration Checking** below for the line **Default Scene Prefab** and click on the **Fix** button. +5. [*Optional*] Report your custom change in the new created prefab. + +Then repeat this for **Default DXR Scene Prefab** if you were also using DXR. + ## Procedural Sky @@ -96,3 +112,8 @@ To do this, Unity opens a prompt when you begin the upgrade, asking if you want For scene with baked probes authored prior to 2019.3, you may ran into a warning concerning a missing script for a GameObject named SceneIDMap when entering play mode. To fix it, you can load the scene in the editor and click on "Edit/Render Pipeline/Fix Warning 'referenced script in (Game Object 'SceneIDMap') is missing' in loaded scenes". +## Light Intensity and Sky Exposure versus HDRP Default Settings. + +By default, HDRP is configured to use physically correct intensities for lights. Because of that, the exposure of the default HDRI sky present in HDRP is set to 11 to match a directional light intensity of 10000. You can find similar values in the template project for reference. +When the HDRP wizard has been setup correctly, creating a new scene automatically create objects with the right intensities so that everything is coherent. However, if it's not the case, or if users create directional lights from scratch, their intensity is not physically correct. The consequence is that they don't match the default sky exposure and thus, any object in the scene will look black because of the automatic exposure compensating for the overly bright sky. +In order to avoid this, make sure that you use coherent values for light intensity compared to the current sky exposure. \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs b/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs index 28f1f559d26..743e237397d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs +++ b/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs @@ -38,9 +38,9 @@ public void OnPreprocessBuild(BuildReport report) // If platform is supported all good GraphicsDeviceType unsupportedGraphicDevice = GraphicsDeviceType.Null; - if (HDUtils.IsSupportedBuildTarget(report.summary.platform) - && HDUtils.IsOperatingSystemSupported(SystemInfo.operatingSystem) - && HDUtils.AreGraphicsAPIsSupported(report.summary.platform, out unsupportedGraphicDevice)) + if (HDUtils.AreGraphicsAPIsSupported(report.summary.platform, out unsupportedGraphicDevice) + && HDUtils.IsSupportedBuildTarget(report.summary.platform) + && HDUtils.IsOperatingSystemSupported(SystemInfo.operatingSystem)) return; unsupportedGraphicDevice = (unsupportedGraphicDevice == GraphicsDeviceType.Null) ? SystemInfo.graphicsDeviceType : unsupportedGraphicDevice; diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/DefaultSettingsVolumeProfile.asset b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/DefaultSettingsVolumeProfile.asset index e363794bd6b..a5fe482a2e2 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/DefaultSettingsVolumeProfile.asset +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/DefaultSettingsVolumeProfile.asset @@ -41,6 +41,9 @@ MonoBehaviour: m_Value: 1 min: 0 max: 20 + cameraMotionBlur: + m_OverrideState: 0 + m_Value: 1 m_SampleCount: m_OverrideState: 0 m_Value: 8 @@ -146,11 +149,11 @@ MonoBehaviour: min: 0 upperHemisphereLuxValue: m_OverrideState: 0 - m_Value: 0.46608552 + m_Value: 0.4660715 min: 0 upperHemisphereLuxColor: m_OverrideState: 0 - m_Value: {x: 0, y: 0, z: 0} + m_Value: {x: 0.18750614, y: 0.29181972, z: 0.5} desiredLuxValue: m_OverrideState: 0 m_Value: 20000 @@ -166,7 +169,7 @@ MonoBehaviour: m_Value: 0 hdriSky: m_OverrideState: 1 - m_Value: {fileID: 8900000, guid: 54a3a0570aebe8949bec4966f1376581, type: 3} + m_Value: {fileID: 8900000, guid: 8253d41e6e8b11a4cbe77a4f8f82934d, type: 3} enableBackplate: m_OverrideState: 0 m_Value: 0 @@ -233,6 +236,10 @@ MonoBehaviour: quality: m_OverrideState: 1 m_Value: 1 + threshold: + m_OverrideState: 0 + m_Value: 0 + min: 0 intensity: m_OverrideState: 1 m_Value: 0.2 @@ -256,9 +263,6 @@ MonoBehaviour: m_OverrideState: 0 m_Value: 0 min: 0 - prefilter: - m_OverrideState: 0 - m_Value: 0 anamorphic: m_OverrideState: 0 m_Value: 1 diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadowFilter.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadowFilter.compute index 4ec7f3d1497..94e158034ed 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadowFilter.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadowFilter.compute @@ -113,7 +113,7 @@ void AreaShadowApplyTAA(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 grou uint2 historyPixelCoord = centerCoord - velocity * _ScreenSize.xy; // Ok so here, if we do not match cloesly the previous analytic value, it means either TAA has invalidated the sample or the pixel just appeared float currentAnalyticValue = LOAD_TEXTURE2D_X(_AnalyticProbBuffer, centerCoord).x; - float historyAnalyticValue = dot(_DenoisingHistoryMask, _AnalyticHistoryBuffer[uint3(historyPixelCoord, INDEX_TEXTURE2D_ARRAY_X(_DenoisingHistorySlice))]); + float historyAnalyticValue = dot(_DenoisingHistoryMaskSn, _AnalyticHistoryBuffer[uint3(historyPixelCoord, INDEX_TEXTURE2D_ARRAY_X(_DenoisingHistorySlice))]); if (abs(historyAnalyticValue - currentAnalyticValue) >= 1e-1 * Max3(1.0f, abs(historyAnalyticValue), abs(currentAnalyticValue)) || historyAnalyticValue < 0.0f || _HistoryValidity == 0.0) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs index 8918749eb49..794ff333fea 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs @@ -82,7 +82,7 @@ public enum FrameSettingsField //rendering settings from 0 to 19 /// Specifies the Lit Shader Mode for Cameras using these Frame Settings use to render the Scene. - [FrameSettingsField(0, autoName: LitShaderMode, type: FrameSettingsFieldAttribute.DisplayType.BoolAsEnumPopup, targetType: typeof(LitShaderMode), customOrderInGroup: 0, tooltip: "Specifies the Lit Shader Mode for Cameras using these Frame Settings use to render the Scene.")] + [FrameSettingsField(0, autoName: LitShaderMode, type: FrameSettingsFieldAttribute.DisplayType.BoolAsEnumPopup, targetType: typeof(LitShaderMode), customOrderInGroup: 0, tooltip: "Specifies the Lit Shader Mode for Cameras using these Frame Settings use to render the Scene (Depends on \"Lit Shader Mode\" in current HDRP Asset).")] LitShaderMode = 0, /// When enabled, HDRP processes a depth prepass for Cameras using these Frame Settings. Set Lit Shader Mode to Deferred to access this option. [FrameSettingsField(0, displayedName: "Depth Prepass within Deferred", positiveDependencies: new[] { LitShaderMode }, tooltip: "When enabled, HDRP processes a depth prepass for Cameras using these Frame Settings. Set Lit Shader Mode to Deferred to access this option.")] @@ -112,14 +112,14 @@ public enum FrameSettingsField [FrameSettingsField(0, displayedName: "Low Resolution Transparent", customOrderInGroup: 9, tooltip: "When enabled, HDRP processes a transparent pass in a lower resolution for Cameras using these Frame Settings.")] LowResTransparent = 18, /// When enabled, HDRP updates ray tracing for Cameras using these Frame Settings. - [FrameSettingsField(0, displayedName: "Ray Tracing", customOrderInGroup: 10, tooltip: "When enabled, HDRP updates ray tracing for Cameras using these Frame Settings.")] + [FrameSettingsField(0, displayedName: "Ray Tracing", customOrderInGroup: 10, tooltip: "When enabled, HDRP updates ray tracing for Cameras using these Frame Settings (Depends on \"Realtime RayTracing\" in current HDRP Asset).")] RayTracing = 92, /// When enabled, HDRP renders custom passes contained in CustomPassVolume components. [FrameSettingsField(0, autoName: CustomPass, customOrderInGroup: 11, tooltip: "When enabled, HDRP renders custom passes contained in CustomPassVolume components.")] CustomPass = 6, /// When enabled, HDRP processes a motion vector pass for Cameras using these Frame Settings. - [FrameSettingsField(0, autoName: MotionVectors, customOrderInGroup: 12, tooltip: "When enabled, HDRP processes a motion vector pass for Cameras using these Frame Settings.")] + [FrameSettingsField(0, autoName: MotionVectors, customOrderInGroup: 12, tooltip: "When enabled, HDRP processes a motion vector pass for Cameras using these Frame Settings (Depends on \"Motion Vectors\" in current HDRP Asset).")] MotionVectors = 10, /// When enabled, HDRP processes an object motion vector pass for Cameras using these Frame Settings. [FrameSettingsField(0, displayedName: "Opaque Object Motion", positiveDependencies: new[] { MotionVectors }, customOrderInGroup: 13, tooltip: "When enabled, HDRP processes an object motion vector pass for Cameras using these Frame Settings.")] @@ -131,8 +131,10 @@ public enum FrameSettingsField /// When enabled, HDRP processes a refraction render pass for Cameras using these Frame Settings. This add a resolve of ColorBuffer after the drawing of opaque materials to be use for Refraction effect during transparent pass. [FrameSettingsField(0, autoName: Refraction, customOrderInGroup: 15, tooltip: "When enabled, HDRP processes a refraction render pass for Cameras using these Frame Settings. This add a resolve of ColorBuffer after the drawing of opaque materials to be use for Refraction effect during transparent pass.")] Refraction = 13, + [Obsolete] + RoughRefraction = 13, /// When enabled, HDRP processes a distortion render pass for Cameras using these Frame Settings. - [FrameSettingsField(0, autoName: Distortion, tooltip: "When enabled, HDRP processes a distortion render pass for Cameras using these Frame Settings.")] + [FrameSettingsField(0, autoName: Distortion, tooltip: "When enabled, HDRP processes a distortion render pass for Cameras using these Frame Settings (Depends on \"Distortion\" in current HDRP Asset).")] Distortion = 14, /// When enabled, HDRP processes a post-processing render pass for Cameras using these Frame Settings. [FrameSettingsField(0, displayedName: "Post-process", tooltip: "When enabled, HDRP processes a post-processing render pass for Cameras using these Frame Settings.")] @@ -215,22 +217,22 @@ public enum FrameSettingsField [FrameSettingsField(1, autoName: ShadowMaps, customOrderInGroup: 1, tooltip: "When enabled, Cameras using these Frame Settings render shadows.")] ShadowMaps = 20, /// When enabled, Cameras using these Frame Settings render Contact Shadows. - [FrameSettingsField(1, autoName: ContactShadows, tooltip: "When enabled, Cameras using these Frame Settings render Contact Shadows.")] + [FrameSettingsField(1, autoName: ContactShadows, tooltip: "When enabled, Cameras using these Frame Settings render Contact Shadows")] ContactShadows = 21, /// When enabled, Cameras using these Frame Settings render Screen Space Shadows. - [FrameSettingsField(1, autoName: ScreenSpaceShadows, customOrderInGroup: 23, tooltip: "When enabled, Cameras using these Frame Settings render Screen Space Shadows.")] + [FrameSettingsField(1, autoName: ScreenSpaceShadows, customOrderInGroup: 23, tooltip: "When enabled, Cameras using these Frame Settings render Screen Space Shadows (Depends on \"Screen Space Shadows\" in current HDRP Asset).")] ScreenSpaceShadows = 34, /// When enabled, Cameras using these Frame Settings render shadows from Shadow Masks. - [FrameSettingsField(1, autoName: Shadowmask, customOrderInGroup: 24, tooltip: "When enabled, Cameras using these Frame Settings render shadows from Shadow Masks.")] + [FrameSettingsField(1, autoName: Shadowmask, customOrderInGroup: 24, tooltip: "When enabled, Cameras using these Frame Settings render shadows from Shadow Masks (Depends on \"Shadowmask\" in current HDRP Asset).")] Shadowmask = 22, /// When enabled, Cameras using these Frame Settings calculate Screen Space Reflections. - [FrameSettingsField(1, displayedName: "Screen Space Reflection", tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Reflections.")] + [FrameSettingsField(1, displayedName: "Screen Space Reflection", tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Reflections (Depends on \"Screen Space Reflection\" in current HDRP Asset).")] SSR = 23, /// When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion. - [FrameSettingsField(1, displayedName: "Screen Space Ambient Occlusion", tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion.")] + [FrameSettingsField(1, displayedName: "Screen Space Ambient Occlusion", tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion (Depends on \"Screen Space Ambient Occlusion\" in current HDRP Asset).")] SSAO = 24, /// When enabled, Cameras using these Frame Settings render subsurface scattering (SSS) effects for GameObjects that use a SSS Material. - [FrameSettingsField(1, autoName: SubsurfaceScattering, tooltip: "When enabled, Cameras using these Frame Settings render subsurface scattering (SSS) effects for GameObjects that use a SSS Material.")] + [FrameSettingsField(1, autoName: SubsurfaceScattering, tooltip: "When enabled, Cameras using these Frame Settings render subsurface scattering (SSS) effects for GameObjects that use a SSS Material (Depends on \"Subsurface Scattering\" in current HDRP Asset).")] SubsurfaceScattering = 25, /// When enabled, Cameras using these Frame Settings render subsurface scattering (SSS) Materials with an added transmission effect (only if you enable Transmission on the SSS Material in the Material's Inspector). [FrameSettingsField(1, autoName: Transmission, tooltip: "When enabled, Cameras using these Frame Settings render subsurface scattering (SSS) Materials with an added transmission effect (only if you enable Transmission on the SSS Material in the Material's Inspector).")] @@ -239,13 +241,13 @@ public enum FrameSettingsField [FrameSettingsField(1, displayedName: "Fog", tooltip: "When enabled, Cameras using these Frame Settings render fog effects.")] AtmosphericScattering = 27, /// When enabled, Cameras using these Frame Settings render volumetric effects such as volumetric fog and lighting. - [FrameSettingsField(1, autoName: Volumetrics, positiveDependencies: new[] { AtmosphericScattering }, tooltip: "When enabled, Cameras using these Frame Settings render volumetric effects such as volumetric fog and lighting.")] + [FrameSettingsField(1, autoName: Volumetrics, positiveDependencies: new[] { AtmosphericScattering }, tooltip: "When enabled, Cameras using these Frame Settings render volumetric effects such as volumetric fog and lighting (Depends on \"Volumetrics\" in current HDRP Asset).")] Volumetrics = 28, /// When enabled, Cameras using these Frame Settings use several previous frames to calculate volumetric effects which increases their overall quality at run time. [FrameSettingsField(1, displayedName: "Reprojection", positiveDependencies: new[] { AtmosphericScattering, Volumetrics }, tooltip: "When enabled, Cameras using these Frame Settings use several previous frames to calculate volumetric effects which increases their overall quality at run time.")] ReprojectionForVolumetrics = 29, /// When enabled, Cameras that use these Frame Settings make use of LightLayers. - [FrameSettingsField(1, autoName: LightLayers, tooltip: "When enabled, Cameras that use these Frame Settings make use of LightLayers.")] + [FrameSettingsField(1, autoName: LightLayers, tooltip: "When enabled, Cameras that use these Frame Settings make use of LightLayers (Depends on \"Light Layers\" in current HDRP Asset).")] LightLayers = 30, /// When enabled, Cameras that use these Frame Settings use exposure values defined in relevant components. [FrameSettingsField(1, autoName: ExposureControl, customOrderInGroup: 33, tooltip: "When enabled, Cameras that use these Frame Settings use exposure values defined in relevant components.")] diff --git a/com.unity.render-pipelines.high-definition/Tests/Editor/FrameSettingsTest.cs b/com.unity.render-pipelines.high-definition/Tests/Editor/FrameSettingsTest.cs index 05f67bc1a8e..61e1d2db53d 100644 --- a/com.unity.render-pipelines.high-definition/Tests/Editor/FrameSettingsTest.cs +++ b/com.unity.render-pipelines.high-definition/Tests/Editor/FrameSettingsTest.cs @@ -29,6 +29,10 @@ public void NoDoubleBitIndex() var values = Enum.GetValues(typeof(FrameSettingsField)); var singleValues = (values as IEnumerable).Distinct(); +#pragma warning disable 0612 // Type or member is obsolete + var excluded = new List { FrameSettingsField.RoughRefraction }; +#pragma warning restore 0612 // Type or member is obsolete + //gathering helpful debug info var messageDuplicates = new StringBuilder(); if (values.Length != singleValues.Count()) @@ -36,9 +40,9 @@ public void NoDoubleBitIndex() var names = Enum.GetNames(typeof(FrameSettingsField)); for (int i = 0; i < values.Length - 1; ++i) { - var a = values.GetValue(i); - var b = values.GetValue(i + 1); - if ((int)values.GetValue(i) == (int)values.GetValue(i + 1)) + var a = (int)values.GetValue(i); + var b = (int)values.GetValue(i + 1); + if (a == b && !excluded.Contains((FrameSettingsField)a)) { messageDuplicates.AppendFormat("{{ {0}: {1}, {2}", (int)values.GetValue(i), names[i], names[i + 1]); ++i; @@ -63,8 +67,9 @@ public void NoDoubleBitIndex() availables.AppendFormat("{0} ", i); } Debug.Log($"Available bit in FrameSettings: {availables}"); - - Assert.AreEqual(values.Length, singleValues.Count(), String.Format("Double bit index found: {0}\nNumber of bit index against number of distinct bit index:", messageDuplicates.ToString())); + // Weirdly if we pass directly the String.Format statement, the assert.Equal function generates an exception so we create it here. + var errorMessage = String.Format("Double bit index found: {0}\nNumber of bit index against number of distinct bit index:", messageDuplicates.ToString()); + Assert.AreEqual(values.Length - excluded.Count, singleValues.Count(), errorMessage); } // deactivate this test for template package making issue From 19aa4c4ee8f27158bff4577cd0add653c6d2c879 Mon Sep 17 00:00:00 2001 From: Evgenii Golubev Date: Thu, 6 Feb 2020 23:54:54 -0800 Subject: [PATCH 26/44] Add tint support for Sky Color Fog mode (#5824) * Add fog tint * Changelog --- .../CHANGELOG.md | 1 + .../RenderPipeline/HDRenderPipelineMenuItems.cs | 2 ++ .../Editor/Sky/AtmosphericScattering/FogEditor.cs | 4 ++++ .../AtmosphericScattering/AtmosphericScattering.cs | 2 ++ .../AtmosphericScattering.hlsl | 14 ++++++-------- .../Runtime/Lighting/AtmosphericScattering/Fog.cs | 5 ++++- 6 files changed, 19 insertions(+), 9 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index dde09d7b890..30c7f0a07b9 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -37,6 +37,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, etc. - Added path tracing support for refraction and internal reflections. - Added support for Thin Refraction Model and Lit's Clear Coat in Path Tracing. +- Added the Tint parameter to Sky Colored Fog. ### Fixed - Update documentation of HDRISky-Backplate, precise how to have Ambient Occlusion on the Backplate diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs index fe67955945c..2442a0e2f5f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs @@ -112,6 +112,8 @@ void OverrideCommonParameters(AtmosphericScattering input, Fog output) output.mipFogNear.Override(input.mipFogNear.value); if (input.mipFogFar.overrideState) output.mipFogFar.Override(input.mipFogFar.value); + if (input.tint.overrideState) + output.tint.Override(input.tint.value); } Fog CreateFogComponentIfNeeded(VolumeProfile profile) diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs index 907d4a475ee..ce918bb696b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs @@ -12,6 +12,7 @@ class FogEditor : VolumeComponentEditor protected SerializedDataParameter m_MaxFogDistance; protected SerializedDataParameter m_ColorMode; protected SerializedDataParameter m_Color; + protected SerializedDataParameter m_Tint; protected SerializedDataParameter m_MipFogNear; protected SerializedDataParameter m_MipFogFar; protected SerializedDataParameter m_MipFogMaxMip; @@ -47,6 +48,7 @@ public override void OnEnable() // Fog Color m_ColorMode = Unpack(o.Find(x => x.colorMode)); m_Color = Unpack(o.Find(x => x.color)); + m_Tint = Unpack(o.Find(x => x.tint)); m_MipFogNear = Unpack(o.Find(x => x.mipFogNear)); m_MipFogFar = Unpack(o.Find(x => x.mipFogFar)); m_MipFogMaxMip = Unpack(o.Find(x => x.mipFogMaxMip)); @@ -85,6 +87,8 @@ public override void OnInspectorGUI() } else { + PropertyField(m_Tint); + if (isInAdvancedMode) { PropertyField(m_MipFogNear); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.cs index b26f46c02a2..3b17014f4ed 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.cs @@ -10,6 +10,8 @@ abstract class AtmosphericScattering : VolumeComponent public FogColorParameter colorMode = new FogColorParameter(FogColorMode.SkyColor); [Tooltip("Specifies the constant color of the fog.")] public ColorParameter color = new ColorParameter(Color.grey, hdr: true, showAlpha: false, showEyeDropper: true); + [Tooltip("Specifies the tint of the fog.")] + public ColorParameter tint = new ColorParameter(Color.white, hdr: true, showAlpha: false, showEyeDropper: true); [Tooltip("Controls the overall density of the fog. Acts as a global multiplier.")] public ClampedFloatParameter density = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); [Tooltip("Sets the maximum fog distance HDRP uses when it shades the skybox or the Far Clipping Plane of the Camera.")] diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl index ee9738384f9..fc99fcf5603 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl @@ -24,19 +24,17 @@ float3 ExpLerp(float3 A, float3 B, float t, float x, float y) float3 GetFogColor(float3 V, float fragDist) { - if (_FogColorMode == FOGCOLORMODE_CONSTANT_COLOR) - { - return _FogColor.rgb; - } - else if (_FogColorMode == FOGCOLORMODE_SKY_COLOR) + float3 color = _FogColor.rgb; + + if (_FogColorMode == FOGCOLORMODE_SKY_COLOR) { // Based on Uncharted 4 "Mip Sky Fog" trick: http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf float mipLevel = (1.0 - _MipFogMaxMip * saturate((fragDist - _MipFogNear) / (_MipFogFar - _MipFogNear))) * _SkyTextureMipCount; // For the atmospheric scattering, we use the GGX convoluted version of the cubemap. That matches the of the idnex 0 - return SampleSkyTexture(-V, mipLevel, 0).rgb; + color *= SampleSkyTexture(-V, mipLevel, 0).rgb; // '_FogColor' is the tint } - else // Should not be possible. - return float3(0.0, 0.0, 0.0); + + return color; } // All units in meters! diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs index 4901e487483..8bcb842e577 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs @@ -23,6 +23,8 @@ public class Fog : VolumeComponent /// Fog color. [Tooltip("Specifies the constant color of the fog.")] public ColorParameter color = new ColorParameter(Color.grey, hdr: true, showAlpha: false, showEyeDropper: true); + [Tooltip("Specifies the tint of the fog.")] + public ColorParameter tint = new ColorParameter(Color.white, hdr: true, showAlpha: false, showEyeDropper: true); /// Maximum fog distance. [Tooltip("Sets the maximum fog distance HDRP uses when it shades the skybox or the Far Clipping Plane of the Camera.")] public MinFloatParameter maxFogDistance = new MinFloatParameter(5000.0f, 0.0f); @@ -132,8 +134,9 @@ internal virtual void PushShaderParameters(HDCamera hdCamera, CommandBuffer cmd) cmd.SetGlobalFloat(HDShaderIDs._MaxFogDistance, maxFogDistance.value); // Fog Color + Color fogColor = (colorMode.value == FogColorMode.ConstantColor) ? color.value : tint.value; cmd.SetGlobalFloat(m_ColorModeParam, (float)colorMode.value); - cmd.SetGlobalColor(m_FogColorParam, new Color(color.value.r, color.value.g, color.value.b, 0.0f)); + cmd.SetGlobalColor(m_FogColorParam, new Color(fogColor.r, fogColor.g, fogColor.b, 0.0f)); cmd.SetGlobalVector(m_MipFogParam, new Vector4(mipFogNear.value, mipFogFar.value, mipFogMaxMip.value, 0.0f)); DensityVolumeArtistParameters param = new DensityVolumeArtistParameters(albedo.value, meanFreePath.value, anisotropy.value); From 69e14e6344a9b98fd0717b3535ff6b613451b70f Mon Sep 17 00:00:00 2001 From: Mike Chow Date: Fri, 7 Feb 2020 01:07:36 -0800 Subject: [PATCH 27/44] [XR] Fix for XRSDK single-pass stereo mode incorrectly switch to multipass mode (case 1217120) (#5823) * Add query for XR SDK single-pass availability using XR SDK renderpass descriptors. This is a short-term fix for XR SDK single-pass wrongly switching to multipass issue. * updated changelog * add XR SDK single pass query to IsMultipassEnabled() --- .../CHANGELOG.md | 1 + .../Runtime/UniversalRenderPipeline.cs | 40 ++++++++++++++++++- .../Runtime/UniversalRenderPipelineCore.cs | 2 +- 3 files changed, 41 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index 09cd93c5da9..8cd1b9a616f 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -52,6 +52,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue where post processing disappeared when using custom renderers and SMAA or no AA - Fixed an issue with soft particles having dark blending when intersecting with scene geometry [case 1199812](https://issuetracker.unity3d.com/issues/urp-soft-particles-create-dark-blending-artefacts-when-intersecting-with-scene-geometry) - Fixed an issue with additive particles blending incorrectly [case 1215713](https://issuetracker.unity3d.com/issues/universal-render-pipeline-additive-particles-not-using-vertex-alpha) +- Fixed XR SDK single-pass incorrectly switching to multipass issue. Add query for XR SDK single-pass availability using XR SDK renderpass descriptors. ## [7.1.8] - 2020-01-20 diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 8c020e47185..10daaf056b7 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -460,6 +460,43 @@ static void InitializeCameraData(Camera camera, UniversalAdditionalCameraData ad InitializeAdditionalCameraData(camera, additionalCameraData, ref cameraData); } +#if ENABLE_VR && ENABLE_XR_MODULE + static List displaySubsystemList = new List(); + static bool CanXRSDKUseSinglePass(Camera camera) + { + XR.XRDisplaySubsystem display = null; + SubsystemManager.GetInstances(displaySubsystemList); + + if (displaySubsystemList.Count > 0) + { + XR.XRDisplaySubsystem.XRRenderPass renderPass; + display = displaySubsystemList[0]; + if (display.GetRenderPassCount() > 0) + { + display.GetRenderPass(0, out renderPass); + + if (renderPass.renderTargetDesc.dimension != TextureDimension.Tex2DArray) + return false; + + if (renderPass.GetRenderParameterCount() != 2 || renderPass.renderTargetDesc.volumeDepth != 2) + return false; + + renderPass.GetRenderParameter(camera, 0, out var renderParam0); + renderPass.GetRenderParameter(camera, 1, out var renderParam1); + + if (renderParam0.textureArraySlice != 0 || renderParam1.textureArraySlice != 1) + return false; + + if (renderParam0.viewport != renderParam1.viewport) + return false; + + return true; + } + } + return false; + } +#endif + /// /// Initialize camera data settings common for all cameras in the stack. Overlay cameras will inherit /// settings from base camera. @@ -478,7 +515,8 @@ static void InitializeStackedCameraData(Camera baseCamera, UniversalAdditionalCa cameraData.isXRMultipass = false; #if ENABLE_VR && ENABLE_VR_MODULE - if (cameraData.isStereoEnabled && !cameraData.isSceneViewCamera && XR.XRSettings.stereoRenderingMode == XR.XRSettings.StereoRenderingMode.MultiPass) + if (cameraData.isStereoEnabled && !cameraData.isSceneViewCamera && + !CanXRSDKUseSinglePass(baseCamera) && XR.XRSettings.stereoRenderingMode == XR.XRSettings.StereoRenderingMode.MultiPass) { cameraData.numberOfXRPasses = 2; cameraData.isXRMultipass = true; diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs index d610a74ced1..7a25e3b73f6 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs @@ -204,7 +204,7 @@ static bool IsMultiPassStereoEnabled(Camera camera) throw new ArgumentNullException("camera"); #if ENABLE_VR && ENABLE_VR_MODULE - return IsStereoEnabled(camera) && XR.XRSettings.stereoRenderingMode == XR.XRSettings.StereoRenderingMode.MultiPass; + return IsStereoEnabled(camera) && !CanXRSDKUseSinglePass(camera) && XR.XRSettings.stereoRenderingMode == XR.XRSettings.StereoRenderingMode.MultiPass; #else return false; #endif From 91ec4c9d48360eed44f91d8d9fb4a07fc14fb5d7 Mon Sep 17 00:00:00 2001 From: JulienIgnace-Unity Date: Fri, 7 Feb 2020 11:06:26 +0100 Subject: [PATCH 28/44] Update fog doc (#5827) --- .../Documentation~/Images/Override-VolumetricFog1.png | 4 ++-- .../Documentation~/Override-Fog.md | 1 + .../Runtime/Lighting/AtmosphericScattering/Fog.cs | 1 + 3 files changed, 4 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-VolumetricFog1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-VolumetricFog1.png index 681e06bd04c..edc718ec138 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-VolumetricFog1.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-VolumetricFog1.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:45c4d5f258eb92689aec210b1a5120594be07712e8d50f8f331db3073f074169 -size 17934 +oid sha256:4b72f9b1826f004e73996c66914fe08c8fb6906fe588d089e464cbddb2567ff4 +size 20699 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md index 9d78716009f..0cb9fb2e15c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md @@ -43,6 +43,7 @@ The **Fog** override of the active Volume controls the appearance of the global | **Maximum Height** | Controls the rate of falloff for the height fog in meters. Higher values stretch the fog vertically. At this height , the falloff reduces the initial base density by 63%. | | **Max Fog Distance** | Controls the distance (in meters) when applying fog to the skybox or background. Also determines the range of the Distant Fog. For optimal results, set this to be larger than the Camera’s Far value for its Clipping Plane. Otherwise, a discrepancy occurs between the fog on the Scene’s GameObjects and on the skybox. Note that the Camera’s Far Clipping Plane is flat whereas HDRP applies fog within a sphere surrounding the Camera. | | **Color Mode** | Use the drop-down to select the mode HDRP uses to calculate the color of the fog.
• **Sky Color**: HDRP shades the fog with a color it samples from the sky cubemap and its mipmaps.
• **Constant Color**: HDRP shades the fog with the color you set manually in the **Constant Color** field that appears when you select this option. | +| **- Tint** | HDR color multiplied with the sky color.
This property only appears when you select **Sky Color** from the **Color Mode** drop-down. | | **- Mip Fog Near** | The distance (in meters) from the Camera that HDRP stops sampling the lowest resolution mipmap for the fog color.
This property only appears when you select **Sky Color** from the **Color Mode** drop-down. | | **- Mip Fog Far** | The distance (in meters) from the Camera that HDRP starts sampling the highest resolution mipmap for the fog color.
This property only appears when you select **Sky Color** from the **Color Mode** drop-down. | | **- Mip Fog Max Mip** | Use the slider to set the maximum mipmap that HDRP uses for the mip fog. This defines the mipmap that HDRP samples for distances greater than **Mip Fog Far**.
This property only appears when you select **Sky Color** from the **Color Mode** drop-down. | diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs index 8bcb842e577..733c81fa19b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs @@ -23,6 +23,7 @@ public class Fog : VolumeComponent /// Fog color. [Tooltip("Specifies the constant color of the fog.")] public ColorParameter color = new ColorParameter(Color.grey, hdr: true, showAlpha: false, showEyeDropper: true); + /// Specifies the tint of the fog when using Sky Color. [Tooltip("Specifies the tint of the fog.")] public ColorParameter tint = new ColorParameter(Color.white, hdr: true, showAlpha: false, showEyeDropper: true); /// Maximum fog distance. From 12bc9e04a38444c5c6f4a82bebd279d42372f3ff Mon Sep 17 00:00:00 2001 From: NetteVI Date: Fri, 7 Feb 2020 02:20:45 -0800 Subject: [PATCH 29/44] Fix case 1158661 hardware dynamic resolution for scene view (#5783) * Fixed hardware dynamic resolution for scene view on Metal, DX12 * updated changelog and fixed small issue * updated dyn res state after every check when pool > 0 (for correct initial behavior) * Temporarily disable HW dynamic res on metal Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> --- .../CHANGELOG.md | 1 + .../Runtime/PostProcessing/PostProcessSystem.cs | 10 +++++----- .../Runtime/RenderPipeline/HDRenderPipeline.cs | 4 +++- 3 files changed, 9 insertions(+), 6 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 30c7f0a07b9..444d692843c 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -135,6 +135,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the blend of reflections based on the weight. - Fixed fallback for ray traced reflections when denoising is enabled. - Fixed error spam issue with terrain detail terrainDetailUnsupported (cases 1211848) +- Fixed hardware dynamic resolution causing cropping/scaling issues in scene view (case 1158661) - Fixed Wizard check order for `Hardware and OS` and `Direct3D12` - Fix AO issue turning black when Far/Near plane distance is big. - Fixed issue when opening lookdev and the lookdev volume have not been assigned yet. diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs index 756fc3cba03..615d2af76bd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs @@ -2612,9 +2612,9 @@ public void Cleanup() public void SetHWDynamicResolutionState(HDCamera camera) { bool needsHW = DynamicResolutionHandler.instance.HardwareDynamicResIsEnabled(); - if (needsHW && !m_HasHWDynamicResolution) + if (m_Targets.Count > 0 && needsHW != m_HasHWDynamicResolution) { - // If any target has no dynamic resolution enabled, but we require it, we need to cleanup the pool. + // If any target has no dynamic resolution enabled, but we require it or vice versa, we need to cleanup the pool. bool missDynamicScale = false; foreach (var kvp in m_Targets) { @@ -2623,8 +2623,8 @@ public void SetHWDynamicResolutionState(HDCamera camera) if (stack == null) continue; - // We found a RT with no dynamic scale - if (stack.Count > 0 && !stack.Peek().rt.useDynamicScale) + // We found a RT with incorrect dynamic scale setting + if (stack.Count > 0 && (stack.Peek().rt.useDynamicScale != needsHW)) { missDynamicScale = true; break; @@ -2633,9 +2633,9 @@ public void SetHWDynamicResolutionState(HDCamera camera) if (missDynamicScale) { - m_HasHWDynamicResolution = needsHW; Cleanup(); } + m_HasHWDynamicResolution = needsHW; } } 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 7cb8ab0da7f..f92d2febfc5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -1260,7 +1260,9 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c // We are in a case where the platform does not support hw dynamic resolution, so we force the software fallback. // TODO: Expose the graphics caps info on whether the platform supports hw dynamic resolution or not. - if (dynResHandler.RequestsHardwareDynamicResolution() && cameraRequestedDynamicRes && !camera.allowDynamicResolution) + // Temporarily disable HW Dynamic resolution on metal until the problems we have with it are fixed + bool isMetal = (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal); + if (isMetal || (dynResHandler.RequestsHardwareDynamicResolution() && cameraRequestedDynamicRes && !camera.allowDynamicResolution)) { dynResHandler.ForceSoftwareFallback(); } From 5492369589efcca451fe7b1f78732451162e3674 Mon Sep 17 00:00:00 2001 From: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Date: Fri, 7 Feb 2020 15:09:35 +0100 Subject: [PATCH 30/44] Hdrp/fix wizard persistency (#5817) * Fix custom pass doc * AO docs (#5730) * Updated missing API doc. (#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again * Added doc for AOVRequests * Fix AO depth issues (#5727) * Revert back to do bit manipulation * changelog Co-authored-by: sebastienlagarde * Update IDataProvider Documentation (#5750) * Upgrade doc (#5748) * Hdrp/fix lookdev volume when never assigned (#5747) * Fix issue when the volume is not assigned yet for lookdev * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Resize size of image in HDRP documentation * Added missing API doc for serialization callbacks * Adding CAS enum doc (#5762) * Added comments to path tracing attributes, for API documentation. (#5761) * Updated platform error message (#5760) * Misc missing api doc. (#5765) * Improved memory usage of Sky system. (#5751) * Improved memory usage of Sky system. * Update changelog. * Updated text in the quality preference settings (case 1215100) * Fixed decal projector gizmo not undoing properly (case 1216629) * Hdrp/fix lookdev environment on library removal [skip ci] (#5766) * Better handling for assets in project * Add helper to iterate on ViewContexts * Add refresh on Focus to deal with asset deletion * Fix event order when changing cubemap (view was refreshed with one cubemap late) * Fix sun position button position * Update CHANGELOG.md * Missing API doc. * Fix a leak in the denoising of ray traced reflections. (#5777) * Update test scene * Update test scene * Fix a leak in the denoising of ray traced reflections. * Added another troubleshooting step to custom pass doc * Update doc * Hdrp/fix alignment issues (#5779) * Fix alignment issue in light preset * Fix Header in LightingWindow * Fix missing separators and colors for dark skin * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Fix an issue where hair shader could write garbage in the diffuse lighting buffer. (#5774) * Updated materials and exposure for shader graph sample * More changes * Fixed an issue where opaque hair shader could write garbage in the diffuse lighting buffer. * Update changelog. Co-authored-by: sebastienlagarde * - Fixed an exposure issue with ray traced sub-surface scattering. (#5773) Co-authored-by: sebastienlagarde * Expose currentPlatformRenderPipelineSettings (#5781) * Fix debug menu light hierarchy (#5753) * Fixed bitfield of runtime debug display none not working * Updated changelog Co-authored-by: sebastienlagarde * Update PathTracing.cs * Fix default planar size when HDRP asset is created (#5793) * Moved BeginCameraRendering before culling to avoid a crash (#5795) * Moved BeginCameraRender before culling to avoid crashes caused by intermediate renderers. * Update changelog. * Hdrp/workaround materialpreset (#5798) * Workaround for material preset indentation issue * Update CHANGELOG.md * Fixed an issue where HDRP particle sample project was overexposed due to missing Volume override. (#5802) * Fix metal android build message (#5807) * Fixed wrong build error message when building for android on mac. * Updated changelog * Update Migration Documentation (#5809) * Restored RoughRefraction frame settings value as obsolete for compatibility reasons. (#5811) Fixed unity test to exlcude this wanted duplicate. * Add FixAll persistency through DomainReload (while instaling packages) * Add persistency for DX12 upgrade * Fix wizard behaviour * Update CHANGELOG.md * fix unwanted popup at first domain reload after activation when it was not activated before this editor lifetime Co-authored-by: Antoine Lelievre Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity Co-authored-by: sebastienlagarde Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Emmanuel Turquin Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> --- .../CHANGELOG.md | 4 ++ .../Upgrading-from-2019.2-to-2019.3.md | 14 ++++- .../Editor/DefaultScene/HDProjectSettings.cs | 40 ++++++++++++- .../DefaultScene/HDWizard.Configuration.cs | 58 ++++++++++++++++--- .../Editor/DefaultScene/HDWizard.Window.cs | 42 +++++++++----- 5 files changed, 133 insertions(+), 25 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 444d692843c..49a525400ce 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -153,6 +153,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed minor issues with cubemap preview in the inspector. - Fixed wrong build error message when building for android on mac. - Fixed an issue related to denoising ray trace area shadows. +- Fixed wrong build error message when building for android on mac. +- Fixed Wizard persistency of Direct3D12 change on domain reload. +- Fixed Wizard persistency of FixAll on domain reload. +- Fixed Wizard behaviour on domain reload. ### Changed - Hide unused LOD settings in Quality Settings legacy window. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md index 3acb871b9ec..11a4a2dc501 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md @@ -8,7 +8,19 @@ New Scene system in HDRP rely on a prefab in your project. It also depend on def If you use default prefab (the one created by the wizard) and rely on default **Default Volume Profile Asset**, then your prefab will not be sync anymore with the default volume profile and you must update it. -The easiest way is to ask the Wizard to recreate a new on: +The easiest way is to ask the Wizard to recreate a new one: + +1. Open the Wizard (**Window > Render Pipeline > HD Render Pipeline Wizard**) +2. Remove the prefab set in **Default Scene Prefab**. +3. [*Optional*] Keep a copy of your previous prefab if it have been customized to not lost your version. To do so, just rename the prefab. It will prevent to be overridden. +4. Look at the **Configuration Checking** below for the line **Default Scene Prefab** and click on the **Fix** button. +5. [*Optional*] Report your custom change in the new created prefab. + +Then repeat this for **Default DXR Scene Prefab** if you were also using DXR. + +New Scene system in HDRP rely on a prefab in your project. If you have already configured one with the Wizard, you need to update it. + +The easiest way is to ask the Wizard to recreate a new one: 1. Open the Wizard (**Window > Render Pipeline > HD Render Pipeline Wizard**) 2. Remove the prefab set in **Default Scene Prefab**. diff --git a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDProjectSettings.cs b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDProjectSettings.cs index 4bc67e1788c..d701867d809 100644 --- a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDProjectSettings.cs +++ b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDProjectSettings.cs @@ -29,10 +29,16 @@ enum Version [SerializeField] string m_ProjectSettingFolderPath = "HDRPDefaultResources"; [SerializeField] - bool m_WizardPopupAtStart = false; + bool m_WizardPopupAtStart = true; + [SerializeField] + bool m_WizardPopupAlreadyShownOnce = false; [SerializeField] int m_WizardActiveTab = 0; [SerializeField] + bool m_WizardNeedRestartAfterChangingToDX12 = false; + [SerializeField] + bool m_WizardNeedToRunFixAllAgainAfterDomainReload = false; + [SerializeField] int m_LastMaterialVersion = k_NeverProcessedMaterialVersion; internal const int k_NeverProcessedMaterialVersion = -1; @@ -67,7 +73,7 @@ public static string projectSettingsFolderPath } } - internal static int wizardActiveTab + public static int wizardActiveTab { get => instance.m_WizardActiveTab; set @@ -87,6 +93,36 @@ public static bool wizardIsStartPopup } } + public static bool wizardPopupAlreadyShownOnce + { + get => instance.m_WizardPopupAlreadyShownOnce; + set + { + instance.m_WizardPopupAlreadyShownOnce = value; + Save(); + } + } + + public static bool wizardNeedToRunFixAllAgainAfterDomainReload + { + get => instance.m_WizardNeedToRunFixAllAgainAfterDomainReload; + set + { + instance.m_WizardNeedToRunFixAllAgainAfterDomainReload = value; + Save(); + } + } + + public static bool wizardNeedRestartAfterChangingToDX12 + { + get => instance.m_WizardNeedRestartAfterChangingToDX12; + set + { + instance.m_WizardNeedRestartAfterChangingToDX12 = value; + Save(); + } + } + public static int materialVersionForUpgrade { get => instance.m_LastMaterialVersion; diff --git a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs index be48c890c9d..9c3d3962740 100644 --- a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs +++ b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs @@ -222,6 +222,8 @@ class QueuedLauncher public void Stop() => m_StopRequested = true; + public int remainingFixes => m_Queue.Count; + void Start() { m_Running = true; @@ -262,6 +264,33 @@ public void Add(params Action[] functions) } QueuedLauncher m_Fixer = new QueuedLauncher(); + void RestartFixAllAfterDomainReload() + { + if (m_Fixer.remainingFixes > 0) + HDProjectSettings.wizardNeedToRunFixAllAgainAfterDomainReload = true; + } + + + void CheckPersistentFixAll() + { + if (HDProjectSettings.wizardNeedToRunFixAllAgainAfterDomainReload) + { + switch ((Configuration)HDProjectSettings.wizardActiveTab) + { + case Configuration.HDRP: + FixHDRPAll(); + break; + case Configuration.HDRP_VR: + FixVRAll(); + break; + case Configuration.HDRP_DXR: + FixDXRAll(); + break; + } + m_Fixer.Add(() => HDProjectSettings.wizardNeedToRunFixAllAgainAfterDomainReload = false); + } + } + #endregion #region HDRP_FIXES @@ -474,7 +503,11 @@ bool IsVRXRManagementPackageInstalledCorrect() return vrXRManagementInstalledCheck; } void FixVRXRManagementPackageInstalled(bool fromAsync) - => m_PackageInstaller.ProcessAsync(k_XRanagementPackageName, null); + { + if (fromAsync) + RestartFixAllAfterDomainReload(); + m_PackageInstaller.ProcessAsync(k_XRanagementPackageName, null); + } bool vrLegacyHelpersInstalledCheck = false; bool IsVRLegacyHelpersCorrect() @@ -485,7 +518,11 @@ bool IsVRLegacyHelpersCorrect() return vrLegacyHelpersInstalledCheck; } void FixVRLegacyHelpers(bool fromAsync) - => m_PackageInstaller.ProcessAsync(k_LegacyInputHelpersPackageName, null); + { + if (fromAsync) + RestartFixAllAfterDomainReload(); + m_PackageInstaller.ProcessAsync(k_LegacyInputHelpersPackageName, null); + } #endregion @@ -501,10 +538,9 @@ bool IsDXRAutoGraphicsAPICorrect() => !PlayerSettings.GetUseDefaultGraphicsAPIs(CalculateSelectedBuildTarget()); void FixDXRAutoGraphicsAPI(bool fromAsyncUnused) => PlayerSettings.SetUseDefaultGraphicsAPIs(CalculateSelectedBuildTarget(), false); - - static bool reloadNeeded = false; + bool IsDXRDirect3D12Correct() - => PlayerSettings.GetGraphicsAPIs(CalculateSelectedBuildTarget()).FirstOrDefault() == GraphicsDeviceType.Direct3D12 && !reloadNeeded; + => PlayerSettings.GetGraphicsAPIs(CalculateSelectedBuildTarget()).FirstOrDefault() == GraphicsDeviceType.Direct3D12 && !HDProjectSettings.wizardNeedRestartAfterChangingToDX12; void FixDXRDirect3D12(bool fromAsyncUnused) { if (GetSupportedGraphicsAPIs(CalculateSelectedBuildTarget()).Contains(GraphicsDeviceType.Direct3D12)) @@ -528,7 +564,7 @@ void FixDXRDirect3D12(bool fromAsyncUnused) .Concat(PlayerSettings.GetGraphicsAPIs(buidTarget)) .ToArray()); } - reloadNeeded = true; + HDProjectSettings.wizardNeedRestartAfterChangingToDX12 = true; m_Fixer.Add(() => ChangedFirstGraphicAPI(buidTarget)); //register reboot at end of operations } } @@ -548,13 +584,21 @@ void ChangedFirstGraphicAPI(BuildTarget target) { if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { - reloadNeeded = false; + HDProjectSettings.wizardNeedRestartAfterChangingToDX12 = false; RequestCloseAndRelaunchWithCurrentArguments(); GUIUtility.ExitGUI(); } } + else + EditorApplication.quitting += () => HDProjectSettings.wizardNeedRestartAfterChangingToDX12 = false; } } + + void CheckPersistantNeedReboot() + { + if (HDProjectSettings.wizardNeedRestartAfterChangingToDX12) + EditorApplication.quitting += () => HDProjectSettings.wizardNeedRestartAfterChangingToDX12 = false; + } bool IsDXRAssetCorrect() => HDRenderPipeline.defaultAsset != null diff --git a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs index 5b92d9ad7ae..77e9947fd6f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs +++ b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs @@ -136,7 +136,7 @@ public ConfigStyle(string label, string error, string button = resolve, MessageT error: "Auto Graphics API is not supported!"); public static readonly ConfigStyle dxrD3D12 = new ConfigStyle( label: "Direct3D 12", - error: "Direct3D 12 is needed!"); + error: "Direct3D 12 is needed! (Editor restart is required)"); public static readonly ConfigStyle dxrScreenSpaceShadow = new ConfigStyle( label: "Screen Space Shadow", error: "Screen Space Shadow is required!"); @@ -200,8 +200,9 @@ static void OpenWindow() { var window = GetWindow("HD Render Pipeline Wizard"); window.minSize = new Vector2(420, 450); + HDProjectSettings.wizardPopupAlreadyShownOnce = true; } - + void OnGUI() { foreach (VisualElementUpdatable updatable in m_BaseUpdatable.Children().Where(c => c is VisualElementUpdatable)) @@ -222,18 +223,34 @@ static void WizardBehaviourDelayed() { if (frameToWait > 0) --frameToWait; - else if (HDProjectSettings.wizardIsStartPopup) + else { EditorApplication.update -= WizardBehaviourDelayed; - //Application.isPlaying cannot be called in constructor. Do it here - if (Application.isPlaying) - return; + if (HDProjectSettings.wizardIsStartPopup && !HDProjectSettings.wizardPopupAlreadyShownOnce) + { + //Application.isPlaying cannot be called in constructor. Do it here + if (Application.isPlaying) + return; + + OpenWindow(); + } - OpenWindow(); + EditorApplication.quitting += () => HDProjectSettings.wizardPopupAlreadyShownOnce = false; } } + [Callbacks.DidReloadScripts] + static void CheckPersistencyPopupAlreadyOpened() + { + EditorApplication.delayCall += () => + { + if (HDProjectSettings.wizardPopupAlreadyShownOnce) + EditorApplication.quitting += () => HDProjectSettings.wizardPopupAlreadyShownOnce = false; + }; + } + + [Callbacks.DidReloadScripts] static void WizardBehaviour() { //We need to wait at least one frame or the popup will not show up @@ -241,14 +258,6 @@ static void WizardBehaviour() EditorApplication.update += WizardBehaviourDelayed; } - [Callbacks.DidReloadScripts] - static void ResetDelayed() - { - //remove it from domain reload but keep it in editor opening - frameToWait = 0; - EditorApplication.update -= WizardBehaviourDelayed; - } - #endregion #region DRAWERS @@ -339,6 +348,9 @@ private void OnEnable() container.Add(CreateLargeButton(Style.migrateMaterials, UpgradeStandardShaderMaterials.UpgradeMaterials)); container.Add(CreateWizardBehaviour()); + + CheckPersistantNeedReboot(); + CheckPersistentFixAll(); } VisualElement CreateFolderData() From 65e65ca79582f3483087d63279522a7be4869066 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Fri, 7 Feb 2020 18:12:53 +0100 Subject: [PATCH 31/44] 7.2.0/bugfix hdrp (#5835) * Fix custom pass doc * AO docs (#5730) * Updated missing API doc. (#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again * Added doc for AOVRequests * Fix AO depth issues (#5727) * Revert back to do bit manipulation * changelog Co-authored-by: sebastienlagarde * Update IDataProvider Documentation (#5750) * Upgrade doc (#5748) * Hdrp/fix lookdev volume when never assigned (#5747) * Fix issue when the volume is not assigned yet for lookdev * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Resize size of image in HDRP documentation * Added missing API doc for serialization callbacks * Adding CAS enum doc (#5762) * Added comments to path tracing attributes, for API documentation. (#5761) * Updated platform error message (#5760) * Misc missing api doc. (#5765) * Improved memory usage of Sky system. (#5751) * Improved memory usage of Sky system. * Update changelog. * Updated text in the quality preference settings (case 1215100) * Fixed decal projector gizmo not undoing properly (case 1216629) * Hdrp/fix lookdev environment on library removal [skip ci] (#5766) * Better handling for assets in project * Add helper to iterate on ViewContexts * Add refresh on Focus to deal with asset deletion * Fix event order when changing cubemap (view was refreshed with one cubemap late) * Fix sun position button position * Update CHANGELOG.md * Missing API doc. * Fix a leak in the denoising of ray traced reflections. (#5777) * Update test scene * Update test scene * Fix a leak in the denoising of ray traced reflections. * Added another troubleshooting step to custom pass doc * Update doc * Hdrp/fix alignment issues (#5779) * Fix alignment issue in light preset * Fix Header in LightingWindow * Fix missing separators and colors for dark skin * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Fix an issue where hair shader could write garbage in the diffuse lighting buffer. (#5774) * Updated materials and exposure for shader graph sample * More changes * Fixed an issue where opaque hair shader could write garbage in the diffuse lighting buffer. * Update changelog. Co-authored-by: sebastienlagarde * - Fixed an exposure issue with ray traced sub-surface scattering. (#5773) Co-authored-by: sebastienlagarde * Expose currentPlatformRenderPipelineSettings (#5781) * Fix debug menu light hierarchy (#5753) * Fixed bitfield of runtime debug display none not working * Updated changelog Co-authored-by: sebastienlagarde * Update PathTracing.cs * Fix default planar size when HDRP asset is created (#5793) * Moved BeginCameraRendering before culling to avoid a crash (#5795) * Moved BeginCameraRender before culling to avoid crashes caused by intermediate renderers. * Update changelog. * Hdrp/workaround materialpreset (#5798) * Workaround for material preset indentation issue * Update CHANGELOG.md * Fixed an issue where HDRP particle sample project was overexposed due to missing Volume override. (#5802) * Fix metal android build message (#5807) * Fixed wrong build error message when building for android on mac. * Updated changelog * Update Migration Documentation (#5809) * Restored RoughRefraction frame settings value as obsolete for compatibility reasons. (#5811) Fixed unity test to exlcude this wanted duplicate. * - Fixed an issue related to denoising ray trace area shadows. * Revert "- Fixed an issue related to denoising ray trace area shadows." This reverts commit 3cc174068e5db245709fe5ffb2674f220258d19c. * missing uncommited part of the doc (#5813) * Fixed reference to the DefaultHDRISky texture in the default volume profile. (#5816) * - Fixed an issue related to denoising ray trace area shadows. (#5815) * update framesettings tooltips (#5820) * Added info to tooltips about frame settings dependent on HDRP asset settings. * Update FrameSettings.cs Co-authored-by: JulienIgnace-Unity * Added a section to the upgrade guide to explain discrepancies between default sky exposure and directional lights. (#5812) * Added a section to the upgrade guide to explain discrepancies between default sky exposure and directional lights. * Updated getting started doc * Reduce custom pass image doc (#5828) * Fix source of NaNs in planar reflection probe atlas (#5829) * Fix NaN * changelog * Fixed decal initial pivot position. (#5832) * Fix for matcap texture mentioned as not set (#5834) * Workaround * changelog * comment Co-authored-by: Antoine Lelievre Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Emmanuel Turquin Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> --- .../CHANGELOG.md | 2 ++ .../Documentation~/Custom-Pass.md | 2 +- .../Documentation~/Images/CustomPass_Glitch.gif | 4 ++-- .../Documentation~/Images/CustomPass_TIPS_Effect.png | 3 +++ .../Documentation~/Images/HDRPFeatures-CustomPass.gif | 4 ++-- .../Documentation~/Images/TIPS_Effect_Size.gif | 3 --- .../Documentation~/Upgrading-from-2019.2-to-2019.3.md | 10 ---------- .../Runtime/Material/Decal/DecalProjector.cs | 2 +- .../Runtime/RenderPipeline/HDRenderPipeline.cs | 5 ++++- .../Runtime/RenderPipeline/Utility/Texture2DAtlas.cs | 8 ++++++++ 10 files changed, 23 insertions(+), 20 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/Images/CustomPass_TIPS_Effect.png delete mode 100644 com.unity.render-pipelines.high-definition/Documentation~/Images/TIPS_Effect_Size.gif diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 49a525400ce..86adb0445ec 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -157,6 +157,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed Wizard persistency of Direct3D12 change on domain reload. - Fixed Wizard persistency of FixAll on domain reload. - Fixed Wizard behaviour on domain reload. +- Fixed a potential source of NaN in planar reflection probe atlas. +- Fixed an issue with MipRatio debug mode showing _DebugMatCapTexture not being set. ### Changed - Hide unused LOD settings in Quality Settings legacy window. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md index def9805ac5a..ffdf3b73987 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md @@ -4,7 +4,7 @@ HDRP Custom Passes allow you to inject shader and C# at certain points inside th Here is an example of what can be achieved using custom passes: -[![TIPS_Effect_Size](Images/TIPS_Effect_Size.gif)](https://github.com/alelievr/HDRP-Custom-Passes) +[![TIPS_Effect_Size](Images/CustomPass_TIPS_Effect.png)](https://github.com/alelievr/HDRP-Custom-Passes) ## Workflow with volumes diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/CustomPass_Glitch.gif b/com.unity.render-pipelines.high-definition/Documentation~/Images/CustomPass_Glitch.gif index 9c46b04f93d..2aff90da67c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/CustomPass_Glitch.gif +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/CustomPass_Glitch.gif @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9b5ee74fdcfaa8f8354261ddda028a68e3b432efdc9a7e546d44a8abf73a550f -size 2532646 +oid sha256:5b61fdb2e1930cd6e49c44576d1ad185938940f08d9d7bd63d3c614d643f1748 +size 428216 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/CustomPass_TIPS_Effect.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/CustomPass_TIPS_Effect.png new file mode 100644 index 00000000000..9e2fe977607 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/CustomPass_TIPS_Effect.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a5e82eb47c850fdae31ba06934c9b630f03ff85610976b8ffd045e4cd263e803 +size 1529282 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/HDRPFeatures-CustomPass.gif b/com.unity.render-pipelines.high-definition/Documentation~/Images/HDRPFeatures-CustomPass.gif index d2e4a05d605..f11734ff8d2 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/HDRPFeatures-CustomPass.gif +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/HDRPFeatures-CustomPass.gif @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e5913fc495b3a93ba2bb2349adafc4a79a6b4af6f1989de2569cbdecf1b082d1 -size 3543963 +oid sha256:f627187075d73fce807e2fe9c22cfa1380c9806f9ab67d5e2cc69dec0c913a6b +size 2166196 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/TIPS_Effect_Size.gif b/com.unity.render-pipelines.high-definition/Documentation~/Images/TIPS_Effect_Size.gif deleted file mode 100644 index eddaa3973f5..00000000000 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/TIPS_Effect_Size.gif +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:eb196ac0237dc195886767d9dff65154c8cc22b7f67b3dc027a6c177ae0d8f0a -size 6328815 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md index 11a4a2dc501..88777049c4b 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md @@ -20,16 +20,6 @@ Then repeat this for **Default DXR Scene Prefab** if you were also using DXR. New Scene system in HDRP rely on a prefab in your project. If you have already configured one with the Wizard, you need to update it. -The easiest way is to ask the Wizard to recreate a new one: - -1. Open the Wizard (**Window > Render Pipeline > HD Render Pipeline Wizard**) -2. Remove the prefab set in **Default Scene Prefab**. -3. [*Optional*] Keep a copy of your previous prefab if it have been customized to not lost your version. To do so, just rename the prefab. It will prevent to be overridden. -4. Look at the **Configuration Checking** below for the line **Default Scene Prefab** and click on the **Fix** button. -5. [*Optional*] Report your custom change in the new created prefab. - -Then repeat this for **Default DXR Scene Prefab** if you were also using DXR. - ## Procedural Sky diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs index 48f81772bf0..4f2504252ed 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs @@ -130,7 +130,7 @@ public bool affectsTransparency } [SerializeField] - private Vector3 m_Offset = new Vector3(0, -0.5f, 0); + private Vector3 m_Offset = new Vector3(0, 0, 0.5f); /// /// Change the offset position. /// Do not expose: Could be changed by the inspector when manipulating the gizmo. 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 f92d2febfc5..e13b1e9310a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -3956,6 +3956,10 @@ void ApplyDebugDisplaySettings(HDCamera hdCamera, CommandBuffer cmd) // Enable globally the keyword DEBUG_DISPLAY on shader that support it with multi-compile CoreUtils.SetKeyword(cmd, "DEBUG_DISPLAY", debugDisplayEnabledOrSceneLightingDisabled); + // Setting this all the time due to a strange bug that either reports a (globally) bound texture as not bound or where SetGlobalTexture doesn't behave as expected. + // As a workaround we bind it regardless of debug display. Eventually with + cmd.SetGlobalTexture(HDShaderIDs._DebugMatCapTexture, defaultResources.textures.matcapTex); + if (debugDisplayEnabledOrSceneLightingDisabled || m_CurrentDebugDisplaySettings.data.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None) { @@ -4006,7 +4010,6 @@ void ApplyDebugDisplaySettings(HDCamera hdCamera, CommandBuffer cmd) cmd.SetGlobalVector(HDShaderIDs._MousePixelCoord, HDUtils.GetMouseCoordinates(hdCamera)); cmd.SetGlobalVector(HDShaderIDs._MouseClickPixelCoord, HDUtils.GetMouseClickCoordinates(hdCamera)); cmd.SetGlobalTexture(HDShaderIDs._DebugFont, defaultResources.textures.debugFontTex); - cmd.SetGlobalTexture(HDShaderIDs._DebugMatCapTexture, defaultResources.textures.matcapTex); // The DebugNeedsExposure test allows us to set a neutral value if exposure is not needed. This way we don't need to make various tests inside shaders but only in this function. cmd.SetGlobalFloat(HDShaderIDs._DebugExposure, m_CurrentDebugDisplaySettings.DebugNeedsExposure() ? lightingDebugSettings.debugExposure : 0.0f); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs index 1dd08e98ae3..cca6204af96 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs @@ -172,6 +172,14 @@ public Texture2DAtlas(int width, int height, GraphicsFormat format, FilterMode f name: name ); + // We clear on create to avoid garbage data to be present in the atlas + int mipCount = useMipMap ? GetTextureMipmapCount(m_Width, m_Height) : 1; + for (int mipIdx = 0; mipIdx < mipCount; ++mipIdx) + { + Graphics.SetRenderTarget(m_AtlasTexture, mipIdx); + GL.Clear(false, true, Color.clear); + } + m_AtlasAllocator = new AtlasAllocator(width, height, powerOfTwoPadding); } From 61c1c628c6b08a6cad16a3a08ca63a2adbb41663 Mon Sep 17 00:00:00 2001 From: thomas-zeng <49886741+thomas-zeng@users.noreply.github.com> Date: Sun, 9 Feb 2020 23:49:52 -0800 Subject: [PATCH 32/44] [Workaround] Fixed WMR crashes editor when entering play mode regression for 7.2.0 (#5786) * * Fixed WMR crashes editor when entering play mode regression for SRP 7.2.0. * * Fixed comment. * * Fixed setting disableLegacyRenderer to false multiple times. * Added debug.log * * Disable URP rendering completely when XR is not ready to render. * This is better than previous workaround where we disable legacy XR when XR is not ready to render. * * Reverted extra space. --- .../Runtime/UniversalRenderPipeline.cs | 43 +++++++++++++++++++ 1 file changed, 43 insertions(+) diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 10daaf056b7..ac7a624dbe9 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -7,6 +7,9 @@ #endif using UnityEngine.Scripting.APIUpdating; using Lightmapping = UnityEngine.Experimental.GlobalIllumination.Lightmapping; +#if ENABLE_VR && ENABLE_XR_MODULE +using UnityEngine.XR; +#endif namespace UnityEngine.Rendering.LWRP { @@ -162,6 +165,41 @@ protected override void Dispose(bool disposing) CameraCaptureBridge.enabled = false; } +#if ENABLE_VR && ENABLE_XR_MODULE + static List xrDisplayList = new List(); + static bool xrSkipRender = false; + internal void SetupXRStates() + { + SubsystemManager.GetInstances(xrDisplayList); + + if (xrDisplayList.Count > 0) + { + if (xrDisplayList.Count > 1) + throw new NotImplementedException("Only 1 XR display is supported."); + + XRDisplaySubsystem display = xrDisplayList[0]; + if(display.GetRenderPassCount() == 0) + { + // Disable XR rendering if display contains 0 renderpass + if(!xrSkipRender) + { + xrSkipRender = true; + Debug.Log("XR display is not ready. Skip XR rendering."); + } + } + else + { + // Enable XR rendering if display contains >0 renderpass + if (xrSkipRender) + { + xrSkipRender = false; + Debug.Log("XR display is ready. Start XR rendering."); + } + } + } + } +#endif + protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) { BeginFrameRendering(renderContext, cameras); @@ -169,6 +207,11 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c GraphicsSettings.lightsUseLinearIntensity = (QualitySettings.activeColorSpace == ColorSpace.Linear); GraphicsSettings.useScriptableRenderPipelineBatching = asset.useSRPBatcher; SetupPerFrameShaderConstants(); +#if ENABLE_VR && ENABLE_XR_MODULE + SetupXRStates(); + if(xrSkipRender) + return; +#endif SortCameras(cameras); for (int i = 0; i < cameras.Length; ++i) From 862ef4a671b2fa128259aa4a772e43b4f6282f89 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Mon, 10 Feb 2020 09:36:03 +0100 Subject: [PATCH 33/44] Remove ## [Unreleased] for the release --- com.unity.render-pipelines.core/CHANGELOG.md | 2 -- com.unity.render-pipelines.high-definition-config/CHANGELOG.md | 2 -- com.unity.render-pipelines.high-definition/CHANGELOG.md | 2 -- com.unity.render-pipelines.lightweight/CHANGELOG.md | 2 -- com.unity.render-pipelines.universal/CHANGELOG.md | 2 -- com.unity.shadergraph/CHANGELOG.md | 2 -- com.unity.visualeffectgraph/CHANGELOG.md | 2 -- 7 files changed, 14 deletions(-) diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index fe71e2b08c8..80f1a1a60a8 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -4,8 +4,6 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] - ## [7.2.0] - 2020-03-02 ### Fixed diff --git a/com.unity.render-pipelines.high-definition-config/CHANGELOG.md b/com.unity.render-pipelines.high-definition-config/CHANGELOG.md index 76127b55e20..63a9f885d2f 100644 --- a/com.unity.render-pipelines.high-definition-config/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition-config/CHANGELOG.md @@ -4,8 +4,6 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] - ## [7.2.0] - 2020-03-02 Version Updated diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 86adb0445ec..f5cf1a8a85a 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -4,8 +4,6 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] - ## [7.2.0] - 2020-03-02 ### Added diff --git a/com.unity.render-pipelines.lightweight/CHANGELOG.md b/com.unity.render-pipelines.lightweight/CHANGELOG.md index e70f2609cc1..c4d02617872 100644 --- a/com.unity.render-pipelines.lightweight/CHANGELOG.md +++ b/com.unity.render-pipelines.lightweight/CHANGELOG.md @@ -4,8 +4,6 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] - ## [7.2.0] - 2020-03-02 Version Updated diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index 8cd1b9a616f..d0b46f6d2d3 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -4,8 +4,6 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] - ## [7.2.0] - 2020-03-02 diff --git a/com.unity.shadergraph/CHANGELOG.md b/com.unity.shadergraph/CHANGELOG.md index 9470f1cac73..d0e75f90bc2 100644 --- a/com.unity.shadergraph/CHANGELOG.md +++ b/com.unity.shadergraph/CHANGELOG.md @@ -4,8 +4,6 @@ All notable changes to this package are documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] - ## [7.2.0] - 2020-03-02 ### Fixed diff --git a/com.unity.visualeffectgraph/CHANGELOG.md b/com.unity.visualeffectgraph/CHANGELOG.md index 64e20edc4fd..73e0302e2c5 100644 --- a/com.unity.visualeffectgraph/CHANGELOG.md +++ b/com.unity.visualeffectgraph/CHANGELOG.md @@ -4,8 +4,6 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] - ## [7.2.0] - 2020-03-02 ### Added - Right click on edge to create a interstitial node. From ecdae2068a0554e52e76dead5d266226a75bd0a6 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Mon, 10 Feb 2020 09:38:53 +0100 Subject: [PATCH 34/44] Fix API documentation HDRP --- .../Runtime/RenderPipeline/PathTracing/PathTracing.cs | 2 +- .../Runtime/RenderPipeline/Settings/FrameSettings.cs | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) 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 8b53d9dc346..324fe90b6fb 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 @@ -7,10 +7,10 @@ namespace UnityEngine.Rendering.HighDefinition { - [Serializable, VolumeComponentMenu("Ray Tracing/Path Tracing (Preview)")] /// /// A volume component that holds settings for the Path Tracing effect. /// + [Serializable, VolumeComponentMenu("Ray Tracing/Path Tracing (Preview)")] public sealed class PathTracing : VolumeComponent { /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs index 794ff333fea..1bad98da64e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs @@ -131,6 +131,7 @@ public enum FrameSettingsField /// When enabled, HDRP processes a refraction render pass for Cameras using these Frame Settings. This add a resolve of ColorBuffer after the drawing of opaque materials to be use for Refraction effect during transparent pass. [FrameSettingsField(0, autoName: Refraction, customOrderInGroup: 15, tooltip: "When enabled, HDRP processes a refraction render pass for Cameras using these Frame Settings. This add a resolve of ColorBuffer after the drawing of opaque materials to be use for Refraction effect during transparent pass.")] Refraction = 13, + /// When enabled, HDRP processes a refraction render pass for Cameras using these Frame Settings. This add a resolve of ColorBuffer after the drawing of opaque materials to be use for Refraction effect during transparent pass. [Obsolete] RoughRefraction = 13, /// When enabled, HDRP processes a distortion render pass for Cameras using these Frame Settings. From f04297edcd9945094356a2ec41bf359f7f71d4c0 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Mon, 10 Feb 2020 10:19:48 +0100 Subject: [PATCH 35/44] update date in change log (was wrong format) --- com.unity.render-pipelines.core/CHANGELOG.md | 2 +- com.unity.render-pipelines.high-definition-config/CHANGELOG.md | 2 +- com.unity.render-pipelines.high-definition/CHANGELOG.md | 2 +- com.unity.render-pipelines.lightweight/CHANGELOG.md | 2 +- com.unity.render-pipelines.universal/CHANGELOG.md | 2 +- com.unity.shadergraph/CHANGELOG.md | 2 +- com.unity.testframework.graphics/CHANGELOG.md | 2 +- com.unity.visualeffectgraph/CHANGELOG.md | 2 +- 8 files changed, 8 insertions(+), 8 deletions(-) diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 80f1a1a60a8..2a50220e5b9 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -4,7 +4,7 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [7.2.0] - 2020-03-02 +## [7.2.0] - 2020-02-10 ### Fixed - Fix `WaveIsFirstLane()` to ignore helper lanes in fragment shaders on PS4. diff --git a/com.unity.render-pipelines.high-definition-config/CHANGELOG.md b/com.unity.render-pipelines.high-definition-config/CHANGELOG.md index 63a9f885d2f..f123c997d22 100644 --- a/com.unity.render-pipelines.high-definition-config/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition-config/CHANGELOG.md @@ -4,7 +4,7 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [7.2.0] - 2020-03-02 +## [7.2.0] - 2020-02-10 Version Updated The version number for this package has increased due to a version update of a related graphics package. diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index f5cf1a8a85a..be0ca070079 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -4,7 +4,7 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [7.2.0] - 2020-03-02 +## [7.2.0] - 2020-02-10 ### Added - Added the possibility to have ray traced colored and semi-transparent shadows on directional lights. diff --git a/com.unity.render-pipelines.lightweight/CHANGELOG.md b/com.unity.render-pipelines.lightweight/CHANGELOG.md index c4d02617872..d320cc736ff 100644 --- a/com.unity.render-pipelines.lightweight/CHANGELOG.md +++ b/com.unity.render-pipelines.lightweight/CHANGELOG.md @@ -4,7 +4,7 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [7.2.0] - 2020-03-02 +## [7.2.0] - 2020-02-10 Version Updated The version number for this package has increased due to a version update of a related graphics package. diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index d0b46f6d2d3..7c0589fbc10 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -4,7 +4,7 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [7.2.0] - 2020-03-02 +## [7.2.0] - 2020-02-10 ### Added diff --git a/com.unity.shadergraph/CHANGELOG.md b/com.unity.shadergraph/CHANGELOG.md index d0e75f90bc2..da7a27d9d4c 100644 --- a/com.unity.shadergraph/CHANGELOG.md +++ b/com.unity.shadergraph/CHANGELOG.md @@ -4,7 +4,7 @@ All notable changes to this package are documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [7.2.0] - 2020-03-02 +## [7.2.0] - 2020-02-10 ### Fixed - Fixed an issue where Shader Graph shaders using the `CameraNode` failed to build on PS4 with "incompatible argument list for call to 'mul'". diff --git a/com.unity.testframework.graphics/CHANGELOG.md b/com.unity.testframework.graphics/CHANGELOG.md index 42fd2900004..282f2809d39 100644 --- a/com.unity.testframework.graphics/CHANGELOG.md +++ b/com.unity.testframework.graphics/CHANGELOG.md @@ -4,7 +4,7 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [7.2.0] - 2020-03-02 +## [7.2.0] - 2020-02-10 Version Updated The version number for this package has increased due to a version update of a related graphics package. diff --git a/com.unity.visualeffectgraph/CHANGELOG.md b/com.unity.visualeffectgraph/CHANGELOG.md index 73e0302e2c5..f2c4673fadc 100644 --- a/com.unity.visualeffectgraph/CHANGELOG.md +++ b/com.unity.visualeffectgraph/CHANGELOG.md @@ -4,7 +4,7 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [7.2.0] - 2020-03-02 +## [7.2.0] - 2020-02-10 ### Added - Right click on edge to create a interstitial node. - Range and Min attributes support on int and uint parameters From 5468864b9a5da982b97f1bfc2c56e3cdac3e1915 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Mon, 10 Feb 2020 09:22:39 +0000 Subject: [PATCH 36/44] Fix some missing init of stereo parameters in a Blit variant (#5836) * Fix custom pass doc * AO docs (#5730) * Updated missing API doc. (#5726) * Added various missing API doc. * Small fix * Update HDRPCameraBinder.cs * Replace the API doc link by latest available (#5728) * Added missing exe file for doc window (#5725) * Hdrp/fix wizard dxr os and hardware support (#5731) * Change Hardware and OS check to be done after DX12 change * Update CHANGELOG.md * Totally remove OS and Hardware test as currentAPI cannot not test DX used * Fix missing API doc and move to internal diffusion profile class (#5738) * Contact Shadows, Microshadows and SS Refraction API docs (#5736) * Contact shadows API doc * micro shadow doc * changelog * SS Refraction doc * changelog update * Document DensityVolumeArtistParameters * Make things internal * Make density volumes public again * Added doc for AOVRequests * Fix AO depth issues (#5727) * Revert back to do bit manipulation * changelog Co-authored-by: sebastienlagarde * Update IDataProvider Documentation (#5750) * Upgrade doc (#5748) * Hdrp/fix lookdev volume when never assigned (#5747) * Fix issue when the volume is not assigned yet for lookdev * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Resize size of image in HDRP documentation * Added missing API doc for serialization callbacks * Adding CAS enum doc (#5762) * Added comments to path tracing attributes, for API documentation. (#5761) * Updated platform error message (#5760) * Misc missing api doc. (#5765) * Improved memory usage of Sky system. (#5751) * Improved memory usage of Sky system. * Update changelog. * Updated text in the quality preference settings (case 1215100) * Fixed decal projector gizmo not undoing properly (case 1216629) * Hdrp/fix lookdev environment on library removal [skip ci] (#5766) * Better handling for assets in project * Add helper to iterate on ViewContexts * Add refresh on Focus to deal with asset deletion * Fix event order when changing cubemap (view was refreshed with one cubemap late) * Fix sun position button position * Update CHANGELOG.md * Missing API doc. * Fix a leak in the denoising of ray traced reflections. (#5777) * Update test scene * Update test scene * Fix a leak in the denoising of ray traced reflections. * Added another troubleshooting step to custom pass doc * Update doc * Hdrp/fix alignment issues (#5779) * Fix alignment issue in light preset * Fix Header in LightingWindow * Fix missing separators and colors for dark skin * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Fix an issue where hair shader could write garbage in the diffuse lighting buffer. (#5774) * Updated materials and exposure for shader graph sample * More changes * Fixed an issue where opaque hair shader could write garbage in the diffuse lighting buffer. * Update changelog. Co-authored-by: sebastienlagarde * - Fixed an exposure issue with ray traced sub-surface scattering. (#5773) Co-authored-by: sebastienlagarde * Expose currentPlatformRenderPipelineSettings (#5781) * Fix debug menu light hierarchy (#5753) * Fixed bitfield of runtime debug display none not working * Updated changelog Co-authored-by: sebastienlagarde * Update PathTracing.cs * Fix default planar size when HDRP asset is created (#5793) * Moved BeginCameraRendering before culling to avoid a crash (#5795) * Moved BeginCameraRender before culling to avoid crashes caused by intermediate renderers. * Update changelog. * Hdrp/workaround materialpreset (#5798) * Workaround for material preset indentation issue * Update CHANGELOG.md * Fixed an issue where HDRP particle sample project was overexposed due to missing Volume override. (#5802) * Fix metal android build message (#5807) * Fixed wrong build error message when building for android on mac. * Updated changelog * Update Migration Documentation (#5809) * Restored RoughRefraction frame settings value as obsolete for compatibility reasons. (#5811) Fixed unity test to exlcude this wanted duplicate. * - Fixed an issue related to denoising ray trace area shadows. * Revert "- Fixed an issue related to denoising ray trace area shadows." This reverts commit 3cc174068e5db245709fe5ffb2674f220258d19c. * missing uncommited part of the doc (#5813) * Fixed reference to the DefaultHDRISky texture in the default volume profile. (#5816) * - Fixed an issue related to denoising ray trace area shadows. (#5815) * update framesettings tooltips (#5820) * Added info to tooltips about frame settings dependent on HDRP asset settings. * Update FrameSettings.cs Co-authored-by: JulienIgnace-Unity * Added a section to the upgrade guide to explain discrepancies between default sky exposure and directional lights. (#5812) * Added a section to the upgrade guide to explain discrepancies between default sky exposure and directional lights. * Updated getting started doc * Reduce custom pass image doc (#5828) * Fix source of NaNs in planar reflection probe atlas (#5829) * Fix NaN * changelog * Fixed decal initial pivot position. (#5832) * Fix for matcap texture mentioned as not set (#5834) * Workaround * changelog * comment * Fix missing init in Blit * changelog Co-authored-by: Antoine Lelievre Co-authored-by: JulienIgnace-Unity Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: sebastienlagarde Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Emmanuel Turquin Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com> --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/ShaderLibrary/Blit.shader | 3 +++ 2 files changed, 4 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index be0ca070079..51945d08138 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -157,6 +157,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed Wizard behaviour on domain reload. - Fixed a potential source of NaN in planar reflection probe atlas. - Fixed an issue with MipRatio debug mode showing _DebugMatCapTexture not being set. +- Fixed missing initialization of input params in Blit for VR. ### Changed - Hide unused LOD settings in Quality Settings legacy window. diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader index 661ef6ce88e..148fd968e22 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader @@ -59,6 +59,9 @@ Shader "Hidden/HDRP/Blit" Varyings VertQuadPadding(Attributes input) { Varyings output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + float2 scalePadding = ((_BlitTextureSize + float(_BlitPaddingSize)) / _BlitTextureSize); float2 offsetPaddding = (float(_BlitPaddingSize) / 2.0) / (_BlitTextureSize + _BlitPaddingSize); From 07fe6c1afce50ef6634ace4312564451ff0dff40 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Mon, 10 Feb 2020 14:39:11 +0100 Subject: [PATCH 37/44] 7.2.x/hdrp doc (#5837) * update various doc * Update HDRP-Features.md * Update Upgrading-from-2019.2-to-2019.3.md * Update HDRP-Features.md Co-authored-by: JordanL8 --- .../Geometric-Specular-Anti-Aliasing.md | 4 +- .../Documentation~/HDRP-Features.md | 133 +++++++++++------- .../Documentation~/Images/LightExplorer.png | 3 + .../Upgrading-from-2019.2-to-2019.3.md | 14 +- 4 files changed, 94 insertions(+), 60 deletions(-) create mode 100644 com.unity.render-pipelines.high-definition/Documentation~/Images/LightExplorer.png diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Geometric-Specular-Anti-Aliasing.md b/com.unity.render-pipelines.high-definition/Documentation~/Geometric-Specular-Anti-Aliasing.md index 7a513959127..97c8c418f3a 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Geometric-Specular-Anti-Aliasing.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Geometric-Specular-Anti-Aliasing.md @@ -1,10 +1,10 @@ # Geometric Specular Anti-aliasing -The **Geometric Specular AA** property allows you to perform geometric anti-aliasing on this Material. This modifies the smoothness values on surfaces of curved geometry in order to remove specular artifacts. HDRP reduces the smoothness value by an offset depending on the intensity of the geometry curve. This is especially effective for high-density Meshes with a high smoothness.. Enabling **Geometric Specular AA** exposes extra properties in your Shader to help you customize the effect. +The **Geometric Specular AA** property allows you to perform geometric anti-aliasing on this Material. This modifies the smoothness values on surfaces of curved geometry in order to remove specular artifacts. HDRP reduces the smoothness value by an offset depending on the intensity of the geometry curve. This is especially effective for high-density Meshes with a high smoothness. Enabling **Geometric Specular AA** exposes extra properties in your Shader to help you customize the effect. ## Properties | **Property** | **Description** | | ------------------------- | ------------------------------------------------------------ | | **Screen Space Variance** | Use the slider to set the strength of the geometric specular anti-aliasing effect between 0 and 1. Higher values produce a blurrier result with less aliasing.
This property only appears when you enable the **Geometric Specular AA** checkbox. | -| **Threshold** | Use the slider to set a maximum value for the offset that HDRP subtracts from the smoothness value to reduce artifacts.
This property only appears when you enable the **Geometric Specular AA** checkbox. | \ No newline at end of file +| **Threshold** | Use the slider to set a maximum value for the offset that HDRP subtracts from the smoothness value to reduce artifacts.
This property only appears when you enable the **Geometric Specular AA** checkbox. | 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 41c2f4deb06..599b55bc1de 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md @@ -19,19 +19,19 @@ You can run HDRP Projects on Xbox One, PS4, and compute Shader compatible device ### Virtual Reality -HDRP is compatible with VR and optimized for single-pass rendering. For more information about Virtual Reality, see the [VR documentation](VR-Overview). +HDRP is compatible with VR and optimized for single-pass rendering. For more information about Virtual Reality, see the [VR documentation](VR-In-HDRP.md). ### Camera-relative rendering -Use HDRP to render distance GameObjects with large world-space coordinates in a more robust and numerically stable way than the built-in render pipeline. For information on how HDRP achieves this, see the [Camera-relative rendering documentation](Camera-Relative-Rendering.html). +Use HDRP to render distance GameObjects with large world-space coordinates in a more robust and numerically stable way than the built-in render pipeline. For information on how HDRP achieves this, see the [Camera-relative rendering documentation](Camera-Relative-Rendering.md). ### Dynamic resolution -When you use dynamic resolution, HDRP can render at varying resolutions. To do this, it either uses hardware features, if available, or renders to render targets that are equal size or smaller than the current viewport. This helps maintain a stable frame rate in your Unity Project. For more information on dynamic resolution, as well as the types that HDRP supports, see the [dynamic resolution documentation](Dynamic-Resolution.html). +When you use dynamic resolution, HDRP can render at varying resolutions. To do this, it either uses hardware features, if available, or renders to render targets that are equal size or smaller than the current viewport. This helps maintain a stable frame rate in your Unity Project. For more information on dynamic resolution, as well as the types that HDRP supports, see the [dynamic resolution documentation](Dynamic-Resolution.md). ### Volumes -Use Volumes to localize environmental Scene settings and post-processing effects. You can have multiple Volumes inside a Scene, and make effects like fog density, sky color, or exposure depend on the position of the Camera. For information on how to use Volumes in HDRP, see the [Volumes documentation](Volumes.html). +Use Volumes to localize environmental Scene settings and post-processing effects. You can have multiple Volumes inside a Scene, and make effects like fog density, sky color, or exposure depend on the position of the Camera. For information on how to use Volumes in HDRP, see the [Volumes documentation](Volumes.md). @@ -39,13 +39,13 @@ Use Volumes to localize environmental Scene settings and post-processing effects HDRP Shaders allow you to use the following features: -- [Opaque/transparent surfaces](Surface-Type.html). +- [Opaque/transparent surfaces](Surface-Type.md). - Different blend modes for transparent surfaces. - Transparent surfaces that work with fog. - Refraction and distortion for transparent surfaces. -- [Material types](Material-Type.html). +- [Material types](Material-Type.md). - Anisotropy, for surfaces that have highlights that change when you view them from different angles, like brushed metal or velvet. - Iridescence, for surfaces that appear to change color as you view them from different angles, like soap bubbles or insect wings. @@ -58,7 +58,7 @@ HDRP Shaders allow you to use the following features: - Emission, for Materials that you want to act as a self-illuminating light source. -- [Decals](Decal-Shader.html), for surfaces that you want to project a Texture onto. +- [Decals](Decal-Shader.md), for surfaces that you want to project a Texture onto. - Detail mapping, for surfaces that you want to add micro details to. @@ -66,19 +66,19 @@ HDRP Shaders allow you to use the following features: ![](Images/HDRPFeatures-LitShader.png) -Use the Lit Shader to easily create realistic Materials and includes options for effects including subsurface scattering, iridescence, and translucency. This is the default Shader in HDRP. For more information, including the full list of Shader properties, see the [Lit Shader documentation](Lit-Shader.html). +Use the Lit Shader to easily create realistic Materials and includes options for effects including subsurface scattering, iridescence, and translucency. This is the default Shader in HDRP. For more information, including the full list of Shader properties, see the [Lit Shader documentation](Lit-Shader.md). ### Layered Lit Shader ![](Images/HDRPFeatures-LayeredLitShader.png) -The Layered Lit Shader combines a main Material with other tileable Materials in order to produce visuals with a similar quality to a single high-resolution texture, but at a lower performance cost than a [Lit Shader](Lit-Shader.html) using the single high-resolution Texture. For more information, including a full list of Shader properties, see the [Layered Lit Shader documentation](Layered-Lit-Shader.html). +The Layered Lit Shader combines a main Material with other tileable Materials in order to produce visuals with a similar quality to a single high-resolution texture, but at a lower performance cost than a [Lit Shader](Lit-Shader) using the single high-resolution Texture. For more information, including a full list of Shader properties, see the [Layered Lit Shader documentation](Layered-Lit-Shader). ### Unlit Shader ![](Images/HDRPFeatures-UnlitShader.png) -The Unlit Shader allows you to create Materials that are not affected by lighting. Unlit Shaders are perfect for visual effects. For more information, including a full list of Shader properties, see the [Unlit Shader documentation](Unlit-Shader.html). +The Unlit Shader allows you to create Materials that are not affected by lighting. Unlit Shaders are perfect for visual effects. For more information, including a full list of Shader properties, see the [Unlit Shader documentation](Unlit-Shader). With the **Shadow Matte** option in the settings, we can have the surface receive shadow without lighting. We have Opaque or Transparent shadow with alpha for each of them. @@ -104,13 +104,13 @@ The Fabric Shader allows you to render realistic fabric Materials in HDRP. You c ![](Images/HDRPFeatures-AxFShader.png) -The AxF Shader supports the [X-Rite AxF]() measured Material format. The AxF importer, which is part of the [Unity Industry Bundle](), automatically populates an AxF Material when it imports AxF Assets. +The AxF Shader supports the [X-Rite AxF](https://www.xrite.com/axf) measured Material format. The AxF importer, which is part of the [Unity Industry Bundle](https://unity.com/solutions/automotive-transportation/industry-bundle), automatically populates an AxF Material when it imports AxF Assets. ### Decal Shader ![](Images/HDRPFeatures-DecalShader.png) -The Decal Shader 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.html) to project the decal onto the surface, or assign the decal 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 Shader documentation](Decal-Shader.html). +The Decal Shader 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 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 Shader documentation](Decal-Shader.md). ### Terrain Shader @@ -131,49 +131,53 @@ The HDRP light types use [physical light units](#PLU) to help you light your Sce - **Directional** - Color temperature - Colored cookie - - [Shadowmask](Lighting-Mode-Shadowmask.html) support + - [Shadowmask](Lighting-Mode-Shadowmask.md) support - **Spot** - Color temperature - Colored cookie - - [Shadowmask](Lighting-Mode-Shadowmask.html) support + - [Shadowmask](Lighting-Mode-Shadowmask.md) support - Cone, pyramid and box shapes - **Point** - Color temperature - Colored cookie - - [Shadowmask](Lighting-Mode-Shadowmask.html) support + - [Shadowmask](Lighting-Mode-Shadowmask.md) support - **Rectangle** - Color temperature - Colored Cookie - - [Shadowmask](Lighting-Mode-Shadowmask.html) support + - [Shadowmask](Lighting-Mode-Shadowmask.md) support - **Tube** - Color temperature - - No [Shadowmask](Lighting-Mode-Shadowmask.html) support + - No [Shadowmask](Lighting-Mode-Shadowmask.md) support -- **Disk (Backed only)** +- **Disk (Baked only)** - Color temperature - - No [Shadowmask](Lighting-Mode-Shadowmask.html) support + - No [Shadowmask](Lighting-Mode-Shadowmask.md) support -For more information, including the full list of light properties, see the [Light component documentation](Light-Component.html). +For more information, including the full list of light properties, see the [Light component documentation](Light-Component). ### Reflection probes ![](Images/HDRPFeatures-ReflectionProbes.png) -HDRP supports cubemap and planar GPU Reflection Probes to help you produce realistic reflections in your Scene in real time. For more information, see the [introduction to Reflection Probes](Reflection-Probes-Intro.html) +HDRP supports cubemap and planar GPU Reflection Probes to help you produce realistic reflections in your Scene in real time. For more information, see the [introduction to Reflection Probes](Reflection-Probes-Intro.md) ### Screen-space reflection and refraction -HDRP provides a screen-space solution for reflection and refraction. It uses the depth and color buffer of the screen to help simulate the path that light travels to the Camera and thus calculate accurate reflection and refraction. For more information, see the [screen-space reflection](Reflection-in-HDRP.html#ScreenSPaceReflection) and [screen-space refraction](Refraction-in-HDRP.html#ScreenSpaceRefraction) documentation. +HDRP provides a screen-space solution for reflection and refraction. It uses the depth and color buffer of the screen to help simulate the path that light travels to the Camera and thus calculate accurate reflection and refraction. For more information, see the [screen-space reflection](Reflection-in-HDRP.md#ScreenSpaceReflection) and [screen-space refraction](Refraction-in-HDRP#ScreenSpaceRefraction) documentation. + +### Screen-space distortion + +HDRP provides a screen-space solution for distortion. Distortion is similar to refraction except that it is purely artistic driven. For more information, see the [distortion](Surface-Type.md#TransparencyInputs) documentation. ### Emission ![](Images/HDRPFeatures-Emission.png) -HDRP Materials support light [emission](Lit-Shader.html#EmissionInputs), which allows you to make a Material into a self-illuminated visible source of light. Global illumination takes emission into account and you can use [physical light units](#PLU) to set the intensity based on real-world lights. +HDRP Materials support light [emission](Lit-Shader.md#EmissionInputs), which allows you to make a Material into a self-illuminated visible source of light. Global illumination takes emission into account and you can use [physical light units](#PLU) to set the intensity based on real-world lights. ### Shadows @@ -181,13 +185,13 @@ HDRP Materials support light [emission](Lit-Shader.html#EmissionInputs), which a HDRP uses multiple methods to calculate shadows: -- [Shadow cascades](Override-Shadows.html): HDRP uses cascade splits to control the quality of shadows cast by Directional Lights based on the distance from the Camera. -- [Contact Shadows](Override-Contact-Shadows.html): HDRP [raymarches](Glossary.html#RayMarching) inside the depth buffer to process these shadows. That way, HDRP captures small details that regular shadow algorithms fail to capture. -- [Micro Shadows](Override-Micro-Shadows.html): HDRP uses the normal map and ambient occlusion map of a Material to estimate the shadows that those maps would cast if they were Meshes. +- [Shadow cascades](Override-Shadows.md): HDRP uses cascade splits to control the quality of shadows cast by Directional Lights based on the distance from the Camera. +- [Contact Shadows](Override-Contact-Shadows.md): HDRP [raymarches](Glossary.md#RayMarching) inside the depth buffer to process these shadows. That way, HDRP captures small details that regular shadow algorithms fail to capture. +- [Micro Shadows](Override-Micro-Shadows.md): HDRP uses the normal map and ambient occlusion map of a Material to estimate the shadows that those maps would cast if they were Meshes. To decrease aliasing for the main cascade shadow maps, you can apply different filters to them, like PCF or PCSS. -For punctual and area light shadows, HDRP allows for dynamic resolution based on how much screen the light covers. HDRP rescales the content of the shadow atlas when it would be otherwise full. For more information on the filtering algorithms that HDRP uses, see the [filtering qualities documentation](Shadows-in-HDRP.html#FilteringQualities). +For punctual and area light shadows, HDRP allows for dynamic resolution based on how much screen the light covers. HDRP rescales the content of the shadow atlas when it would be otherwise full. For more information on the filtering algorithms that HDRP uses, see the [filtering qualities documentation](Shadows-in-HDRP.md#FilteringQualities). In the advanced settings of the shadow maps, there is also the possibility to apply a tint on the shadow or the penumbra of the shadow. @@ -197,33 +201,35 @@ In the advanced settings of the shadow maps, there is also the possibility to ap ![](Images/HDRPFeatures-Sky.png) -In HDRP, you set up the sky inside a [Volume](Volumes.html), so you can change sky settings, or even the type of sky itself, depending on the position of the Camera in the Scene. HDRP allows you to separate the visual sky from the sky that you use for environment lighting. HDRP includes the following built-in sky types for you to use in your Unity Project: +In HDRP, you set up the sky inside a [Volume](Volumes.md), so you can change sky settings, or even the type of sky itself, depending on the position of the Camera in the Scene. HDRP allows you to separate the visual sky from the sky that you use for environment lighting. HDRP includes the following built-in sky types for you to use in your Unity Project: -- [Gradient Sky](Override-Gradient-Sky.html): Renders a simple sky with three color zones for the top, middle, and bottom sections of the sky. -- [HDRI Sky](Override-HDRI-Sky.html): Constructs a sky environment based on a cubemap texture you set within the HDRI Volume component. -- [Physically Based Sky](Override-Physically-Based-Sky.html): Simulates a spherical planet with a two-part atmosphere which features exponentially decreasing density with respect to altitude. -- [Procedural Sky](Override-Procedural-Sky.html): Produces an environment based on the values you choose within the Procedural Sky Volume component. This is similar to Unity’s [built-in render pipeline procedural sky](https://docs.unity3d.com/Manual/class-Skybox.html). This sky type has been deprecated, but you can still use it in your HDRP Project. For information on how, see [Upgrading to 2019.3](Upgrading-from-2019.2-to-2019.3.html). +- [Gradient Sky](Override-Gradient-Sky.md): Renders a simple sky with three color zones for the top, middle, and bottom sections of the sky. +- [HDRI Sky](Override-HDRI-Sky.md): Constructs a sky environment based on a cubemap texture you set within the HDRI Volume component. +- [Physically Based Sky](Override-Physically-Based-Sky.md): Simulates a spherical planet with a two-part atmosphere which features exponentially decreasing density with respect to altitude. +- [Procedural Sky](Override-Procedural-Sky.md): Produces an environment based on the values you choose within the Procedural Sky Volume component. This is similar to Unity’s [built-in render pipeline procedural sky](https://docs.unity3d.com/Manual/class-Skybox). This sky type has been deprecated, but you can still use it in your HDRP Project. For information on how, see [Upgrading to 2019.3](Upgrading-from-2019.2-to-2019.3.md). - +HDRP is able to handle multiple skies seen by different Cameras. + +om ### Fog ![](Images/HDRPFeatures-Fog.png) -In HDRP, you set up fog, inside a [Volume](Volumes.html),so you can change fog settings, or even the fog type itself, depending on the position of the Camera in the Scene. You can set the color of the fog yourself or use the color of the sky. HDRP fog affects Materials with both opaque and transparent surfaces. HDRP implements an exponential [fog](Override-Fog.html) with optional volumetric effects. +In HDRP, you set up fog, inside a [Volume](Volumes.md),so you can change fog settings, or even the fog type itself, depending on the position of the Camera in the Scene. You can set the color of the fog yourself or use the color of the sky. HDRP fog affects Materials with both opaque and transparent surfaces. HDRP implements an exponential [fog](Override-Fog.md) with optional volumetric effects. ### Light Layers ![](Images/HDRPFeatures-LightLayers.png) -Light Layers are LayerMasks that you specify for Lights and Meshes. Lights only illuminate Meshes that are on Light Layers that you enable on the Light. You can also use Light Layers in the shadow map settings to decouple shadows from lighting. For more information on Light Layers, see the [Light Layers documentation](Light-Layers.html). +Light Layers are LayerMasks that you specify for Lights and Meshes. Lights only illuminate Meshes that are on Light Layers that you enable on the Light. You can also use Light Layers in the shadow map settings to decouple shadows from lighting. For more information on Light Layers, see the [Light Layers documentation](Light-Layers.md). -Light layers In the shadow map dropdown can also be used to control which object receives a shadow from which light. By default both Light Layers and Shadow Map Light Layers are synchronized so the result is coherent (When an object receives light it also casts shadows). For more information on Shadow Map Light Layers, see the [Shadow Light Layer section](Light-Layers.html#ShadowLightLayers) +Light layers In the shadow map dropdown can also be used to control which object receives a shadow from which light. By default both Light Layers and Shadow Map Light Layers are synchronized so the result is coherent (When an object receives light it also casts shadows). For more information on Shadow Map Light Layers, see the [Shadow Light Layer section](Light-Layers.md#ShadowLightLayers) ### Screen space ambient occlusion -HDRP includes a [screen space ambient occlusion](Override-Ambient-Occlusion.html) effect that approximates ambient occlusion in real time. It approximates the intensity and position of ambient light on a GameObject’s surface, based on the light in the Scene and the environment around the GameObject. +HDRP includes a [screen space ambient occlusion](Override-Ambient-Occlusion.md) effect that approximates ambient occlusion in real time. It approximates the intensity and position of ambient light on a GameObject’s surface, based on the light in the Scene and the environment around the GameObject. ### Screen space specular occlusion @@ -233,7 +239,22 @@ HDRP also provides an extension to the screen space ambient occlusion effect whi ### Physical light units -HDRP uses real-world physical light units, so you can easily light your Scene in a realistic way. For more information on physical light units, including a list of which units HDRP uses, see the [physical light units documentation](Physical-Light-Units.html). +HDRP uses real-world physical light units, so you can easily light your Scene in a realistic way. For more information on physical light units, including a list of which units HDRP uses, see the [physical light units documentation](Physical-Light-Units.md). + +When using physical light unit, the intensity of lights can be really high and cause precision issue and clamping of highlight. +To counteract this effect **HDRP use pre-exposure**. Pre-exposure apply the camera exposition from the previous frame before storing the lighting information. + +### Raytracing (Preview) + +HDRP uses ray tracing to replace some of its screen space effects, shadowing techniques, and Mesh rendering techniques. +Real time raytracing effect are currently in Preview and behavior could change in the future. + +- [Ray-Traced Ambient Occlusion](Ray-Traced-Ambient-Occlusion.md) replaces [screen space ambient occlusion](Override-Ambient-Occlusion.md) with a more accurate, ray-traced, ambient occlusion technique that can use off screen data. +- [Ray-Traced Contact Shadows](Ray-Tracing-Contact-Shadows.md) replaces [contact shadows](Override-Contact-Shadows.md) with a more accurate, ray-traced, contact shadow technique that can use off screen data. +- [Ray-Traced Global Illumination](Ray-Traced-Global-Illumination.md) is an alternative to Light Probes and lightmaps in HDRP. +- [Ray-Traced Reflections](Ray-Traced-Reflections.md) is a replacement for [screen space reflection](Override-Screen-Space-Reflection.md) that uses a ray-traced reflection technique that can use off-screen data. +- [Ray-Traced Shadows](Ray-Traced-Shadows.md) replace shadow maps for Directional, Point, and Area [Lights](Light-Component.md). +- [Recursive Ray Tracing](Ray-Tracing-Recursive-Rendering.md) replaces the rendering pipeline for Meshes. Meshes that use this feature cast refraction and reflection rays recursively. @@ -243,28 +264,28 @@ HDRP uses real-world physical light units, so you can easily light your Scene in ![](Images/HDRPFeatures-PostProcessing.png) -HDRP includes its own purpose-built implementation for post-processing to produce exceptionally high-quality graphics. You can use post-processing to apply full-screen filters and effects to the Camera to drastically improve the visuals of your Unity Project with little set-up time. For an overview on HDRP post-processing, see the [post-processing documentation](Post-Processing-Main.html). +HDRP includes its own purpose-built implementation for post-processing to produce exceptionally high-quality graphics. You can use post-processing to apply full-screen filters and effects to the Camera to drastically improve the visuals of your Unity Project with little set-up time. For an overview on HDRP post-processing, see the [post-processing documentation](Post-Processing-Main). ### Custom Post-processing ![Posterize](Images/HDRPFeatures-CustomPostProcess.png) -HDRP allows you to add your own custom post processes integrated with the volume framework. They can be injected after opaque and sky object, before builtin post processes or after builtin post processes. For more information, see the [Custom Post-processing documentation](Custom-Post-Process.html). +HDRP allows you to add your own custom post processes integrated with the volume framework. They can be injected after opaque and sky object, before builtin post processes or after builtin post processes. For more information, see the [Custom Post-processing documentation](Custom-Post-Process.md). ### Anti-Aliasing ![](Images/HDRPFeatures-AntiAliasing.png) -HDRP includes the following [anti-aliasing](Anti-Aliasing.html) methods to help you remove aliasing effects with performance and quality in mind: +HDRP includes the following [anti-aliasing](Anti-Aliasing.md) methods to help you remove aliasing effects with performance and quality in mind: -- [Multisample anti-aliasing](Anti-Aliasing.html#MSAA): Samples multiple locations within every pixel and combines these samples to produce the final pixel. This is the most resource intensive anti-aliasing technique in HDRP. -- [Temporal anti-aliasing](Anti-Aliasing.html#TAA): Uses frames from a history buffer to smooth edges more effectively than fast approximate anti-aliasing. It is substantially better at smoothing edges in motion, but you must enable motion vectors for this. -- [Subpixel morphological anti-aliasing](Anti-Aliasing.html#SMAA): Finds patterns in borders of the image and blends the pixels on these borders according to the pattern. -- [Fast approximate anti-aliasing](Anti-Aliasing.html#FXAA): Smooths edges on a per-pixel level. This is the least resource intensive anti-aliasing technique in HDRP. +- [Multisample anti-aliasing](Anti-Aliasing.md#MSAA): Samples multiple locations within every pixel and combines these samples to produce the final pixel. This is the most resource intensive anti-aliasing technique in HDRP. +- [Temporal anti-aliasing](Anti-Aliasing.md#TAA): Uses frames from a history buffer to smooth edges more effectively than fast approximate anti-aliasing. It is substantially better at smoothing edges in motion, but you must enable motion vectors for this. +- [Subpixel morphological anti-aliasing](Anti-Aliasing.md#SMAA): Finds patterns in borders of the image and blends the pixels on these borders according to the pattern. +- [Fast approximate anti-aliasing](Anti-Aliasing.md#FXAA): Smooths edges on a per-pixel level. This is the least resource intensive anti-aliasing technique in HDRP. ### Physical Camera -HDRP uses a physically-based Camera system that works seamlessly with the other physical features of HDRP, such as [physical light units](#PLU), to produce physically-accurate, unified results. A physically-based camera works like a real-world camera, and therefore uses the same properties. This allows you to configure an HDRP Camera to mimic the behavior of a real-world camera, with expected results for effects such as exposure and depth of field. For more information on HDRP's physically-based camera, includings a description of how to use it, see the [Camera component documentation](HDRP-Camera.html). +HDRP uses a physically-based Camera system that works seamlessly with the other physical features of HDRP, such as [physical light units](#PLU), to produce physically-accurate, unified results. A physically-based camera works like a real-world camera, and therefore uses the same properties. This allows you to configure an HDRP Camera to mimic the behavior of a real-world camera, with expected results for effects such as exposure and depth of field. For more information on HDRP's physically-based camera, includings a description of how to use it, see the [Camera component documentation](HDRP-Camera.md). ### Custom Passes @@ -278,26 +299,32 @@ Custom Passes allow you to inject shader and C# at certain points inside the ren ### Render Pipeline Wizard -To help you set up HDRP quickly and correctly, HDRP provides the Render Pipeline Wizard. Use the wizard to fix configuration issues with a single button click, and create a template Scene that is already configured with default Scene settings. For more information on the Render Pipeline Wizard, including a description of how to use it, see the [Render Pipeline Wizard documentation](Render-Pipeline-Wizard.html). +To help you set up HDRP quickly and correctly, HDRP provides the Render Pipeline Wizard. Use the wizard to fix configuration issues with a single button click, and create a template Scene that is already configured with default Scene settings. For more information on the Render Pipeline Wizard, including a description of how to use it, see the [Render Pipeline Wizard documentation](Render-Pipeline-Wizard.md). ### Render Pipeline Debugger -The Render Pipeline Debugger contains many debugging and visualization tools to help you to understand and solve any issues quickly. For more information on the Render Pipeline Debugger, including a description of how to use it, see the [Render Pipeline Debugger documentation](Render-Pipeline-Debug-Window.html). +The Render Pipeline Debugger contains many debugging and visualization tools to help you to understand and solve any issues quickly. For more information on the Render Pipeline Debugger, including a description of how to use it, see the [Render Pipeline Debugger documentation](Render-Pipeline-Debug-Window.md). ### LookDev ![](Images/HDRPFeatures-LookDev.png) -The LookDev is a viewer that allows you to import and display Assets in a good, consistent lighting environment. Use it to validate outsourced Assets or to showcase your own created Asset with HDRP. For more information on the LookDev, including a description of how to use it, see the [LookDev documentation](LookDev.html). +The LookDev is a viewer that allows you to import and display Assets in a good, consistent lighting environment. Use it to validate outsourced Assets or to showcase your own created Asset with HDRP. For more information on the LookDev, including a description of how to use it, see the [LookDev documentation](LookDev.md). ### MatCap mode -In MatCap mode, HDRP replaces the functionality of the Scene window's Lighting button with a material capture (MatCap) view. This mode is particularly useful to navigate and get a sense of the Scene without setting up the Scene lighting. For more information on the MatCap mode, including a description of how to use it, see [MatCap mode](MatCap.html) +In MatCap mode, HDRP replaces the functionality of the Scene window's Lighting button with a material capture (MatCap.md) view. This mode is particularly useful to navigate and get a sense of the Scene without setting up the Scene lighting. For more information on the MatCap mode, including a description of how to use it, see [MatCap mode](MatCap.md) ### Backplate ![](Images/HDRPFeatures-HDRISky.png) -You can now directly from the HDRI Sky project the bottom part on a plane with various shape (Rectangle, Circle, Ellipse, Infinite plane). -By varying the pixel footprint you can match the scale of your object to your scenes. +From the [HDRI Sky](Override-HDRI-Sky.md), you can directly project the bottom part onto a plane with various shapes such as a Rectangle, Circle, Ellipse, or Infinite plane. +To match the scale of the GameObjects in your Scene, you can vary the pixel footprint. + +### Light Explorer + +The Light Explorer allows you to select and edit light sources: Directional lights, Point lights, Spot lights, Area lights, Reflection Probes, Planar Probes and Sky and Fog volumes + +![](Images/LightExplorer.png) @@ -311,7 +338,7 @@ HDRP's Material architecture allows you to add your own forward Materials and in ### Lighting architecture -HDRP uses a hybrid tile and cluster renderer for [forward and deferred rendering](Forward-And-Deferred-Rendering.html) of opaque and transparent GameObjects. This creates a local light list to allow HDRP to render a high number of Lights. Use the forward renderer to light more complex Materials, such as those that use subsurface scattering or are anisotropic. Use the deferred renderer to increase the processing speed of lighting for common Materials, such as standard Lit or Unlit Materials. For more information on HDRP's lighting architecture, including an explanation of tile and cluster rendering, see the [lighting pipeline documentation](https://docs.unity3d.com/Manual/BestPracticeLightingPipelines.html). +HDRP uses a hybrid tile and cluster renderer for [forward and deferred rendering](Forward-And-Deferred-Rendering.md) of opaque and transparent GameObjects. This creates a local light list to allow HDRP to render a high number of Lights. Use the forward renderer to light more complex Materials, such as those that use subsurface scattering or are anisotropic. Use the deferred renderer to increase the processing speed of lighting for common Materials, such as standard Lit or Unlit Materials. For more information on HDRP's lighting architecture, including an explanation of tile and cluster rendering, see the [lighting pipeline documentation](https://docs.unity3d.com/Manual/BestPracticeLightingPipelines). ### Control on Shadow Update diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/LightExplorer.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/LightExplorer.png new file mode 100644 index 00000000000..e1657901f24 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/LightExplorer.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:81e74f1d861157a503b44c974797486c52877ac44b4c91ff3de98c540c1e16c6 +size 29413 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md index 88777049c4b..7332ff2e12a 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.2-to-2019.3.md @@ -111,11 +111,15 @@ To do this, Unity opens a prompt when you begin the upgrade, asking if you want ## Missing Script for GameObject SceneIDMap -For scene with baked probes authored prior to 2019.3, you may ran into a warning concerning a missing script for a GameObject named SceneIDMap when entering play mode. -To fix it, you can load the scene in the editor and click on "Edit/Render Pipeline/Fix Warning 'referenced script in (Game Object 'SceneIDMap') is missing' in loaded scenes". +When you enter Play Mode in a Scene with baked Probes authored prior to 2019.3, you may encounter a warning about a missing Script for a GameObject named **SceneIDMap**. +To fix this, load the Scene in the Unity Editor and select **Edit > Render Pipeline > Fix Warning 'referenced script in (Game Object 'SceneIDMap') is missing' in loaded scenes**. ## Light Intensity and Sky Exposure versus HDRP Default Settings. -By default, HDRP is configured to use physically correct intensities for lights. Because of that, the exposure of the default HDRI sky present in HDRP is set to 11 to match a directional light intensity of 10000. You can find similar values in the template project for reference. -When the HDRP wizard has been setup correctly, creating a new scene automatically create objects with the right intensities so that everything is coherent. However, if it's not the case, or if users create directional lights from scratch, their intensity is not physically correct. The consequence is that they don't match the default sky exposure and thus, any object in the scene will look black because of the automatic exposure compensating for the overly bright sky. -In order to avoid this, make sure that you use coherent values for light intensity compared to the current sky exposure. \ No newline at end of file +By default, HDRP uses physically correct intensities for Lights. Because of this, the exposure of the default HDRI sky present in HDRP is set to **11** to match a Directional Light intensity of **10000**. For reference, you can find similar values in the template Project. +When the HDRP Wizard has been set up correctly, if you create a new Scene, Unity automatically creates GameObjects with the correct intensities so that everything is coherent. However, if the HDRP Wizard is not set up correctly, or if you create Directional Lights from scratch, the intensity is not physically correct. The consequence is that the Light does not match the default sky exposure and thus, any GameObject in the Scene looks black because of the automatic exposure compensating for the overly bright sky. +To avoid this, make sure that you use coherent values for light intensity compared to the current sky exposure. + +## Iridescence color space + +Previously, HDRP used the wrong color space to calculate iridescence. From 2019.3, HDRP uses the correct color space. This results in a more vibrant / saturated color when you use the iridescence effect. From 33c1b8dcd5f86f8b1d69d2b7abfd18f7a340a514 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Mon, 10 Feb 2020 13:49:08 +0000 Subject: [PATCH 38/44] Fix a source of Inf in Area lights LTC tables (#5839) * Clamp value to max allowed, otherwise is marked as inf * changelog --- .../CHANGELOG.md | 1 + .../Runtime/Material/LTCAreaLight/LTCAreaLight.cs | 10 ++++++---- 2 files changed, 7 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 51945d08138..0e39b879e53 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -158,6 +158,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed a potential source of NaN in planar reflection probe atlas. - Fixed an issue with MipRatio debug mode showing _DebugMatCapTexture not being set. - Fixed missing initialization of input params in Blit for VR. +- Fix Inf source in LTC for area lights. ### Changed - Hide unused LOD settings in Quality Settings legacy window. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/LTCAreaLight.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/LTCAreaLight.cs index d6e24065ba9..110b8e4b3a5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/LTCAreaLight.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/LTCAreaLight.cs @@ -48,14 +48,16 @@ public static void LoadLUT(Texture2DArray tex, int arrayElement, TextureFormat f const int count = k_LtcLUTResolution * k_LtcLUTResolution; Color[] pixels = new Color[count]; + float clampValue = (format == TextureFormat.RGBAHalf) ? 65504.0f : float.MaxValue; + for (int i = 0; i < count; i++) { // Both GGX and Disney Diffuse BRDFs have zero values in columns 1, 3, 5, 7. // Column 8 contains only ones. - pixels[i] = new Color((float)LUTTransformInv[i, 0], - (float)LUTTransformInv[i, 2], - (float)LUTTransformInv[i, 4], - (float)LUTTransformInv[i, 6]); + pixels[i] = new Color(Mathf.Min(clampValue, (float)LUTTransformInv[i, 0]), + Mathf.Min(clampValue, (float)LUTTransformInv[i, 2]), + Mathf.Min(clampValue, (float)LUTTransformInv[i, 4]), + Mathf.Min(clampValue, (float)LUTTransformInv[i, 6])); } tex.SetPixels(pixels, arrayElement); From b0a1ab43b4fd49ae0ede6ae21316e5437d7b1e1c Mon Sep 17 00:00:00 2001 From: JordanL8 Date: Mon, 10 Feb 2020 13:53:00 +0000 Subject: [PATCH 39/44] Update Override-Physically-Based-Sky.md (#5840) --- .../Override-Physically-Based-Sky.md | 117 ++++++++++++------ 1 file changed, 82 insertions(+), 35 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md index 77fd35d4eec..a54247b4c69 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md @@ -1,15 +1,15 @@ # Physically Based Sky -Physically Based Sky simulates a spherical planet with a two-part atmosphere which has an exponentially decreasing density with respect to its altitude. This means that the higher you go above sea level, the less dense the atmosphere is. It is a practical implementation of the method outlined in the paper [Precomputed Atmospheric Scattering](http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Article@11e7cdda2f7_f64b69/article.pdf) (Bruneton and Neyret, 2008). +Physically Based Sky simulates a spherical planet with a two-part atmosphere that has an exponentially decreasing density with respect to its altitude. This means that the higher you go above sea level, the less dense the atmosphere is. For information on the implementation for this sky type, see [Implementation details](#ImplementationDetails). The simulation runs as a pre-process, meaning that it runs once instead of on every frame. The simulation evaluates the atmospheric scattering of all combinations of light and view angles and then stores the results in several 3D Textures, which Unity resamples at runtime. The pre-computation is Scene-agnostic, and only depends on the settings of the Physically Based Sky. The Physically Based Sky’s atmosphere is composed of two types of particles: -- Colored air particles with [Rayleigh scattering](https://en.wikipedia.org/wiki/Rayleigh_scattering). -- Monochromatic aerosol particles with anisotropic [Mie scattering](https://en.wikipedia.org/wiki/Mie_scattering). You can use aerosols to model pollution, height fog, or mist. +* Air particles with [Rayleigh scattering](). +* Aerosol particles with anisotropic [Mie scattering](https://en.wikipedia.org/wiki/Mie_scattering). You can use aerosols to model pollution, height fog, or mist. -You can use Physically Based Sky to simulate the sky during both daytime and night-time. The following images show Physically Based Sky in Unity's Fontainebleau demo. For more information about the Fontainebleau demo, and for instructions on how to download and use the demo yourself, see https://github.com/Unity-Technologies/FontainebleauDemo. Note that the available Fontainebleau demo only uses Physically Based Sky for its daytime setup in version 2019.3. +You can use Physically Based Sky to simulate the sky during both daytime and night-time. The time of day may be arbitrarily changed at runtime without any incurring any extra cost. The following images show Physically Based Sky in Unity's Fontainebleau demo. For more information about the Fontainebleau demo, and for instructions on how to download and use the demo yourself, see https://github.com/Unity-Technologies/FontainebleauDemo. Note that the available Fontainebleau demo only uses Physically Based Sky for its daytime setup in version 2019.3. ![](Images/Override-PhysicallyBasedSky2.png) @@ -20,43 +20,90 @@ You can use Physically Based Sky to simulate the sky during both daytime and nig Physically Based Sky uses the [Volume](Volumes.html) framework. To enable and modify **Physically Based Sky** properties, add a **Physically Based Sky** override to a [Volume](Volumes.html) in your Scene. To add **Physically Based Sky** to a Volume: 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, go to **Add Override > Sky** and select **Physically Based Sky**. Next, set the Volume to use **Physically Based Sky**. The [Visual Environment](Override-Visual-Environment.html) override controls which type of sky the Volume uses. In the **Visual Environment** override, navigate to the **Sky** section and set the **Type** to **Physically Based Sky**. HDRP now renders a **Physically Based Sky** for any Camera this Volume affects. -To change how much the atmosphere attenuates light, you can change the density of both air and aerosol molecules (participating media) in the atmosphere. You can also use aerosols to simulate real-world pollution or fog. - -Real-world air and aerosols can have different chemical compositions depending on their location on the planet. To change the density of the simulated air and aerosol fog, use the **Air** **Attenuation Distance** and **Aerosol Attenuation Distance** properties to specify how far you can see GameObjects clearly through the atmosphere. At the distance you specify, visibility reduces to roughly a half. At double the distance, visibility is roughly a quarter. - -The **Attenuation Distance** properties use a color picker which you can use to set the distance on a per-color channel basis. This makes the Physically Based Sky tint GameObjects that are further away from the Camera. For example, if you set the Attenuation Distance to (1.0, 0.5, 0.5), the red channel maintains its intensity longer and a GameObject that is further away from the Camera appears to be slightly orange to simulate what it would be like at sunset. +To change how much the atmosphere attenuates light, you can change the density of both air and aerosol molecules (participating media) in the atmosphere. You can also use aerosols to simulate real-world pollution or fog. ![](Images/Override-PhysicallyBasedSky4.png) ## Properties -![](Images/Override-PhysicallyBasedSky1.png) - -| **Name** | **Description** | -| -------------------------------- | ------------------------------------------------------------ | -| **Planetary Radius** | Set the radius of the planet in kilometers. This is the distance from the center of the planet to the sea level. | -| **Planet Center Position** | Set the world space position for the center of the planet in kilometers. | -| **Air Attenuation Distance** | Use the color picker to set the average distance a light particle travels in the air between collisions. This controls the density of the air at sea level and represents the distance at which air reduces background light intensity by 63%. The units for this property is per 1000 kilometers. | -| **Air Albedo** | Use the color picker to set the single scattering albedo of air molecules, per color channel. This setting is the ratio between the scattering and attenuation coefficients and essentially . Set the value to black (0, 0, 0) to absorb molecules or set the value to white (1, 1, 1) to scatter molecules. | -| **Air Maximum Altitude** | Set the depth of the atmospheric layer, from sea level, composed of air particles, in kilometers. This controls the rate of height-based density falloff. | -| **Aerosol Attenuation Distance** | Use the color picker to set the average distance a light particle travels in an aerosol between collisions. This controls the density of aerosols at sea level and represents the distance at which aerosols reduces background light intensity by 63%. The units for this property is per 1000 kilometers. | -| **Aerosol Albedo** | Use the slider to set the single scattering albedo of aerosol molecules. This is the ratio between the scattering and attenuation coefficients. Set the value to 0 to absorb molecules or set the value to 1 to scatter molecules. | -| **Aerosol Maximum Altitude** | Set the depth of the atmospheric layer, from sea level, composed of aerosol particles, in kilometers. This controls the rate of height-based density falloff. | -| **Aerosol Anisotropy** | Use the slider to set the direction of the anisotropy:
• Set this value to 1 for forward scattering.
• Set this value to 0 to make the anisotropy almost isotropic.
• Set this value to -1 for backward scattering.

For high values of anisotropy:
• If the light path and view direction are aligned, you see a bright atmosphere/fog effect.
• If they are not aligned, you see a dim atmosphere/fog effect.
If anisotropy is 0, the atmosphere and fog look similar regardless of view direction. | -| **Number of Bounces** | Use the slider to set the number of scattering events. This increases the quality of the sky visuals but also increases the pre-computation time | -| **Ground Color** | Use the color picker to set the color of the planet's surface. | -| **Ground Albedo Texture** | Assign a Texture that represents the planet's surface. | -| **Ground Emission Texture** | Assign a Texture that represents the emissive areas of the planet's surface. | -| **Planet Rotation** | Set the orientation of the planet. | -| **Space Emission Texture** | Assign a Texture that represents the emissive areas of space. | -| **Space Rotation** | Set the orientation of space. | -| **Exposure** | Set the exposure for HDRP to apply to the Scene as environmental light. HDRP uses 2 to the power of your **Exposure** value to calculate the environment light in your Scene. | -| **Multiplier** | Set the multiplier for HDRP to apply to the Scene as environmental light. HDRP multiplies the environment light in your Scene by this value. | -| **Update Mode** | Use the drop-down to set the rate at which HDRP updates the sky environment (using Ambient and Reflection Probes).
• **On Changed**: HDRP updates the sky environment when one of the sky properties changes.
• **On Demand**: HDRP waits until you manually call for a sky environment update from a script.
• **Realtime**: HDRP updates the sky environment at regular intervals defined by the **Update Period**. | -| **- Update Period** | Set the period (in seconds) for HDRP to update the sky environment. Set the value to 0 if you want HDRP to update the sky environment every frame. This property only appears when you set the **Update Mode** to **Realtime**. | - - \ No newline at end of file +### Planet + +| **Property** | **Description** | +| ------------------------------ | ------------------------------------------------------------ | +| **Earth Preset** | Indicates whether HDRP should simplify the Inspector an only show properties suitable to simulate Earth. | +| **Spherical Mode** | Enables **Spherical Mode**. When in Spherical Mode, you can specify the location of the planet. Otherwise, the planet is always below the Camera in the world-space x-z plane. | +| **Planetary Radius** | The radius of the planet in meters. The radius is the distance from the center of the planet to the sea level. Only available in **Spherical Mode**. | +| **Planet Center Position** | The world-space position of the planet's center in meters. This does not affect the precomputation. Only available in **Spherical Mode**. | +| **Sea Level** | The world-space y coordinate of the planet's sea level in meters. Not available in **Spherical Mode**. | +| **Planet Rotation** | The orientation of the planet. | +| **Ground Color Texture** | Specifies a Texture that represents the planet's surface. | +| **Ground Tint** | Specifies a color that HDRP uses to tint the **Ground Color Texture**. | +| **Ground Emission Texture** | Specifies a Texture that represents the emissive areas of the planet's surface. | +| **Ground Emission Multiplier** | A multiplier that HDRP applies to the **Ground Emission Texture**. | + +### Space + +| **Property** | **Description** | +| ----------------------------- | ------------------------------------------------------------ | +| **Space Rotation** | The orientation of space. | +| **Space Emission Texture** | Specifies a Texture that represents the emissive areas of space. | +| **Space Emission Multiplier** | A multiplier that HDRP applies to the **Space Emission Texture**. | + +### Air + +To make this section visible, disable **Earth Preset**. + +| **Property** | **Description** | +| ------------------------ | ------------------------------------------------------------ | +| **Air Maximum Altitude** | The depth, in meters, of the atmospheric layer, from sea level, composed of air particles. This controls the rate of height-based density falloff. HDRP assumes the air density is negligibly small at this altitude. | +| **Air Density R** | The red color channel opacity of air at the point in the sky directly above the observer (zenith). This directly affects the color of air at the zenith. | +| **Air Density G** | The green color channel opacity of air at the point in the sky directly above the observer (zenith). This directly affects the color of air at the zenith. | +| **Air Density B** | The blue color channel opacity of air at the point in the sky directly above the observer (zenith). This directly affects the color of air at the zenith. | +| **Air Tint** | The single scattering albedo of air molecules (per color channel). A value of **0** results in absorbing molecules, and a value of **1** results in scattering ones. | + +### Aerosols + +| **Property** | **Description** | +| ---------------------------- | ------------------------------------------------------------ | +| **Aerosol Maximum Altitude** | The depth, in meters, of the atmospheric layer, from sea level, composed of aerosol particles. This controls the rate of height-based density falloff. HDRP assumes the aerosol density is negligibly small at this altitude. | +| **Aerosol Density** | The opacity of aerosols at the point in the sky directly above the observer (zenith). This directly affects the color of aerosols at the zenith. | +| **Aerosol Tint** | The single scattering albedo of aerosol molecules (per color channel). A value of **0** results in absorbing molecules, and a value of **1** results in scattering ones. | +| **Aerosol Anisotropy** | Specifies the direction of anisotropy:
• Set this value to **1** for forward scattering.
• Set this value to **0** to make the anisotropy almost isotropic.
• Set this value to **-1** for backward scattering.
For high values of anisotropy:
• If the light path and view direction are aligned, you see a bright atmosphere/fog effect.
• If they are not aligned, you see a dim atmosphere/fog effect.
• If anisotropy is **0**, the atmosphere and fog look similar regardless of view direction. | + +### Artistic Overrides + +| **Property** | **Description** | +| ------------------------ | ------------------------------------------------------------ | +| **Color Saturation** | Controls the saturation of the color of the sky. | +| **Alpha Saturation** | Controls the saturation of the opacity of the sky. | +| **Alpha Multiplier** | A multiplier that HDRP applies to the opacity of the sky. | +| **Horizon Tint** | Specifies a color that HDRP uses to tint the the sky at the horizon. | +| **Horizon Zenith Shift** | Controls how HDRP blends between the **Horizon Tint** and **Zenith Tint**. If you set this to **-1**, the **Zenith Tint** expands down to the horizon. If you set this to **1**, the **Horizon Tint** expands up to the zenith. | +| **Zenith Tint** | Specifies a color that HDRP uses to tint the the point in the sky directly above the observer (the zenith). | + +### Miscellaneous + +| **Property** | **Description** | +| ------------------------- | ------------------------------------------------------------ | +| **Number Of Bounces** | The number of scattering events. This increases the quality of the sky visuals but also increases the pre-computation time | +| **Intensity Mode** | Use the drop-down to select the method that HDRP uses to calculate the sky intensity:
• **Exposure**: HDRP calculates intensity from an exposure value in EV100.
• **Multiplier**: HDRP calculates intensity from a flat multiplier. | +| **- Exposure** | The exposure for HDRP to apply to the Scene as environmental light. HDRP uses 2 to the power of your **Exposure** value to calculate the environment light in your Scene. | +| **- Multiplier** | The multiplier for HDRP to apply to the Scene as environmental light. HDRP multiplies the environment light in your Scene by this value. To make this property visible, set **Intensity Mode** to **Multiplier**. | +| **Update Mode** | The rate at which HDRP updates the sky environment (using Ambient and Reflection Probes):
• **On Changed**: HDRP updates the sky environment when one of the sky properties changes.
• **On Demand**: HDRP waits until you manually call for a sky environment update from a script.
• **Realtime**: HDRP updates the sky environment at regular intervals defined by the **Update Period**. | +| **- Update Period** | The period (in seconds) for HDRP to update the sky environment. Set the value to 0 if you want HDRP to update the sky environment every frame. This property only appears when you set the **Update Mode** to **Realtime**. | +| **Include Sun In Baking** | Indicates whether the light and reflection probes generated for the sky contain the sun disk. For details on why this is useful, see [Environment Lighting](Environment-Lighting.html#DecoupleVisualEnvironment). | + + + +## Implementation details + +This sky type is a practical implementation of the method outlined in the paper [Precomputed Atmospheric Scattering](http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Article@11e7cdda2f7_f64b69/article.pdf) (Bruneton and Neyret, 2008). + +### Reference list + +* Bruneton, Eric, and Fabrice Neyret. 2008. “Precomputed Atmospheric Scattering.” *Computer Graphics Forum* 27, no. 4 (2008): 1079–86. https://doi.org/10.1111/j.1467-8659.2008.01245.x. \ No newline at end of file From 65fdede8d9e8dd525df50dded74f63b74c3c909f Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Mon, 10 Feb 2020 16:17:01 +0100 Subject: [PATCH 40/44] Remove lwrp files added by mistake. 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-namespace UnityEditor.Rendering.LWRP -{ - [CustomEditorForRenderPipeline(typeof(Camera), typeof(LightweightRenderPipelineAsset))] - [CanEditMultipleObjects] - class LightweightRenderPipelineCameraEditor : CameraEditor - { - internal enum BackgroundType - { - Skybox = 0, - SolidColor, - DontCare, - } - - internal class Styles - { - // Groups - public static GUIContent commonCameraSettingsText = EditorGUIUtility.TrTextContent("Projection", "These settings control how the camera views the world."); - public static GUIContent environmentSettingsText = EditorGUIUtility.TrTextContent("Environment", "These settings control what the camera background looks like."); - public static GUIContent outputSettingsText = EditorGUIUtility.TrTextContent("Output", "These settings control how the camera output is formatted."); - public static GUIContent renderingSettingsText = EditorGUIUtility.TrTextContent("Rendering", "These settings coltrol for the specific rendering features for this camera."); - public static GUIContent stackSettingsText = EditorGUIUtility.TrTextContent("Stack", "The list of overlay cameras assigned to this camera. "); - - public static GUIContent backgroundType = EditorGUIUtility.TrTextContent("Background Type", "Controls how to initialize the Camera's background.\n\nSkybox initializes camera with Skybox, defaulting to a background color if no skybox is found.\n\nSolid Color initializes background with the background color.\n\nUninitialized has undefined values for the camera background. Use this only if you are rendering all pixels in the Camera's view."); - public static GUIContent cameraType = EditorGUIUtility.TrTextContent("Render Mode", "Controls which type of camera this is."); - public static GUIContent renderingShadows = EditorGUIUtility.TrTextContent("Render Shadows", "Makes this camera render shadows."); - public static GUIContent requireDepthTexture = EditorGUIUtility.TrTextContent("Depth Texture", "On makes this camera create a _CameraDepthTexture, which is a copy of the rendered depth values.\nOff makes the camera not create a depth texture.\nUse Pipeline Settings applies settings from the Render Pipeline Asset."); - public static GUIContent requireOpaqueTexture = EditorGUIUtility.TrTextContent("Opaque Texture", "On makes this camera create a _CameraOpaqueTexture, which is a copy of the rendered view.\nOff makes the camera not create an opaque texture.\nUse Pipeline Settings applies settings from the Render Pipeline Asset."); - public static GUIContent allowMSAA = EditorGUIUtility.TrTextContent("MSAA", "Use Multi Sample Anti-Aliasing to reduce aliasing."); - public static GUIContent allowHDR = EditorGUIUtility.TrTextContent("HDR", "High Dynamic Range gives you a wider range of light intensities, so your lighting looks more realistic. With it, you can still see details and experience less saturation even with bright light.", (Texture) null); - public static GUIContent priority = EditorGUIUtility.TrTextContent("Priority", "A camera with a higher priority is drawn on top of a camera with a lower priority [ -100, 100 ]."); - - public static GUIContent rendererType = EditorGUIUtility.TrTextContent("Renderer Type", "Controls which renderer this camera uses."); - public static GUIContent rendererData = EditorGUIUtility.TrTextContent("Renderer Data", "Required by a custom renderer. If none is assigned, this camera uses the one assigned in the Pipeline Settings."); - - public readonly GUIContent[] renderingPathOptions = { EditorGUIUtility.TrTextContent("Forward") }; - public readonly string hdrDisabledWarning = "HDR rendering is disabled in the Lightweight Render Pipeline asset."; - public readonly string mssaDisabledWarning = "Anti-aliasing is disabled in the Lightweight Render Pipeline asset."; - - public static GUIContent[] displayedRendererTypeOverride = - { - new GUIContent("Custom"), - new GUIContent("Use Pipeline Settings"), - }; - - public static int[] rendererTypeOptions = Enum.GetValues(typeof(RendererOverrideOption)) as int[]; - public static GUIContent[] cameraBackgroundType = - { - new GUIContent("Skybox"), - new GUIContent("Solid Color"), - new GUIContent("Uninitialized"), - }; - - public static int[] cameraBackgroundValues = { 0, 1, 2}; - - // This is for adding more data like Pipeline Asset option - public static GUIContent[] displayedAdditionalDataOptions = - { - new GUIContent("Off"), - new GUIContent("On"), - new GUIContent("Use Pipeline Settings"), - }; - - public static GUIContent[] displayedDepthTextureOverride = - { - new GUIContent("On (Forced due to Post Processing)"), - }; - - public static int[] additionalDataOptions = Enum.GetValues(typeof(CameraOverrideOption)) as int[]; - - // Using the pipeline Settings - public static GUIContent[] displayedCameraOptions = - { - new GUIContent("Off"), - new GUIContent("Use Pipeline Settings"), - }; - public static int[] cameraOptions = { 0, 1 }; - - // Camera Types - public static List m_CameraTypeNames = null; - public static readonly string[] cameraTypeNames = Enum.GetNames(typeof(LWRPCameraType)); - public static int[] additionalDataCameraTypeOptions = Enum.GetValues(typeof(LWRPCameraType)) as int[]; - }; - - - ReorderableList m_LayerList; - - public Camera camera { get { return target as Camera; } } - - static List k_Cameras; - - List validCameras = new List(); - // This is the valid list of types, so if we need to add more types we just add it here. - List validCameraTypes = new List{LWRPCameraType.Overlay}; - List errorCameras = new List(); - Texture2D m_ErrorIcon; - - // Temporary saved bools for foldout header - SavedBool m_CommonCameraSettingsFoldout; - SavedBool m_EnvironmentSettingsFoldout; - SavedBool m_OutputSettingsFoldout; - SavedBool m_RenderingSettingsFoldout; - SavedBool m_StackSettingsFoldout; - - // Animation Properties - public bool isSameClearFlags { get { return !settings.clearFlags.hasMultipleDifferentValues; } } - public bool isSameOrthographic { get { return !settings.orthographic.hasMultipleDifferentValues; } } - - static readonly int[] s_RenderingPathValues = {0}; - static Styles s_Styles; - LightweightRenderPipelineAsset m_LightweightRenderPipeline; - LWRPAdditionalCameraData m_AdditionalCameraData; - SerializedObject m_AdditionalCameraDataSO; - - readonly AnimBool m_ShowBGColorAnim = new AnimBool(); - readonly AnimBool m_ShowOrthoAnim = new AnimBool(); - readonly AnimBool m_ShowTargetEyeAnim = new AnimBool(); - - SerializedProperty m_AdditionalCameraDataRenderShadowsProp; - SerializedProperty m_AdditionalCameraDataRenderDepthProp; - SerializedProperty m_AdditionalCameraDataRenderOpaqueProp; - SerializedProperty m_AdditionalCameraDataRendererProp; - SerializedProperty m_AdditionalCameraDataRendererDataProp; - SerializedProperty m_AdditionalCameraDataCameraTypeProp; - - SerializedProperty m_AdditionalCameraDataCameras; - - void SetAnimationTarget(AnimBool anim, bool initialize, bool targetValue) - { - if (initialize) - { - anim.value = targetValue; - anim.valueChanged.AddListener(Repaint); - } - else - { - anim.target = targetValue; - } - } - - void UpdateAnimationValues(bool initialize) - { - SetAnimationTarget(m_ShowBGColorAnim, initialize, isSameClearFlags && (camera.clearFlags == CameraClearFlags.SolidColor)); - SetAnimationTarget(m_ShowOrthoAnim, initialize, isSameOrthographic && camera.orthographic); - SetAnimationTarget(m_ShowTargetEyeAnim, initialize, settings.targetEye.intValue != (int)StereoTargetEyeMask.Both || PlayerSettings.virtualRealitySupported); - } - - void UpdateCameraTypeIntPopupData() - { - if (Styles.m_CameraTypeNames == null) - { - Styles.m_CameraTypeNames = new List(); - foreach (string typeName in Styles.cameraTypeNames) - { - Styles.m_CameraTypeNames.Add(new GUIContent(typeName)); - } - } - } - - public new void OnEnable() - { - m_CommonCameraSettingsFoldout = new SavedBool($"{target.GetType()}.CommonCameraSettingsFoldout", false); - m_EnvironmentSettingsFoldout = new SavedBool($"{target.GetType()}.EnvironmentSettingsFoldout", false); - m_OutputSettingsFoldout = new SavedBool($"{target.GetType()}.OutputSettingsFoldout", false); - m_RenderingSettingsFoldout = new SavedBool($"{target.GetType()}.RenderingSettingsFoldout", false); - m_StackSettingsFoldout = new SavedBool($"{target.GetType()}.StackSettingsFoldout", false); - - m_ErrorIcon = EditorGUIUtility.Load("icons/console.erroricon.sml.png") as Texture2D; - validCameras.Clear(); - errorCameras.Clear(); - m_LightweightRenderPipeline = GraphicsSettings.renderPipelineAsset as LightweightRenderPipelineAsset; - settings.OnEnable(); - - // Additional Camera Data - m_AdditionalCameraData = camera.gameObject.GetComponent(); - if (m_AdditionalCameraData == null) - { - m_AdditionalCameraData = camera.gameObject.AddComponent(); - } - init(m_AdditionalCameraData); - - UpdateAnimationValues(true); - UpdateCameraTypeIntPopupData(); - UpdateCameras(); - } - - void UpdateCameras() - { - var o = new PropertyFetcher(m_AdditionalCameraDataSO); - m_AdditionalCameraDataCameras = o.Find(x => x.cameras); - - var camType = (LWRPCameraType)m_AdditionalCameraDataCameraTypeProp.intValue; - if (camType == LWRPCameraType.Base) - { - m_LayerList = new ReorderableList(m_AdditionalCameraDataSO, m_AdditionalCameraDataCameras, true, false, true, true); - //m_LayerList.drawHeaderCallback = rect => { EditorGUI.LabelField(rect, "Stack"); }; - m_LayerList.drawElementCallback += DrawElementCallback; - m_LayerList.onSelectCallback += SelectElement; - m_LayerList.onRemoveCallback = list => - { - m_AdditionalCameraDataCameras.DeleteArrayElementAtIndex(list.index); - ReorderableList.defaultBehaviours.DoRemoveButton(list); - m_AdditionalCameraDataSO.ApplyModifiedProperties(); - }; - - m_LayerList.onAddDropdownCallback = (rect, list) => AddCameraToCameraList(rect, list); - } - } - - void SelectElement(ReorderableList list) - { - var element = m_AdditionalCameraDataCameras.GetArrayElementAtIndex(list.index); - var cam = element.objectReferenceValue as Camera; - if (Event.current.clickCount == 2) - { - Selection.activeObject = cam; - } - - EditorGUIUtility.PingObject(cam); - } - - static GUIContent s_TextImage = new GUIContent(); - static GUIContent TempContent(string text, string tooltip, Texture i) - { - s_TextImage.image = i; - s_TextImage.text = text; - s_TextImage.tooltip = tooltip; - return s_TextImage; - } - - GUIContent m_NameContent = new GUIContent(); - - void DrawElementCallback(Rect rect, int index, bool isActive, bool isFocused) - { - rect.height = EditorGUIUtility.singleLineHeight; - rect.y += 1; - - var element = m_AdditionalCameraDataCameras.GetArrayElementAtIndex(index); - - var cam = element.objectReferenceValue as Camera; - if (cam != null) - { - bool warning = false; - string warningInfo = ""; - var type = cam.gameObject.GetComponent().cameraType; - if (!validCameraTypes.Contains(type)) - { - warning = true; - warningInfo += "Not a supported type"; - if (!errorCameras.Contains(cam)) - { - errorCameras.Add(cam); - } - } - else if (errorCameras.Contains(cam)) - { - errorCameras.Remove(cam); - } - - var labelWidth = EditorGUIUtility.labelWidth; - EditorGUIUtility.labelWidth -= 20f; - if (warning) - { - GUIStyle errorStyle = new GUIStyle(EditorStyles.label) {padding = new RectOffset{left = -16} }; - m_NameContent.text = cam.name; - EditorGUI.LabelField(rect, m_NameContent, TempContent(type.GetName(), warningInfo, m_ErrorIcon), errorStyle); - } - else - { - EditorGUI.LabelField(rect, cam.name, type.ToString()); - } - - EditorGUIUtility.labelWidth = labelWidth; - } - else - { - // Automagicaly deletes the entry if a user has removed a camera from the scene - m_AdditionalCameraDataCameras.DeleteArrayElementAtIndex(index); - m_AdditionalCameraDataSO.ApplyModifiedProperties(); - - // Need to clean out the errorCamera list here. - errorCameras.Clear(); - } - } - - void AddCameraToCameraList(Rect rect, ReorderableList list) - { - Camera[] allCameras = new Camera[Camera.allCamerasCount]; - Camera.GetAllCameras(allCameras); - foreach (var camera in allCameras) - { - var component = camera.gameObject.GetComponent(); - if (component != null) - { - if (validCameraTypes.Contains(component.cameraType)) - { - validCameras.Add(camera); - } - } - } - - var names = new GUIContent[validCameras.Count]; - - for(int i = 0; i < validCameras.Count; ++i) - { - names[i] = new GUIContent( validCameras[i].name ); - } - - EditorUtility.DisplayCustomMenu(rect, names, -1, AddCameraToCameraListMenuSelected, null); - } - - void AddCameraToCameraListMenuSelected(object userData, string[] options, int selected) - { - var length = m_AdditionalCameraDataCameras.arraySize; - ++m_AdditionalCameraDataCameras.arraySize; - m_AdditionalCameraDataCameras.serializedObject.ApplyModifiedProperties(); - m_AdditionalCameraDataCameras.GetArrayElementAtIndex(length).objectReferenceValue = validCameras[selected]; - m_AdditionalCameraDataCameras.serializedObject.ApplyModifiedProperties(); - } - - void init(LWRPAdditionalCameraData additionalCameraData) - { - m_AdditionalCameraDataSO = new SerializedObject(additionalCameraData); - m_AdditionalCameraDataRenderShadowsProp = m_AdditionalCameraDataSO.FindProperty("m_RenderShadows"); - m_AdditionalCameraDataRenderDepthProp = m_AdditionalCameraDataSO.FindProperty("m_RequiresDepthTextureOption"); - m_AdditionalCameraDataRenderOpaqueProp = m_AdditionalCameraDataSO.FindProperty("m_RequiresOpaqueTextureOption"); - m_AdditionalCameraDataRendererProp = m_AdditionalCameraDataSO.FindProperty("m_RendererOverrideOption"); - m_AdditionalCameraDataRendererDataProp = m_AdditionalCameraDataSO.FindProperty("m_RendererData"); - m_AdditionalCameraDataCameraTypeProp = m_AdditionalCameraDataSO.FindProperty("m_CameraType"); - - m_AdditionalCameraDataCameras = m_AdditionalCameraDataSO.FindProperty("m_Cameras"); - } - - public void OnDisable() - { - m_ShowBGColorAnim.valueChanged.RemoveListener(Repaint); - m_ShowOrthoAnim.valueChanged.RemoveListener(Repaint); - m_ShowTargetEyeAnim.valueChanged.RemoveListener(Repaint); - - m_LightweightRenderPipeline = null; - } - - BackgroundType GetBackgroundType(CameraClearFlags clearFlags) - { - switch (clearFlags) - { - case CameraClearFlags.Skybox: - return BackgroundType.Skybox; - case CameraClearFlags.Nothing: - return BackgroundType.DontCare; - - // DepthOnly is not supported by design in LWRP. We upgrade it to SolidColor - default: - return BackgroundType.SolidColor; - } - } - - public override void OnInspectorGUI() - { - if (s_Styles == null) - s_Styles = new Styles(); - - settings.Update(); - UpdateAnimationValues(false); - - DrawCameraType(); - EditorGUILayout.Space(); - - // Get the type of Camera we are using - var camType = (LWRPCameraType)m_AdditionalCameraDataCameraTypeProp.intValue; - - // Offscreen Camera - if (camType == LWRPCameraType.Offscreen) - { - DrawCommonSettings(); - DrawRenderingSettings(); - DrawEnvironmentSettings(); - DrawOutputSettings(); - } - - // Game Camera - if (camType == LWRPCameraType.Base) - { - DrawCommonSettings(); - DrawRenderingSettings(); - DrawEnvironmentSettings(); - DrawOutputSettings(); - DrawStackSettings(); - DrawVRSettings(); - } - - // Overlay Camera - if (camType == LWRPCameraType.Overlay) - { - DrawCommonSettings(); - DrawRenderingSettings(); - } - - // UI Camera - if (camType == LWRPCameraType.ScreenSpaceUI) - { - DrawCommonSettings(); - } - - settings.ApplyModifiedProperties(); - } - - void DrawCommonSettings() - { - m_CommonCameraSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_CommonCameraSettingsFoldout.value, Styles.commonCameraSettingsText); - if (m_CommonCameraSettingsFoldout.value) - { - settings.DrawProjection(); - settings.DrawClippingPlanes(); - EditorGUILayout.Space(); - EditorGUILayout.Space(); - } - EditorGUILayout.EndFoldoutHeaderGroup(); - } - - void DrawStackSettings() - { - m_StackSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_StackSettingsFoldout.value, Styles.stackSettingsText); - if (m_StackSettingsFoldout.value) - { - m_LayerList.DoLayoutList(); - m_AdditionalCameraDataSO.ApplyModifiedProperties(); - - if (errorCameras.Any()) - { - string errorString = "These cameras are not of a valid type:\n"; - string validCameras = ""; - foreach (var errorCamera in errorCameras) - { - errorString += errorCamera.name + "\n"; - } - - foreach (var validCameraType in validCameraTypes) - { - validCameras += validCameraType + " "; - } - errorString += "Valid types are " + validCameras; - EditorGUILayout.HelpBox( errorString, MessageType.Warning); - } - EditorGUILayout.Space(); - EditorGUILayout.Space(); - } - EditorGUILayout.EndFoldoutHeaderGroup(); - } - - void DrawEnvironmentSettings() - { - m_EnvironmentSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_EnvironmentSettingsFoldout.value, Styles.environmentSettingsText); - if (m_EnvironmentSettingsFoldout.value) - { - DrawClearFlags(); - using (var group = new EditorGUILayout.FadeGroupScope(m_ShowBGColorAnim.faded)) - { - if (group.visible) - { - EditorGUI.indentLevel++; - settings.DrawBackgroundColor(); - EditorGUI.indentLevel--; - } - } - EditorGUILayout.Space(); - EditorGUILayout.Space(); - } - EditorGUILayout.EndFoldoutHeaderGroup(); - } - - void DrawRenderingSettings() - { - m_RenderingSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_RenderingSettingsFoldout.value, Styles.renderingSettingsText); - if (m_RenderingSettingsFoldout.value) - { - var selectedCameraType = (LWRPCameraType)m_AdditionalCameraDataCameraTypeProp.intValue; - - if (selectedCameraType == LWRPCameraType.Overlay) - { - settings.DrawCullingMask(); - settings.DrawOcclusionCulling(); - } - else - { - settings.DrawCullingMask(); - settings.DrawOcclusionCulling(); - - DrawRendererType(); - DrawOpaqueTexture(); - DrawDepthTexture(); - DrawRenderShadows(); - DrawPriority(); - } - EditorGUILayout.Space(); - EditorGUILayout.Space(); - } - EditorGUILayout.EndFoldoutHeaderGroup(); - } - - void DrawOutputSettings() - { - m_OutputSettingsFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_OutputSettingsFoldout.value, Styles.outputSettingsText); - if (m_OutputSettingsFoldout.value) - { - var selectedCameraType = (LWRPCameraType)m_AdditionalCameraDataCameraTypeProp.intValue; - - if (selectedCameraType == LWRPCameraType.Base) - { - DrawHDR(); - DrawMSAA(); - settings.DrawNormalizedViewPort(); - settings.DrawDynamicResolution(); - settings.DrawMultiDisplay(); - } - else if (selectedCameraType == LWRPCameraType.Offscreen) - { - DrawTargetTexture(); - } - EditorGUILayout.Space(); - EditorGUILayout.Space(); - } - EditorGUILayout.EndFoldoutHeaderGroup(); - } - - void DrawCameraType() - { - LWRPCameraType selectedCameraType; - selectedCameraType = (LWRPCameraType)m_AdditionalCameraDataCameraTypeProp.intValue; - - EditorGUI.BeginChangeCheck(); - int selCameraType = EditorGUILayout.IntPopup(Styles.cameraType, (int)selectedCameraType, Styles.m_CameraTypeNames.ToArray(), Styles.additionalDataCameraTypeOptions); - if (EditorGUI.EndChangeCheck()) - { - m_AdditionalCameraDataCameraTypeProp.intValue = selCameraType; - m_AdditionalCameraDataSO.ApplyModifiedProperties(); - UpdateCameras(); - } - } - - void DrawClearFlags() - { - // Converts between ClearFlags and Background Type. - BackgroundType backgroundType = GetBackgroundType((CameraClearFlags) settings.clearFlags.intValue); - - EditorGUI.BeginChangeCheck(); - BackgroundType selectedType = (BackgroundType)EditorGUILayout.IntPopup(Styles.backgroundType, (int)backgroundType, - Styles.cameraBackgroundType, Styles.cameraBackgroundValues); - - if (EditorGUI.EndChangeCheck()) - { - CameraClearFlags selectedClearFlags; - switch (selectedType) - { - case BackgroundType.Skybox: - selectedClearFlags = CameraClearFlags.Skybox; - break; - - case BackgroundType.DontCare: - selectedClearFlags = CameraClearFlags.Nothing; - break; - - default: - selectedClearFlags = CameraClearFlags.SolidColor; - break; - } - settings.clearFlags.intValue = (int) selectedClearFlags; - } - } - - void DrawPriority() - { - Rect controlRect = EditorGUILayout.GetControlRect(true); - EditorGUI.PropertyField(controlRect, settings.depth, Styles.priority); - } - - void DrawHDR() - { - Rect controlRect = EditorGUILayout.GetControlRect(true); - EditorGUI.BeginProperty(controlRect, Styles.allowHDR, settings.HDR); - int selectedValue = !settings.HDR.boolValue ? 0 : 1; - settings.HDR.boolValue = EditorGUI.IntPopup(controlRect, Styles.allowHDR, selectedValue, Styles.displayedCameraOptions, Styles.cameraOptions) == 1; - EditorGUI.EndProperty(); - } - - void DrawMSAA() - { - Rect controlRect = EditorGUILayout.GetControlRect(true); - EditorGUI.BeginProperty(controlRect, Styles.allowMSAA, settings.allowMSAA); - int selectedValue = !settings.allowMSAA.boolValue ? 0 : 1; - settings.allowMSAA.boolValue = EditorGUI.IntPopup(controlRect, Styles.allowMSAA, selectedValue, Styles.displayedCameraOptions, Styles.cameraOptions) == 1; - EditorGUI.EndProperty(); - } - - void DrawTargetTexture() - { - EditorGUILayout.PropertyField(settings.targetTexture); - - if (!settings.targetTexture.hasMultipleDifferentValues) - { - var texture = settings.targetTexture.objectReferenceValue as RenderTexture; - int pipelineSamplesCount = m_LightweightRenderPipeline.msaaSampleCount; - - if (texture && texture.antiAliasing > pipelineSamplesCount) - { - string pipelineMSAACaps = (pipelineSamplesCount > 1) - ? String.Format("is set to support {0}x", pipelineSamplesCount) - : "has MSAA disabled"; - EditorGUILayout.HelpBox(String.Format("Camera target texture requires {0}x MSAA. Lightweight pipeline {1}.", texture.antiAliasing, pipelineMSAACaps), - MessageType.Warning, true); - } - } - } - - void DrawRendererType() - { - RendererOverrideOption selectedRendererOption; - m_AdditionalCameraDataSO.Update(); - selectedRendererOption = (RendererOverrideOption) m_AdditionalCameraDataRendererProp.intValue; - - Rect controlRectRendererType = EditorGUILayout.GetControlRect(true); - - EditorGUI.BeginProperty(controlRectRendererType, Styles.rendererType, m_AdditionalCameraDataRendererProp); - EditorGUI.BeginChangeCheck(); - selectedRendererOption = (RendererOverrideOption)EditorGUI.IntPopup(controlRectRendererType, Styles.rendererType, (int)selectedRendererOption, Styles.displayedRendererTypeOverride, Styles.rendererTypeOptions); - if (EditorGUI.EndChangeCheck()) - { - m_AdditionalCameraDataRendererProp.intValue = (int)selectedRendererOption; - m_AdditionalCameraDataSO.ApplyModifiedProperties(); - } - EditorGUI.EndProperty(); - } - - void DrawDepthTexture() - { - CameraOverrideOption selectedDepthOption; - m_AdditionalCameraDataSO.Update(); - selectedDepthOption = (CameraOverrideOption)m_AdditionalCameraDataRenderDepthProp.intValue; - Rect controlRectDepth = EditorGUILayout.GetControlRect(true); - // Need to check if post processing is added and active. - // If it is we will set the int pop to be 1 which is ON and gray it out - bool defaultDrawOfDepthTextureUI = true; - PostProcessLayer ppl = camera.GetComponent(); - var propValue = (int)selectedDepthOption; - if (ppl != null && ppl.isActiveAndEnabled) - { - if ((propValue == 2 && !m_LightweightRenderPipeline.supportsCameraDepthTexture) || propValue == 0) - { - EditorGUI.BeginDisabledGroup(true); - EditorGUI.IntPopup(controlRectDepth, Styles.requireDepthTexture, 0, Styles.displayedDepthTextureOverride, Styles.additionalDataOptions); - EditorGUI.EndDisabledGroup(); - defaultDrawOfDepthTextureUI = false; - } - } - if(defaultDrawOfDepthTextureUI) - { - EditorGUI.BeginProperty(controlRectDepth, Styles.requireDepthTexture, m_AdditionalCameraDataRenderDepthProp); - EditorGUI.BeginChangeCheck(); - - selectedDepthOption = (CameraOverrideOption)EditorGUI.IntPopup(controlRectDepth, Styles.requireDepthTexture, (int)selectedDepthOption, Styles.displayedAdditionalDataOptions, Styles.additionalDataOptions); - if (EditorGUI.EndChangeCheck()) - { - m_AdditionalCameraDataRenderDepthProp.intValue = (int)selectedDepthOption; - m_AdditionalCameraDataSO.ApplyModifiedProperties(); - } - EditorGUI.EndProperty(); - } - } - - void DrawOpaqueTexture() - { - CameraOverrideOption selectedOpaqueOption; - m_AdditionalCameraDataSO.Update(); - selectedOpaqueOption =(CameraOverrideOption)m_AdditionalCameraDataRenderOpaqueProp.intValue; - - Rect controlRectColor = EditorGUILayout.GetControlRect(true); - - EditorGUI.BeginProperty(controlRectColor, Styles.requireOpaqueTexture, m_AdditionalCameraDataRenderOpaqueProp); - EditorGUI.BeginChangeCheck(); - selectedOpaqueOption = (CameraOverrideOption)EditorGUI.IntPopup(controlRectColor, Styles.requireOpaqueTexture, (int)selectedOpaqueOption, Styles.displayedAdditionalDataOptions, Styles.additionalDataOptions); - if (EditorGUI.EndChangeCheck()) - { - m_AdditionalCameraDataRenderOpaqueProp.intValue = (int)selectedOpaqueOption; - m_AdditionalCameraDataSO.ApplyModifiedProperties(); - } - EditorGUI.EndProperty(); - } - - void DrawRenderShadows() - { - bool selectedValueShadows; - m_AdditionalCameraDataSO.Update(); - selectedValueShadows = m_AdditionalCameraData.renderShadows; - - Rect controlRectShadows = EditorGUILayout.GetControlRect(true); - - EditorGUI.BeginProperty(controlRectShadows, Styles.renderingShadows, m_AdditionalCameraDataRenderShadowsProp); - EditorGUI.BeginChangeCheck(); - - selectedValueShadows = EditorGUI.Toggle(controlRectShadows, Styles.renderingShadows, selectedValueShadows); - if (EditorGUI.EndChangeCheck()) - { - m_AdditionalCameraDataRenderShadowsProp.boolValue = selectedValueShadows; - m_AdditionalCameraDataSO.ApplyModifiedProperties(); - } - EditorGUI.EndProperty(); - } - - void DrawVRSettings() - { - settings.DrawVR(); - using (var group = new EditorGUILayout.FadeGroupScope(m_ShowTargetEyeAnim.faded)) - if (group.visible) - settings.DrawTargetEye(); - } - } -} From c917c98a10adeeeaefe8c1f8ae5de2dc4cfadb27 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Elvar=20=C3=96rn=20Unn=C3=BE=C3=B3rsson?= Date: Wed, 12 Feb 2020 09:48:12 +0100 Subject: [PATCH 41/44] Nintendo fix --- com.unity.render-pipelines.universal/CHANGELOG.md | 5 +++++ .../Runtime/ForwardLights.cs | 4 ++-- 2 files changed, 7 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index 7c0589fbc10..05bba03ee33 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -4,6 +4,11 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). +## [7.2.1] - 2020-02-14 + +### Fixed +- Fixed incorrect light attenuation on Nintendo Switch. + ## [7.2.0] - 2020-02-10 diff --git a/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs b/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs index 3b86360c68b..907301d1c57 100644 --- a/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs +++ b/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs @@ -146,9 +146,9 @@ void InitializeLightConstants(NativeArray lights, int lightIndex, float lightRangeSqrOverFadeRangeSqr = -lightRangeSqr / fadeRangeSqr; float oneOverLightRangeSqr = 1.0f / Mathf.Max(0.0001f, lightData.range * lightData.range); - // On mobile: Use the faster linear smoothing factor. + // On mobile and Nintendo Switch: Use the faster linear smoothing factor (SHADER_HINT_NICE_QUALITY). // On other devices: Use the smoothing factor that matches the GI. - lightAttenuation.x = Application.isMobilePlatform ? oneOverFadeRangeSqr : oneOverLightRangeSqr; + lightAttenuation.x = Application.isMobilePlatform || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Switch ? oneOverFadeRangeSqr : oneOverLightRangeSqr; lightAttenuation.y = lightRangeSqrOverFadeRangeSqr; } From 5c7f061d3a3c7b091ef297550a612d42c2759151 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Elvar=20=C3=96rn=20Unn=C3=BE=C3=B3rsson?= Date: Wed, 12 Feb 2020 09:49:41 +0100 Subject: [PATCH 42/44] Hololens fix --- .../CHANGELOG.md | 3 +- .../Runtime/ForwardRenderer.cs | 7 +++- .../Runtime/UniversalRenderPipelineCore.cs | 40 +++++++++++++++++++ 3 files changed, 48 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index 05bba03ee33..e20a862548b 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -8,9 +8,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Fixed - Fixed incorrect light attenuation on Nintendo Switch. +- Fixed a performance issue in Hololens when using renderer with custom render passes. -## [7.2.0] - 2020-02-10 +## [7.2.0] - 2020-02-10 ### Added ![Camera Stacking in URP](Documentation~/Images/camera-stacking-example.png) diff --git a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs index 3a4b6b82fa4..decea24baaa 100644 --- a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs @@ -169,7 +169,12 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re if (isStereoEnabled && requiresDepthTexture) requiresDepthPrepass = true; - bool createColorTexture = RequiresIntermediateColorTexture(ref renderingData, cameraTargetDescriptor) || rendererFeatures.Count != 0; + bool isRunningHololens = false; +#if ENABLE_VR && ENABLE_VR_MODULE + isRunningHololens = UniversalRenderPipeline.IsRunningHololens(camera); +#endif + bool createColorTexture = RequiresIntermediateColorTexture(ref renderingData, cameraTargetDescriptor) || + (rendererFeatures.Count != 0 && !isRunningHololens); // If camera requires depth and there's no depth pre-pass we create a depth texture that can be read later by effect requiring it. bool createDepthTexture = cameraData.requiresDepthTexture && !requiresDepthPrepass; diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs index 7a25e3b73f6..97c0c139faf 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs @@ -210,6 +210,46 @@ static bool IsMultiPassStereoEnabled(Camera camera) #endif } +#if ENABLE_VR && ENABLE_VR_MODULE + static XR.XRDisplaySubsystem GetXRDisplaySubsystem() + { + XR.XRDisplaySubsystem display = null; + SubsystemManager.GetInstances(displaySubsystemList); + + if (displaySubsystemList.Count > 0) + display = displaySubsystemList[0]; + + return display; + } + + // NB: This method is required for a hotfix in Hololens to prevent creating a render texture when using a renderer + // with custom render pass. + // TODO: Remove this method and usages when we have proper dependency tracking in the pipeline to know + // when a render pass requires camera color as input. + internal static bool IsRunningHololens(Camera camera) + { +#if PLATFORM_WINRT + if (IsStereoEnabled(camera)) + { + var platform = Application.platform; + if (platform == RuntimePlatform.WSAPlayerX86 || platform == RuntimePlatform.WSAPlayerARM) + { + var displaySubsystem = GetXRDisplaySubsystem(); + var subsystemDescriptor = displaySubsystem?.SubsystemDescriptor ?? null; + string id = subsystemDescriptor?.id ?? ""; + + if (id.Contains("Windows Mixed Reality Display")) + return true; + + if (!XR.WSA.HolographicSettings.IsDisplayOpaque) + return true; + } + } +#endif + return false; + } +#endif + void SortCameras(Camera[] cameras) { if (cameras.Length <= 1) From 414f2ccc16de87db8f115dc3223d77bc59394c12 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Elvar=20=C3=96rn=20Unn=C3=BE=C3=B3rsson?= Date: Wed, 12 Feb 2020 10:05:07 +0100 Subject: [PATCH 43/44] Bump package version to 7.2.1 --- com.unity.render-pipelines.core/CHANGELOG.md | 5 +++++ com.unity.render-pipelines.core/package.json | 2 +- .../CHANGELOG.md | 5 +++++ .../package.json | 4 ++-- .../CHANGELOG.md | 6 ++++++ .../package.json | 10 +++++----- com.unity.render-pipelines.lightweight/CHANGELOG.md | 5 +++++ com.unity.render-pipelines.lightweight/package.json | 4 ++-- com.unity.render-pipelines.universal/package.json | 6 +++--- com.unity.shadergraph/CHANGELOG.md | 5 +++++ com.unity.shadergraph/package.json | 4 ++-- com.unity.visualeffectgraph/CHANGELOG.md | 5 +++++ com.unity.visualeffectgraph/package.json | 4 ++-- 13 files changed, 48 insertions(+), 17 deletions(-) diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 2a50220e5b9..78e08323644 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -4,6 +4,11 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). +## [7.2.1] - 2020-02-14 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + ## [7.2.0] - 2020-02-10 ### Fixed diff --git a/com.unity.render-pipelines.core/package.json b/com.unity.render-pipelines.core/package.json index b7673c570a3..d0b07b99518 100644 --- a/com.unity.render-pipelines.core/package.json +++ b/com.unity.render-pipelines.core/package.json @@ -1,7 +1,7 @@ { "name": "com.unity.render-pipelines.core", "description": "Helper library for SRP that contains a new Shader Library, and utility functions that can be used to implement a custom SRP. This library is currently used by both the High Definition Render Pipeline and the Universal Render Pipeline.", - "version": "7.2.0", + "version": "7.2.1", "unity": "2019.3", "unityRelease": "0f6", "displayName": "Core RP Library", diff --git a/com.unity.render-pipelines.high-definition-config/CHANGELOG.md b/com.unity.render-pipelines.high-definition-config/CHANGELOG.md index f123c997d22..6cd42154e3c 100644 --- a/com.unity.render-pipelines.high-definition-config/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition-config/CHANGELOG.md @@ -4,6 +4,11 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). +## [7.2.1] - 2020-02-14 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + ## [7.2.0] - 2020-02-10 Version Updated diff --git a/com.unity.render-pipelines.high-definition-config/package.json b/com.unity.render-pipelines.high-definition-config/package.json index 4c1ab176d15..a767039119c 100644 --- a/com.unity.render-pipelines.high-definition-config/package.json +++ b/com.unity.render-pipelines.high-definition-config/package.json @@ -1,11 +1,11 @@ { "name": "com.unity.render-pipelines.high-definition-config", "description": "Configuration files for the High Definition Render Pipeline.", - "version": "7.2.0", + "version": "7.2.1", "unity": "2019.3", "unityRelease": "0f6", "displayName": "High Definition RP Config", "dependencies": { - "com.unity.render-pipelines.core": "7.2.0" + "com.unity.render-pipelines.core": "7.2.1" } } diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 0e39b879e53..fe42f0807fc 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -4,6 +4,12 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). +## [7.2.1] - 2020-02-14 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + + ## [7.2.0] - 2020-02-10 ### Added diff --git a/com.unity.render-pipelines.high-definition/package.json b/com.unity.render-pipelines.high-definition/package.json index b4ef7c57141..1994d50f551 100644 --- a/com.unity.render-pipelines.high-definition/package.json +++ b/com.unity.render-pipelines.high-definition/package.json @@ -1,15 +1,15 @@ { "name": "com.unity.render-pipelines.high-definition", "description": "The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms. HDRP utilizes Physically-Based Lighting techniques, linear lighting, HDR lighting, and a configurable hybrid Tile/Cluster deferred/Forward lighting architecture and gives you the tools you need to create games, technical demos, animations, and more to a high graphical standard.", - "version": "7.2.0", + "version": "7.2.1", "unity": "2019.3", "unityRelease": "0f6", "displayName": "High Definition RP", "dependencies": { - "com.unity.render-pipelines.core": "7.2.0", - "com.unity.shadergraph": "7.2.0", - "com.unity.visualeffectgraph": "7.2.0", - "com.unity.render-pipelines.high-definition-config": "7.2.0" + "com.unity.render-pipelines.core": "7.2.1", + "com.unity.shadergraph": "7.2.1", + "com.unity.visualeffectgraph": "7.2.1", + "com.unity.render-pipelines.high-definition-config": "7.2.1" }, "keywords":[ "graphics", diff --git a/com.unity.render-pipelines.lightweight/CHANGELOG.md b/com.unity.render-pipelines.lightweight/CHANGELOG.md index d320cc736ff..143acb8e14a 100644 --- a/com.unity.render-pipelines.lightweight/CHANGELOG.md +++ b/com.unity.render-pipelines.lightweight/CHANGELOG.md @@ -4,6 +4,11 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). +## [7.2.1] - 2020-02-14 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + ## [7.2.0] - 2020-02-10 Version Updated diff --git a/com.unity.render-pipelines.lightweight/package.json b/com.unity.render-pipelines.lightweight/package.json index 5a5bc6e838a..4beaa2aa288 100644 --- a/com.unity.render-pipelines.lightweight/package.json +++ b/com.unity.render-pipelines.lightweight/package.json @@ -1,12 +1,12 @@ { "name": "com.unity.render-pipelines.lightweight", "description": "The Lightweight Render Pipeline (LWRP) is a prebuilt Scriptable Render Pipeline, made by Unity. The technology offers graphics that are scalable to mobile platforms, and you can also use it for higher-end consoles and PCs. You’re able to achieve quick rendering at a high quality without needing compute shader technology. LWRP uses simplified, physically based Lighting and Materials. The LWRP uses single-pass forward rendering. Use this pipeline to get optimized real-time performance on several platforms.", - "version": "7.2.0", + "version": "7.2.1", "unity": "2019.3", "unityRelease": "0f6", "displayName": "Lightweight RP", "dependencies": { - "com.unity.render-pipelines.universal": "7.2.0", + "com.unity.render-pipelines.universal": "7.2.1", "com.unity.postprocessing": "2.1.7" }, "keywords":[ diff --git a/com.unity.render-pipelines.universal/package.json b/com.unity.render-pipelines.universal/package.json index 503dc675ae2..7312b3e3213 100644 --- a/com.unity.render-pipelines.universal/package.json +++ b/com.unity.render-pipelines.universal/package.json @@ -1,13 +1,13 @@ { "name": "com.unity.render-pipelines.universal", "description": "The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.", - "version": "7.2.0", + "version": "7.2.1", "unity": "2019.3", "unityRelease": "0f6", "displayName": "Universal RP", "dependencies": { - "com.unity.render-pipelines.core": "7.2.0", - "com.unity.shadergraph": "7.2.0" + "com.unity.render-pipelines.core": "7.2.1", + "com.unity.shadergraph": "7.2.1" }, "keywords":[ "graphics", diff --git a/com.unity.shadergraph/CHANGELOG.md b/com.unity.shadergraph/CHANGELOG.md index da7a27d9d4c..c0db7275ddb 100644 --- a/com.unity.shadergraph/CHANGELOG.md +++ b/com.unity.shadergraph/CHANGELOG.md @@ -4,6 +4,11 @@ All notable changes to this package are documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). +## [7.2.1] - 2020-02-14 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + ## [7.2.0] - 2020-02-10 ### Fixed diff --git a/com.unity.shadergraph/package.json b/com.unity.shadergraph/package.json index fc4576cf718..b2436e28182 100644 --- a/com.unity.shadergraph/package.json +++ b/com.unity.shadergraph/package.json @@ -1,12 +1,12 @@ { "name": "com.unity.shadergraph", "description": "The Shader Graph package adds a visual Shader editing tool to Unity. You can use this tool to create Shaders in a visual way instead of writing code. Specific render pipelines can implement specific graph features. Currently, both the High Definition Rendering Pipeline and the Universal Rendering Pipeline support Shader Graph.", - "version": "7.2.0", + "version": "7.2.1", "unity": "2019.3", "unityRelease": "0f6", "displayName": "Shader Graph", "dependencies": { - "com.unity.render-pipelines.core": "7.2.0" + "com.unity.render-pipelines.core": "7.2.1" }, "samples" :[ { diff --git a/com.unity.visualeffectgraph/CHANGELOG.md b/com.unity.visualeffectgraph/CHANGELOG.md index f2c4673fadc..603edf30990 100644 --- a/com.unity.visualeffectgraph/CHANGELOG.md +++ b/com.unity.visualeffectgraph/CHANGELOG.md @@ -4,6 +4,11 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). +## [7.2.1] - 2020-02-14 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + ## [7.2.0] - 2020-02-10 ### Added - Right click on edge to create a interstitial node. diff --git a/com.unity.visualeffectgraph/package.json b/com.unity.visualeffectgraph/package.json index 50e7bf55af7..9140ed37247 100644 --- a/com.unity.visualeffectgraph/package.json +++ b/com.unity.visualeffectgraph/package.json @@ -1,7 +1,7 @@ { "name":"com.unity.visualeffectgraph", "displayName": "Visual Effect Graph", - "version":"7.2.0", + "version":"7.2.1", "unity": "2019.3", "unityRelease": "0f6", "description":"The Visual Effect Graph is a node based visual effect editor. It allows you to author next generation visual effects that Unity simulates directly on the GPU.", @@ -13,7 +13,7 @@ "particles" ], "dependencies": { - "com.unity.shadergraph": "7.2.0" + "com.unity.shadergraph": "7.2.1" }, "samples" : [ { From 8e1cd8a4bb4cca777aaa7217d356c234f0a5c68a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Fr=C3=A9d=C3=A9ric=20Vauchelles?= Date: Mon, 20 Apr 2020 13:12:35 +0200 Subject: [PATCH 44/44] Fixed invalid namespace Utilities (case 1204677) --- .../Editor/Utilities/EditorMaterialQuality.cs | 2 +- .../Runtime/Utilities/MaterialQuality.cs | 7 +++--- .../RenderPipeline/HDRenderPipelineUI.cs | 2 +- .../Settings/FrameSettingsUI.Drawers.cs | 24 +++++++++---------- .../Runtime/RenderPipeline/Camera/HDCamera.cs | 1 - .../RenderPipeline/HDRenderPipeline.cs | 1 - .../RenderPipeline/HDRenderPipelineAsset.cs | 1 - .../RenderPipeline/Settings/FrameSettings.cs | 1 - 8 files changed, 18 insertions(+), 21 deletions(-) diff --git a/com.unity.render-pipelines.core/Editor/Utilities/EditorMaterialQuality.cs b/com.unity.render-pipelines.core/Editor/Utilities/EditorMaterialQuality.cs index b61838e0793..f07da3c144f 100644 --- a/com.unity.render-pipelines.core/Editor/Utilities/EditorMaterialQuality.cs +++ b/com.unity.render-pipelines.core/Editor/Utilities/EditorMaterialQuality.cs @@ -1,5 +1,5 @@ using UnityEngine.Rendering; -using Utilities; + namespace UnityEditor.Rendering.Utilities { diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/MaterialQuality.cs b/com.unity.render-pipelines.core/Runtime/Utilities/MaterialQuality.cs index 3975343b72c..879ac777aaf 100644 --- a/com.unity.render-pipelines.core/Runtime/Utilities/MaterialQuality.cs +++ b/com.unity.render-pipelines.core/Runtime/Utilities/MaterialQuality.cs @@ -1,13 +1,13 @@ using System; -using UnityEngine; -using UnityEngine.Rendering; +using UnityEngine.Scripting.APIUpdating; -namespace Utilities +namespace UnityEngine.Rendering { /// /// Material quality flags. /// [Flags] + [MovedFrom("Utilities")] public enum MaterialQuality { /// Low Material Quality. @@ -21,6 +21,7 @@ public enum MaterialQuality /// /// Material Quality utility class. /// + [MovedFrom("Utilities")] public static class MaterialQualityUtilities { /// diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs index 6da2fed2e01..db17315b8ed 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs @@ -2,7 +2,7 @@ using UnityEngine.Rendering; using UnityEngine.Rendering.HighDefinition; using System.Text; -using Utilities; + using UnityEngine.Experimental.Rendering; using static UnityEngine.Rendering.HighDefinition.RenderPipelineSettings; diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs index 3a5972baca5..db229dd7a35 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs @@ -2,7 +2,7 @@ using UnityEngine; using UnityEngine.Rendering.HighDefinition; using UnityEditor.Rendering; -using Utilities; + namespace UnityEditor.Rendering.HighDefinition { @@ -19,27 +19,27 @@ enum MaterialQualityMode static class MaterialQualityModeExtensions { - public static MaterialQuality Into(this MaterialQualityMode quality) + public static UnityEngine.Rendering.MaterialQuality Into(this MaterialQualityMode quality) { switch (quality) { - case MaterialQualityMode.High: return MaterialQuality.High; - case MaterialQualityMode.Medium: return MaterialQuality.Medium; - case MaterialQualityMode.Low: return MaterialQuality.Low; - case MaterialQualityMode.FromQualitySettings: return (MaterialQuality)0; + case MaterialQualityMode.High: return UnityEngine.Rendering.MaterialQuality.High; + case MaterialQualityMode.Medium: return UnityEngine.Rendering.MaterialQuality.Medium; + case MaterialQualityMode.Low: return UnityEngine.Rendering.MaterialQuality.Low; + case MaterialQualityMode.FromQualitySettings: return (UnityEngine.Rendering.MaterialQuality)0; default: throw new ArgumentOutOfRangeException(nameof(quality)); } } - public static MaterialQualityMode Into(this MaterialQuality quality) + public static MaterialQualityMode Into(this UnityEngine.Rendering.MaterialQuality quality) { - if (quality == (MaterialQuality) 0) + if (quality == (UnityEngine.Rendering.MaterialQuality) 0) return MaterialQualityMode.FromQualitySettings; switch (quality) { - case MaterialQuality.High: return MaterialQualityMode.High; - case MaterialQuality.Medium: return MaterialQualityMode.Medium; - case MaterialQuality.Low: return MaterialQualityMode.Low; + case UnityEngine.Rendering.MaterialQuality.High: return MaterialQualityMode.High; + case UnityEngine.Rendering.MaterialQuality.Medium: return MaterialQualityMode.Medium; + case UnityEngine.Rendering.MaterialQuality.Low: return MaterialQualityMode.Low; default: throw new ArgumentOutOfRangeException(nameof(quality)); } } @@ -254,7 +254,7 @@ static void Drawer_SectionRenderingSettings(SerializedFrameSettings serialized, area.AmmendInfo(FrameSettingsField.MaterialQualityLevel, overridedDefaultValue: defaultFrameSettings.materialQuality.Into(), - customGetter: () => ((MaterialQuality)serialized.materialQuality.intValue).Into(), + customGetter: () => ((UnityEngine.Rendering.MaterialQuality)serialized.materialQuality.intValue).Into(), customSetter: v => serialized.materialQuality.intValue = (int)((MaterialQualityMode)v).Into() ); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 5fb0e9bc083..cc02423cc3b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1,7 +1,6 @@ using System; using System.Collections.Generic; using System.Linq; -using Utilities; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.RenderGraphModule; 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 e13b1e9310a..51074e7ba1e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -6,7 +6,6 @@ using UnityEngine.Experimental.GlobalIllumination; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.RenderGraphModule; -using Utilities; namespace UnityEngine.Rendering.HighDefinition { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs index d40e6bbfb3d..de83731a0eb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs @@ -1,7 +1,6 @@ using System; using System.Collections.Generic; using UnityEngine.Serialization; -using Utilities; namespace UnityEngine.Rendering.HighDefinition { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs index 1bad98da64e..774bc661c16 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs @@ -3,7 +3,6 @@ using System.Diagnostics; using System.Reflection; using System.Linq; -using Utilities; namespace UnityEngine.Rendering.HighDefinition {