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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -197,6 +197,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- added SV_PrimitiveID in the VaryingMesh structure for fulldebugscreenpass as well as primitiveID in FragInputs
- Changed which local frame is used for multi-bounce RTReflections.
- Move System Generated Values semantics out of VaryingsMesh structure.
- Other forms of FSAA are silently deactivated, when path tracing is on.

## [10.0.0] - 2019-06-10

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Original file line number Diff line number Diff line change
Expand Up @@ -92,6 +92,7 @@ private enum SMAAStage
ShadowsMidtonesHighlights m_ShadowsMidtonesHighlights;
ColorCurves m_Curves;
FilmGrain m_FilmGrain;
PathTracing m_PathTracing;

// Prefetched frame settings (updated on every frame)
bool m_ExposureControlFS;
Expand Down Expand Up @@ -367,6 +368,7 @@ public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdIn
m_ShadowsMidtonesHighlights = stack.GetComponent<ShadowsMidtonesHighlights>();
m_Curves = stack.GetComponent<ColorCurves>();
m_FilmGrain = stack.GetComponent<FilmGrain>();
m_PathTracing = stack.GetComponent<PathTracing>();

// Prefetch frame settings - these aren't free to pull so we want to do it only once
// per frame
Expand All @@ -386,6 +388,9 @@ public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdIn
m_DitheringFS = frameSettings.IsEnabled(FrameSettingsField.Dithering);
m_AntialiasingFS = frameSettings.IsEnabled(FrameSettingsField.Antialiasing);

// Override full screen anti-aliasing when doing path tracing (which is naturally anti-aliased already)
m_AntialiasingFS &= !m_PathTracing.enable.value;

m_DebugExposureCompensation = m_HDInstance.m_CurrentDebugDisplaySettings.data.lightingDebugSettings.debugExposure;

CheckRenderTexturesValidity();
Expand Down Expand Up @@ -584,7 +589,7 @@ void PoolSource(ref RTHandle src, RTHandle dst)

// If Path tracing is enabled, then DoF is computed in the path tracer by sampling the lens aperure (when using the physical camera mode)
bool isDoFPathTraced = (camera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) &&
camera.volumeStack.GetComponent<PathTracing>().enable.value &&
m_PathTracing.enable.value &&
camera.camera.cameraType != CameraType.Preview &&
m_DepthOfField.focusMode == DepthOfFieldMode.UsePhysicalCamera);

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