Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
Show all changes
83 commits
Select commit Hold shift + click to select a range
76fd85e
Fix warning in ShaderPassDecal.hlsl
sebastienlagarde Oct 5, 2020
b36a1d1
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 5, 2020
b641a23
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 6, 2020
4797023
Tooltip for microshadows (#2100)
adrien-de-tocqueville Oct 6, 2020
86bf44f
Update Alembic version to stop Alembic complaining
sebastienlagarde Oct 6, 2020
f81c104
Disable quad overdraw on ps4 (#2107)
adrien-de-tocqueville Oct 6, 2020
2642ef5
Enable the DXR Vertex Format test for RG (#2022)
anisunity Oct 6, 2020
3a7dae7
Add option to enable pure specular planar reflection (optimization) (…
sebastienlagarde Oct 7, 2020
0ce8be3
Implementing scalabity settings for planar resolutions (#2059)
anisunity Oct 7, 2020
6fb6d44
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 7, 2020
7630ad4
Remove useless SampleSkyTexture function
sebastienlagarde Oct 7, 2020
dbb1930
Fix errors when resizing the compositor's output and when removing/ad…
pmavridis Oct 7, 2020
d9549ad
Remove BLEND keywords and replace with constant branch (#1884)
FrancescoC-unity Oct 7, 2020
26d008e
Mixed cached shadow maps (Cached static + dynamic rendered every fram…
FrancescoC-unity Oct 7, 2020
ac18c33
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 7, 2020
98be585
update meta file with wrong information
sebastienlagarde Oct 7, 2020
15a8de4
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 8, 2020
c9030f5
[HDRP][Compositor] Fix issues with bloom, alpha and HDR layers in the…
pmavridis Oct 8, 2020
441a999
Fix compile issue on vulkan when a min16float4 is generated and shoul…
FrancescoC-unity Oct 8, 2020
f40ae02
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 8, 2020
f8e87ea
Disable shader debug symbols (#2124)
alelievr Oct 8, 2020
685a33d
Fix wrong error thrown on DXR wizard fixup (#2127)
FrancescoC-unity Oct 8, 2020
76669a8
Improve Light Unit Slider UX (#2122)
johnpars Oct 8, 2020
78c7992
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 8, 2020
c54c91d
Fix full screen debug with double sided materials (#2143)
adrien-de-tocqueville Oct 9, 2020
0356790
Fix screen corruption on Xbox when in rendergraph mode (#2141)
FrancescoC-unity Oct 9, 2020
7632775
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 9, 2020
a45c069
Disabloe 9800 on vulkan as the result is wrong on Yamato.
sebastienlagarde Oct 9, 2020
3b0274b
Replace the constellation icon with this new one from the icon artist…
johnpars Oct 9, 2020
f20058c
Remove clear resources at release from rendergraph debug menu (#2156)
FrancescoC-unity Oct 9, 2020
ae8e40e
Fix for CAS setting transient resources as readwrite (#2158)
FrancescoC-unity Oct 9, 2020
45544b1
[HDRP][Compositor] Documentation and bug fixes (#2151)
pmavridis Oct 9, 2020
d0f4890
Fix SSGI when enabled in rendergraph (#2142)
FrancescoC-unity Oct 9, 2020
948f115
Custom pass scene visibility (#2136)
alelievr Oct 9, 2020
3c43ef2
Fix compile issue with RT Shadow denoising when using rendergraph (#2…
FrancescoC-unity Oct 9, 2020
86cbaff
Fix override of several properties not working correctly in the debug…
FrancescoC-unity Oct 9, 2020
b0f6925
Fix custom pass visibility - Custom pass scene visibility (#2136)
sebastienlagarde Oct 10, 2020
bfabcd2
Fix issue with SC_PrimitiveID not handlded correctly for overdraw (fa…
sebastienlagarde Oct 10, 2020
d9f4d81
disable 4060 vulkan test on Vulkan due to instability on Yamato
sebastienlagarde Oct 11, 2020
8bad8a7
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 11, 2020
968af9e
Disable XR test for vertex and overdraw test as it fail on DX12
sebastienlagarde Oct 11, 2020
a9b01db
Fix rendergraph failing after several minutes (due to hash returning …
FrancescoC-unity Oct 12, 2020
563a35e
Fixed an issue causing non-dev builds to display black (#2173)
JulienIgnace-Unity Oct 12, 2020
1b5bc83
Fix Lit SG surface options display to consider material modes (fogbug…
slunity Oct 12, 2020
057b50c
Fix volumetric fog nan (#2174)
alelievr Oct 12, 2020
0eea88d
Color Picker Debug Mode makes the whole screen go gray (#2179)
skhiat Oct 12, 2020
9859a4f
Added Render Graph what's new. (#2181)
JulienIgnace-Unity Oct 12, 2020
80850b2
Fix tiny flickering at the very edge of screen when TAA is on (#2163)
FrancescoC-unity Oct 12, 2020
4f0f3d2
Various fixes found while investigating (case 1278465). (#1941)
anisunity Oct 12, 2020
9396135
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 12, 2020
767b5e3
Removed useless comment
sebastienlagarde Oct 13, 2020
8fc0c17
Fix unlit SG not showing after postprocess (#2192)
alelievr Oct 13, 2020
26d8a49
Fix render queue migration to 10.x (#2198)
alelievr Oct 13, 2020
2fa1bff
Fix fullscreen debug pass with XR DX12 (#2199)
adrien-de-tocqueville Oct 13, 2020
a715c30
Fix repaint & fix in editor (#2201)
adrien-de-tocqueville Oct 13, 2020
397ebcd
Migrate DecalNormalPatch fix to RenderGraph version to avoid CI error…
jessebarker Oct 13, 2020
8f26af2
Added a toggle to enable/disable Render Graph in the HDRP default set…
JulienIgnace-Unity Oct 13, 2020
c34e219
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 13, 2020
4199c61
Added check on HDRP presence before displaying its default settings. …
eturquin Oct 13, 2020
c5aabc8
Fix issue with one Material in 1900_AlphaTest_SG_b
sebastienlagarde Oct 13, 2020
d67a322
Deactivate other forms of FSAA when path tracing is on. (#2206)
eturquin Oct 13, 2020
a10c18f
attempt to fix PS4 compilation
sebastienlagarde Oct 13, 2020
c6e34fe
another attempt for PS4
sebastienlagarde Oct 14, 2020
b3c3339
Revert "Fix render queue migration to 10.x (#2198)"
sebastienlagarde Oct 14, 2020
11e3a93
Adding missing marker for ray tracing profiling (RaytracingDeferredLi…
anisunity Oct 14, 2020
e22e6b1
Fix null reference in the Undo callback of the graphics compositor (…
pmavridis Oct 14, 2020
86510e5
Update manifest version in template
sebastienlagarde Oct 14, 2020
4957c95
Removed stray log. (#2216)
JulienIgnace-Unity Oct 14, 2020
092d1f8
Fix cullmode for SceneSelectionPass (#2217)
adrien-de-tocqueville Oct 14, 2020
edb20d2
Fix for non-static objects not being present at times in OnEnable pro…
FrancescoC-unity Oct 14, 2020
a97a485
Added the support of eye shader for ray tracing. (#2219)
anisunity Oct 14, 2020
39dddaa
Fix issue found in 10.1 version (#2221)
sebastienlagarde Oct 14, 2020
d18c810
Revert "Fix for non-static objects not being present at times in OnEn…
sebastienlagarde Oct 14, 2020
922ca46
Fix shadows culling with XR (#2223)
fabien-unity Oct 14, 2020
90e2798
Add test for DXR alembic support (#2054)
nerites Oct 14, 2020
0dd86b5
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 15, 2020
cec0431
Fix for non-static objects not being present at times in OnEnable pro…
sebastienlagarde Oct 15, 2020
106d63a
fix #if defined(UNITY_REVERSED_Z) usage => #if UNITY_REVERSED_Z
sebastienlagarde Oct 15, 2020
aa21bbd
remove XRSystemTests (#2241)
fabien-unity Oct 15, 2020
183d622
Revert "Fix shadows culling with XR (#2223)"
JulienIgnace-Unity Oct 15, 2020
0d164f2
Update cinemachine 2.6.1 (#2246)
sebastienlagarde Oct 15, 2020
cad5a09
Merge branch 'master' into HDRP/staging
sebastienlagarde Oct 15, 2020
57498c9
HDRP public API doc (#2237)
JulienIgnace-Unity Oct 16, 2020
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -4,40 +4,71 @@

namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// Options for the mode HDRP uses to evaluate probe volumes.
/// </summary>
///<seealso cref="ShaderOptions"/>
[GenerateHLSL(PackingRules.Exact)]
public enum ProbeVolumesEvaluationModes
{
/// <summary>Disables probe volumes.</summary>
Disabled = 0,
/// <summary>Evaluates probe volumes in the light loop.</summary>
LightLoop = 1,
/// <summary>Evaluates probe volumes in the material pass.</summary>
MaterialPass = 2,
}

/// <summary>
/// Options for the method HDRP uses to encode probe volumes.
/// </summary>
///<seealso cref="ShaderOptions"/>
[GenerateHLSL(PackingRules.Exact)]
public enum ProbeVolumesEncodingModes
{
/// <summary>Uses L0 spherical harmonics to encode probe volumes.</summary>
SphericalHarmonicsL0 = 0,
/// <summary>Uses L1 spherical harmonics to encode probe volumes.</summary>
SphericalHarmonicsL1 = 1,
/// <summary>Uses L2 spherical harmonics to encode probe volumes.</summary>
SphericalHarmonicsL2 = 2
}

/// <summary>
/// Options for the mode HDRP uses for probe volume bilateral filtering.
/// </summary>
///<seealso cref="ShaderOptions"/>
[GenerateHLSL(PackingRules.Exact)]
public enum ProbeVolumesBilateralFilteringModes
{
/// <summary>Disables bilateral filtering.</summary>
Disabled = 0,
/// <summary>Bilateral filtering using validity.</summary>
Validity = 1,
/// <summary>Bilateral filtering using octahedral depth.</summary>
OctahedralDepth = 2
}

/// <summary>
/// Project-wide shader configuration options.
/// </summary>
/// <remarks>This enum will generate the proper shader defines.</remarks>
///<seealso cref="ShaderConfig"/>
[GenerateHLSL(PackingRules.Exact)]
public enum ShaderOptions
{
ColoredShadow = 1, // Allow to defined if colored shadow are supported in shaders or not
CameraRelativeRendering = 1, // Rendering sets the origin of the world to the position of the primary (scene view) camera
/// <summary>Supports colored shadows in shaders.</summary>
ColoredShadow = 1,
/// <summary>Uses [camera-relative rendering](../manual/Camera-Relative-Rendering.md) to enhance precision.</summary>
CameraRelativeRendering = 1,
/// <summary>Uses pre-exposition to enhance color precision.</summary>
PreExposition = 1,
PrecomputedAtmosphericAttenuation = 0, // Precomputes atmospheric attenuation for the directional light on the CPU, which makes it independent from the fragment's position, which is faster but wrong
/// <summary>Precomputes atmospheric attenuation for the directional light on the CPU. This makes it independent from the fragment's position, which increases performance but reduces accuracy.</summary>
PrecomputedAtmosphericAttenuation = 0,

/// <summary>Maximum number of views for XR.</summary>
#if ENABLE_VR
XrMaxViews = 2, // Used for single-pass rendering (with fast path in vertex shader code when forced to 2)
XrMaxViews = 2,
#else
XrMaxViews = 1,
#endif
Expand All @@ -51,32 +82,68 @@ public enum ShaderOptions
// Edit->Render Pipeline->Generate Shader Includes
// Probe Volumes feature must also be enabled inside of your HDRenderPipelineAsset.
// Also uncomment in the HDRP package all ".../Experimental/Probe Volume" menu

/// <summary>The probe volume evaluation mode.</summary>
/// <seealso cref = "ProbeVolumesEvaluationModes " />
ProbeVolumesEvaluationMode = ProbeVolumesEvaluationModes.Disabled,
/// <summary>Probe volume supports additive blending.</summary>
ProbeVolumesAdditiveBlending = 1,
/// <summary>The probe volume filtering mode.</summary>
/// <seealso cref="ProbeVolumesBilateralFilteringModes"/>
ProbeVolumesBilateralFilteringMode = ProbeVolumesBilateralFilteringModes.Validity,
/// <summary>The probe volume encoding method.</summary>
/// /// <seealso cref="ProbeVolumesEncodingModes"/>
ProbeVolumesEncodingMode = ProbeVolumesEncodingModes.SphericalHarmonicsL1,

/// <summary>Support for area lights.</summary>
AreaLights = 1,

/// <summary>Support for barn doors.</summary>
BarnDoor = 0
};

// Note: #define can't be use in include file in C# so we chose this way to configure both C# and hlsl
// Changing a value in this enum Config here require to regenerate the hlsl include and recompile C# and shaders
/// <summary>
/// Project-wide shader configuration options.
/// <remarks>This class reflects the enum. Use it in C# code to check the current configuration.</remarks>
/// </summary>
public class ShaderConfig
{
public const int k_XRMaxViewsForCBuffer = 2; // REALLY IMPORTANT! This needs to be the maximum possible XrMaxViews for any supported platform!
// this needs to be constant and not vary like XrMaxViews does as it is used to generate the cbuffer declarations
// REALLY IMPORTANT! This needs to be the maximum possible XrMaxViews for any supported platform!
// this needs to be constant and not vary like XrMaxViews does as it is used to generate the cbuffer declarations
/// <summary>Maximum number of XR views for constant buffer allocation.</summary>
public const int k_XRMaxViewsForCBuffer = 2;

/// <summary>Indicates whether to use [camera-relative rendering](../manual/Camera-Relative-Rendering.md) to enhance precision.</summary>
///<seealso cref="ShaderOptions.CameraRelativeRendering"/>
public static int s_CameraRelativeRendering = (int)ShaderOptions.CameraRelativeRendering;
/// <summary>Indicates whether to use pre-exposition to enhance color prevision.</summary>
///<seealso cref="ShaderOptions.PreExposition"/>
public static int s_PreExposition = (int)ShaderOptions.PreExposition;
/// <summary>Specifies the maximum number of views to use for XR rendering.</summary>
///<seealso cref="ShaderOptions.XrMaxViews"/>
public static int s_XrMaxViews = (int)ShaderOptions.XrMaxViews;
/// <summary>Indicates whether to precompute atmosphere attenuation for the directional light on the CPU.</summary>
///<seealso cref="ShaderOptions.PrecomputedAtmosphericAttenuation"/>
public static int s_PrecomputedAtmosphericAttenuation = (int)ShaderOptions.PrecomputedAtmosphericAttenuation;
/// <summary>Specifies the probe volume evaluation mode.</summary>
///<seealso cref="ShaderOptions.ProbeVolumesEvaluationMode"/>
public static ProbeVolumesEvaluationModes s_ProbeVolumesEvaluationMode = (ProbeVolumesEvaluationModes)ShaderOptions.ProbeVolumesEvaluationMode;
/// <summary>Indicates whether probe volumes support additive blending.</summary>
///<seealso cref="ShaderOptions.ProbeVolumesAdditiveBlending"/>
public static int s_ProbeVolumesAdditiveBlending = (int)ShaderOptions.ProbeVolumesAdditiveBlending;
/// <summary>Specifies the probe volume filtering mode.</summary>
///<seealso cref="ShaderOptions.ProbeVolumesBilateralFilteringMode"/>
public static ProbeVolumesBilateralFilteringModes s_ProbeVolumesBilateralFilteringMode = (ProbeVolumesBilateralFilteringModes)ShaderOptions.ProbeVolumesBilateralFilteringMode;
/// <summary>Specifies the probe volume encoding method.</summary>
///<seealso cref="ShaderOptions.ProbeVolumesEncodingMode"/>
public static ProbeVolumesEncodingModes s_ProbeVolumesEncodingMode = (ProbeVolumesEncodingModes)ShaderOptions.ProbeVolumesEncodingMode;
/// <summary>Indicates whether to support area lights.</summary>
///<seealso cref="ShaderOptions.AreaLights"/>
public static int s_AreaLights = (int)ShaderOptions.AreaLights;
/// <summary>Indicates whether to support barn doors.</summary>
///<seealso cref="ShaderOptions.BarnDoor"/>
public static int s_BarnDoor = (int)ShaderOptions.BarnDoor;
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,6 @@ static HDIESImporter()
/// <param name="iesMaximumIntensity">Intensity</param>
/// <param name="light">Light used for the prefab</param>
/// <param name="ies">Texture used for the prefab</param>
/// <returns></returns>
static public void CreateRenderPipelinePrefabLight(AssetImportContext ctx, string iesFileName, bool useIESMaximumIntensity, string iesMaximumIntensityUnit, float iesMaximumIntensity, Light light, Texture ies)
{
HDLightTypeAndShape hdLightTypeAndShape = (light.type == LightType.Point) ? HDLightTypeAndShape.Point : HDLightTypeAndShape.ConeSpot;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@

namespace UnityEditor.Rendering.HighDefinition
{
public class DiffusionProfileDrawer : MaterialPropertyDrawer
class DiffusionProfileDrawer : MaterialPropertyDrawer
{
public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor) => 0;

Expand All @@ -15,4 +15,4 @@ public override void OnGUI (Rect position, MaterialProperty prop, String label,
DiffusionProfileMaterialUI.OnGUI(editor, assetProperty, prop, 0, prop.displayName);
}
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@

namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
{
public enum ShaderGraphVersion
enum ShaderGraphVersion
{
Initial = 0,
FirstTimeMigration = Initial,
Expand Down
Original file line number Diff line number Diff line change
@@ -1,5 +1,8 @@
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// Utility class for HDRP specific components.
/// </summary>
public static class ComponentUtility
{
/// <summary> Check if the provided camera is compatible with High-Definition Render Pipeline </summary>
Expand Down
Original file line number Diff line number Diff line change
@@ -1,14 +1,27 @@
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// Utility class for debug overlay coordinates.
/// </summary>
public class DebugOverlay
{
/// <summary>Current x coordinate.</summary>
public int x { get; private set; }
/// <summary>Current y coordinate.</summary>
public int y { get; private set; }
/// <summary>Current overlay size.</summary>
public int overlaySize { get; private set; }

int m_InitialPositionX;
int m_ScreenWidth;

/// <summary>
/// Start rendering overlay.
/// </summary>
/// <param name="initialX">Initial x position.</param>
/// <param name="initialY">Initial y position.</param>
/// <param name="overlaySize">Size of overlays between 0 and 1.</param>
/// <param name="screenWidth">Width of the screen.</param>
public void StartOverlay(int initialX, int initialY, int overlaySize, int screenWidth)
{
x = initialX;
Expand All @@ -19,6 +32,9 @@ public void StartOverlay(int initialX, int initialY, int overlaySize, int screen
m_ScreenWidth = screenWidth;
}

/// <summary>
/// Increment coordinates to the next overlay.
/// </summary>
public void Next()
{
x += overlaySize;
Expand All @@ -30,6 +46,10 @@ public void Next()
}
}

/// <summary>
/// Setup the viewport for the current overlay.
/// </summary>
/// <param name="cmd">Command buffer used to setup viewport.</param>
public void SetViewport(CommandBuffer cmd)
{
cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize));
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -9,8 +9,8 @@ namespace UnityEngine.Rendering.HighDefinition
[Serializable, VolumeComponentMenu("Lighting/Indirect Lighting Controller")]
public class IndirectLightingController : VolumeComponent
{
[UnityEngine.Serialization.FormerlySerializedAs("indirectDiffuseIntensity")]
/// <summary>Indirect diffuse lighting multiplier, between 0 and 1</summary>
[Serialization.FormerlySerializedAs("indirectDiffuseIntensity")]
public MinFloatParameter indirectDiffuseLightingMultiplier = new MinFloatParameter(1.0f, 0.0f);
/// <summary>Controls which layer will be affected by the indirect diffuse lighting multiplier </summary>
public LightLayerEnumParameter indirectDiffuseLightingLayers = new LightLayerEnumParameter(LightLayerEnum.Everything); // Default to everything to not have migration issue
Expand All @@ -20,8 +20,8 @@ public class IndirectLightingController : VolumeComponent
/// <summary>Controls which layer will be affected by the reflection lighting multiplier </summary>
public LightLayerEnumParameter reflectionLightingLayers = new LightLayerEnumParameter(LightLayerEnum.Everything); // Default to everything to not have migration issue

[UnityEngine.Serialization.FormerlySerializedAs("indirectSpecularIntensity")]
/// <summary>Reflection probe and Planar reflection intensity multiplier, between 0 and 1</summary>
[Serialization.FormerlySerializedAs("indirectSpecularIntensity")]
public MinFloatParameter reflectionProbeIntensityMultiplier = new MinFloatParameter(1.0f, 0.0f);

/// <summary>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -163,20 +163,20 @@ internal GlobalLightingQualitySettings()
public int[] SSRMaxRaySteps = new int[s_QualitySettingCount];

// Screen Space Global Illumination
[System.NonSerialized]
/// <summary>Screen space global illumination step count for the ray marching.</summary>
[NonSerialized]
public int[] SSGIRaySteps = new int[s_QualitySettingCount];
[System.NonSerialized]
/// <summary>Screen space global illumination's world space maximal radius.</summary>
[NonSerialized]
public float[] SSGIRadius = new float[s_QualitySettingCount];
[System.NonSerialized]
/// <summary>Screen space global illumination flag to define if the effect is computed at full resolution.</summary>
[NonSerialized]
public bool[] SSGIFullResolution = new bool[s_QualitySettingCount];
[System.NonSerialized]
/// <summary>Screen space global illumination signal clamping value.</summary>
[NonSerialized]
public float[] SSGIClampValue = new float[s_QualitySettingCount];
[System.NonSerialized]
/// <summary>Screen space global illumination's filter size.</summary>
[NonSerialized]
public int[] SSGIFilterRadius = new int[s_QualitySettingCount];

// Ray Traced Ambient Occlusion
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -242,6 +242,10 @@ void IDataProvider.GetShadowMask(ref RenderTexture output, StageRuntimeInterface
data.additionalCameraData.clearColorMode = oldClearMode;
}

/// <summary>
/// The HDRP implementation for the callback that the look dev raises to process any necessary cleanup.
/// </summary>
/// <param name="SRI">Access element of the LookDev's scene</param>
void IDataProvider.Cleanup(StageRuntimeInterface SRI)
{
LookDevDataForHDRP data = (LookDevDataForHDRP)SRI.SRPData;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -435,7 +435,9 @@ internal bool AddDiffusionProfile(DiffusionProfileSettings profile)
}
#endif

// Implement IVirtualTexturingEnabledRenderPipeline
/// <summary>
/// Indicates if virtual texturing is currently enabled for this render pipeline instance.
/// </summary>
public bool virtualTexturingEnabled { get { return true; } }
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -157,6 +157,9 @@ public struct LightSettings
}


/// <summary>
/// Represents resolution settings for planar reflections.
/// </summary>
[Serializable]
public class PlanarReflectionAtlasResolutionScalableSetting : ScalableSetting<PlanarReflectionAtlasResolution>
{
Expand Down
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
namespace UnityEngine.Rendering.HighDefinition
{
[GenerateHLSL]
public enum PbrSkyConfig
enum PbrSkyConfig
{
// Tiny
GroundIrradianceTableSize = 256, // <N, L>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -333,12 +333,12 @@ public static void Render(
Render(cameraSettings, cameraPositionSettings, target, staticFlags);
}

[Obsolete("Use CreateReflectionProbeRenderTarget with explicit format instead", true)]
/// <summary>
/// Create the texture used as target for a realtime reflection probe.
/// </summary>
/// <param name="cubemapSize">The cubemap size.</param>
/// <returns>The texture to use as reflection probe target.</returns>
[Obsolete("Use CreateReflectionProbeRenderTarget with explicit format instead", true)]
public static RenderTexture CreateReflectionProbeRenderTarget(int cubemapSize)
{
return new RenderTexture(cubemapSize, cubemapSize, 1, GraphicsFormat.R16G16B16A16_SFloat)
Expand Down Expand Up @@ -388,7 +388,6 @@ public static RenderTexture CreatePlanarProbeRenderTarget(int planarSize, Graphi
/// Create the depth texture used as target for a realtime planar reflection probe.
/// </summary>
/// <param name="planarSize">The size of the texture</param>
/// <param name="format">The planar probe format. It must match the format set in the asset.</param>
/// <returns>The texture used as planar reflection probe target</returns>
public static RenderTexture CreatePlanarProbeDepthRenderTarget(int planarSize)
{
Expand Down