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@remi-chapelain remi-chapelain commented Oct 21, 2020

Purpose of this PR

Add automation coverage for the recent support of eye shader in DXR
Since we discovered a bunch of issue with this new test (Primarily SSS was not managed properly with Ray Tracing effects in quality), this PR also addresses them and now the test looks correct in Ray traced Reflections and Recursive Rendering

image


Testing status

Verified that nothing broke in other test and that the eye shader reflections looks correct in the new scene

- Changed the cornea refraction function to take a view dir in object space.
Updating SSS RT material screenshots.
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Ok On this PR i fixed the Eye shader now it looks how it should on RTR and RR.

902_Materials_SG_Variants_Eye

Adding seb to the review

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Given that SSS was not properly managed for ray tracing effects in quality, i had to update other screenshots

@anisunity anisunity force-pushed the HDRP/add-dxr-eye-variant-test-scene branch from 69e4efe to 04833b0 Compare October 26, 2020 20:58
@sebastienlagarde sebastienlagarde marked this pull request as ready for review October 26, 2020 21:05
@github-actions github-actions bot added the SRP label Oct 26, 2020
@remi-chapelain
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Now that @anisunity solved the issue everything looks correct in RTR and RR ✔️
So approving my own PR 🙃

@sebastienlagarde sebastienlagarde merged commit d5d7021 into master Oct 27, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/add-dxr-eye-variant-test-scene branch October 27, 2020 22:23
sebastienlagarde pushed a commit that referenced this pull request Oct 27, 2020
* - Fixed the object space matrices in shader graph for ray tracing.
- Changed the cornea refraction function to take a view dir in object space.

* Adding better coverage for the eye shader graph
Updating SSS RT material screenshots.

* Updating the eye SG and material for the regular test
Adjusting the DXR test scene

Co-authored-by: Anis Benyoub <anis@unity3d.com>
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3 participants