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6864f2c
Fix warning in HDAdditionalLightData OnValidate #885
pmavridis Jun 16, 2020
3bb5b4b
Fix XR multipass #1133
fabien-unity Jul 4, 2020
5d997d8
Update Override-Micro-Shadows.md (#1236)
JordanL8 Jul 10, 2020
8b9428a
Added disclaimer to volumes (#1247)
JordanL8 Jul 10, 2020
b1f8001
Added missing volumes API toc entry (#1259)
JordanL8 Jul 16, 2020
20fd370
Fix XR Display providers not getting zNear and zFar updated on them. …
robinb-u3d Jul 16, 2020
2fdc3ab
Remove MSAA debug mode when renderpipeline asset has no MSAA #1289
adrien-de-tocqueville Jul 16, 2020
b944fae
Added menu items doc
JordanL8 Jul 20, 2020
269dfb6
Moved requirements in toc to make it consistent with URP/VFX #1352
JordanL8 Jul 23, 2020
8438e77
Fix compilation issue when XR is not available #1391
FrancescoC-unity Jul 23, 2020
4eac859
Fix an issue with dynamic resolution handler in case no OnResolutionC…
FrancescoC-unity Jul 24, 2020
a8a5b91
Change a multi compile to multi compile local to reduce number of key…
sebastienlagarde Jul 29, 2020
326c2af
Docs quality fixes #1445
JordanL8 Jul 29, 2020
67ca10d
Added enable Volume snippet
JordanL8 Jul 31, 2020
d57c524
Update Volume-Override-Enable-Override.md
JordanL8 Jul 31, 2020
c0a8874
Update HDCamera.cs
sebastienlagarde Jul 31, 2020
6f09a39
Fix layer-related error caused by disabling emissive area light mesh …
FrancescoC-unity Aug 6, 2020
6d2abfd
Make sure sun icon is not clipped in lookdev window #1515
FrancescoC-unity Aug 5, 2020
8802cec
Fix for LookDev displaying probes as pink spheres #1521
FrancescoC-unity Sep 15, 2020
5410f39
Fix issue with disc area light editor not updating #1526
FrancescoC-unity Aug 6, 2020
5e1289b
Fixed an issue where only one of the two lookdev views would update w…
JulienIgnace-Unity Aug 25, 2020
9c56ac6
Hdrp/update decal atlas when texture changes #1532
FrancescoC-unity Sep 2, 2020
9720c2f
Fix Screen position out of view frustum issues when planar reflection…
FrancescoC-unity Sep 2, 2020
dbac1f1
Make sure diffusion profile is correct upon its editor reset #1538
FrancescoC-unity Sep 8, 2020
867114d
Added propagating nans doc (#1562)
JordanL8 Aug 25, 2020
b2714f1
GFXGI-237: Force update for static skies when camera type is set to S…
i9neus Aug 25, 2020
1a96cc8
Hdrp/docs/shader additions #1580
JordanL8 Aug 24, 2020
80805ba
Added information about HDRP not upgrading particle shaders (#1601)
JordanL8 Aug 24, 2020
bd94199
Changed cog to gear to adhere to style guide rules #1611
JordanL8 Aug 24, 2020
75ccc89
Added build settings setup (#1631)
JordanL8 Aug 24, 2020
1e23e24
Fixing the remapping of Min/Max parametrizations values to Amplitude …
jpg-unity Aug 25, 2020
75c3eed
Updating UI to match documentation of LayeredLit
jpg-unity Aug 26, 2020
28a17d8
Hdrp/fix/terrain layer parametrization #1678
sebastienlagarde Nov 16, 2020
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10 changes: 5 additions & 5 deletions com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss
Original file line number Diff line number Diff line change
Expand Up @@ -63,13 +63,13 @@

.showEnvironmentPanel > #environmentContainer
{
width: 249px;
width: 255px;
visibility: visible;
}

.showDebugPanel > #debugContainer
{
width: 250px; /*219px;*/
width: 256px; /*219px;*/
visibility: visible;
}

Expand Down Expand Up @@ -322,9 +322,9 @@ MultipleSourcePopupField > MultipleDifferentValue:hover

#tabsRadio
{
width: 250px;
min-width: 250px;
max-width: 250px;
width: 256px;
min-width: 256px;
max-width: 256px;
flex: 1;
flex-direction: row;
-unity-text-align: middle-center;
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20 changes: 16 additions & 4 deletions com.unity.render-pipelines.core/Editor/LookDev/Stage.cs
Original file line number Diff line number Diff line change
Expand Up @@ -217,16 +217,28 @@ void SetGameObjectVisible(bool visible)
if (go == null || go.Equals(null))
continue;
foreach (UnityEngine.Renderer renderer in go.GetComponentsInChildren<UnityEngine.Renderer>())
renderer.enabled = visible;
{
if((renderer.hideFlags & HideFlags.HideInInspector) == 0 && ((renderer.hideFlags & HideFlags.HideAndDontSave) == 0))
renderer.enabled = visible;
}
foreach (Light light in go.GetComponentsInChildren<Light>())
light.enabled = visible;
{
if ((light.hideFlags & HideFlags.HideInInspector) == 0 && ((light.hideFlags & HideFlags.HideAndDontSave) == 0))
light.enabled = visible;
}
}

// in case we add camera frontal light and such
foreach (UnityEngine.Renderer renderer in m_Camera.GetComponentsInChildren<UnityEngine.Renderer>())
renderer.enabled = visible;
{
if ((renderer.hideFlags & HideFlags.HideInInspector) == 0 && ((renderer.hideFlags & HideFlags.HideAndDontSave) == 0))
renderer.enabled = visible;
}
foreach (Light light in m_Camera.GetComponentsInChildren<Light>())
light.enabled = visible;
{
if ((light.hideFlags & HideFlags.HideInInspector) == 0 && ((light.hideFlags & HideFlags.HideAndDontSave) == 0))
light.enabled = visible;
}
}

public void OnBeginRendering(IDataProvider dataProvider)
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -159,7 +159,8 @@ public void Update(GlobalDynamicResolutionSettings settings, Action OnResolution
ScalableBufferManager.ResizeBuffers(m_CurrentFraction, m_CurrentFraction);
}

OnResolutionChange();
if(OnResolutionChange != null)
OnResolutionChange();
}
else
{
Expand All @@ -169,7 +170,8 @@ public void Update(GlobalDynamicResolutionSettings settings, Action OnResolution
if(ScalableBufferManager.widthScaleFactor != m_PrevHWScaleWidth ||
ScalableBufferManager.heightScaleFactor != m_PrevHWScaleHeight)
{
OnResolutionChange();
if (OnResolutionChange != null)
OnResolutionChange();
}
}
}
Expand Down
18 changes: 18 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,24 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed a null ref exception when baking reflection probes.
- Fixed TAA issue and hardware dynamic resolution.
- Fixed an issue where look dev lighting would go black when a new scene is loaded.
- Fixed warning in HDAdditionalLightData OnValidate (cases 1250864, 1244578)
- Fixed sky asserts with XR multipass
- Fixed XR Display providers not getting zNear and zFar plane distances passed to them when in HDRP.
- Fixed issue that failed compilation when XR is disabled.
- Fixed issue with dynamic resolution handler when no OnResolutionChange callback is specified.
- Fixed error about layers when disabling emissive mesh for area lights.
- Fixed issue with sun icon being clipped in the look dev window.
- Fixed lookdev toggling renderers that are set to non editable or are hidden in the inspector.
- Fixed issue causing the editor field not updating the disc area light radius.
- Fixed an issue where only one of the two lookdev views would update when changing the default lookdev volume profile.
- Fixed issue that caused the decal atlas to not be updated upon changing of the decal textures content.
- Fixed "Screen position out of view frustum" error when camera is at exactly the planar reflection probe location.
- Fixed issue with diffusion profile not being updated upon reset of the editor.
- Fixed Amplitude -> Min/Max parametrization conversion

### Changed
- Remove MSAA debug mode when renderpipeline asset has no MSAA
- Reduced the number of global keyword used in deferredTile.shader

## [8.2.0] - 2020-07-08

Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,50 @@
# Autodesk Interactive masked shader

The Autodesk Interactive masked shader replicates the Interactive PBS with the masked preset available in Autodesk® 3DsMax and Autodesk® Maya for the High Definition Render Pipeline (HDRP). It acts like a [cutout shader](https://docs.unity3d.com/Manual/shader-TransparentCutoutFamily.html). When Unity imports an FBX exported from one of these softwares, if the FBX includes materials with Interactive PBS shaders, Unity imports these materials as Autodesk Interactive materials. The material properties and textures inputs are identical between these two materials. The materials themselves also look and respond to light similarly. Note that there are slight differences between what you see in Autodesk® Maya or Autodesk® 3DsMax and what you see in Unity.

Autodesk® Maya or Autodesk® 3DsMax also include two variants of this shader, which are also available in HDRP:

- [Autodesk Interactive](Autodesk-Interactive-Shader.md)
- [Autodesk Interactive Transparent](Autodesk-Interactive-Shader-Transparent.md)

Note that this shader is implemented as a [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html).

## Creating an Autodesk Interactive masked material

When Unity imports an FBX with a compatible Autodesk shader, it automatically creates an Autodesk Interactive material. If you want to manually create an Autodesk Interactive material:

1. Create a new material (menu: **Assets > Create > Material**).
2. In the Inspector for the Material, click the **Shader** drop-down then click **HDRP > Autodesk Interactive > AutodeskInteractiveMasked**.

### Properties

<table>
<tr>
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-opacity-map(mask).md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/mask-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/mask-threshold.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties-uxml/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties-uxml/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/emission.md)]
[!include[](snippets/shader-properties-uxml/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/motion-vector-for-vertex-animation.md)]
</table>
Original file line number Diff line number Diff line change
@@ -0,0 +1,49 @@
# Autodesk Interactive transparent shader

The Autodesk Interactive transparent shader replicates the Interactive PBS with the transparent preset available in Autodesk® 3DsMax and Autodesk® Maya for the High Definition Render Pipeline (HDRP). When Unity imports an FBX exported from one of these softwares, if the FBX includes materials with Interactive PBS shaders, Unity imports these materials as Autodesk Interactive materials. The material properties and textures inputs are identical between these two materials. The materials themselves also look and respond to light similarly. Note that there are slight differences between what you see in Autodesk® Maya or Autodesk® 3DsMax and what you see in Unity.

Autodesk® Maya or Autodesk® 3DsMax also include two variants of this shader, which are also available in HDRP:

- [Autodesk Interactive](Autodesk-Interactive-Shader.md)
- [Autodesk Interactive Masked](Autodesk-Interactive-Shader-Masked.md)

Note that this shader is implemented as a [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html).

## Creating an Autodesk Interactive transparent material

When Unity imports an FBX with a compatible Autodesk shader, it automatically creates an Autodesk Interactive material. If you want to manually create an Autodesk Interactive material:

1. Create a new material (menu: **Assets > Create > Material**).
2. In the Inspector for the Material, click the **Shader** drop-down then click **HDRP > Autodesk Interactive > AutodeskInteractiveTransparent**.

### Properties

<table>
<tr>
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-opacity-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/opacity.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties-uxml/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties-uxml/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/emission.md)]
[!include[](snippets/shader-properties-uxml/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/motion-vector-for-vertex-animation.md)]
</table>
Original file line number Diff line number Diff line change
@@ -0,0 +1,49 @@
# Autodesk Interactive shader

The Autodesk Interactive shader replicates the Interactive PBS available in Autodesk® 3DsMax and Autodesk® Maya for the High Definition Render Pipeline (HDRP). When Unity imports an FBX exported from one of these softwares, if the FBX includes materials with Interactive PBS shaders, Unity imports these materials as Autodesk Interactive materials. The material properties and textures inputs are identical between these two materials. The materials themselves also look and respond to light similarly. Note that there are slight differences between what you see in Autodesk® Maya or Autodesk® 3DsMax and what you see in Unity.

Autodesk® Maya or Autodesk® 3DsMax also include two variants of this shader, which are also available in HDRP:

- [Autodesk Interactive Masked](Autodesk-Interactive-Shader-Masked.md)
- [Autodesk Interactive Transparent](Autodesk-Interactive-Shader-Transparent.md)

Note that this shader is implemented as a [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html).

## Creating an Autodesk Interactive material

When Unity imports an FBX with a compatible Autodesk shader, it automatically creates an Autodesk Interactive material. If you want to manually create an Autodesk Interactive material:

1. Create a new material (menu: **Assets > Create > Material**).
2. In the Inspector for the Material, click the **Shader** drop-down then click **HDRP > Autodesk Interactive > AutodeskInteractive**.

### Properties

<table>
<tr>
<th>Property</th>
<th>Description</th>
</tr>
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/base-color.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/color-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/normal-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/metallic-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/roughness-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/emissive-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/use-ao-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/ao-map.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-offset.md)]
[!include[](snippets/shader-properties-uxml/autodesk-interactive/uv-scale.md)]
[!include[](snippets/shader-properties-uxml/general/enable-gpu-instancing.md)]
[!include[](snippets/shader-properties-uxml/general/double-sided-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/emission.md)]
[!include[](snippets/shader-properties-uxml/general/emission-global-illumination.md)]
[!include[](snippets/shader-properties-uxml/general/motion-vector-for-vertex-animation.md)]
</table>
Original file line number Diff line number Diff line change
Expand Up @@ -113,5 +113,5 @@ Note: The AxF Importer imports every Texture as half float, linear, sRGB gamut (

| **Property** | **Description** |
| ---------------------------- | ------------------------------------------------------------ |
| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you can not[ static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. |
| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. |
| **Add Precomputed Velocity** | Enable the checkbox to use precomputed velocity information stored in an Alembic file. |
Original file line number Diff line number Diff line change
Expand Up @@ -36,8 +36,8 @@ To create a Material that uses a Shader Graph (for example, a StackLit Graph), f
To edit properties for Materials that use Shader Graphs, the Inspector window only allows access to a limited number of properties. To edit all Material properties, you must directly edit the Shader Graph's Master Node.

1. Double-click on the Shader Graph Asset to open it. The window displays the Master Node and a list of the available inputs. See these in the **Surface Inputs** section of the screenshot below.
2. To expose the rest of the properties, click on the cog in the top right of the Master Node. See these other properties in the **Surface Options** section of the screenshot below.
3. Edit the values for the cog's properties in the same way as you would do in the Inspector window. The list of inputs on the Master Node, and the available properties in the cog's list, changes depending on what options you select.
2. To expose the rest of the properties, click on the gear in the top right of the Master Node. See these other properties in the **Surface Options** section of the screenshot below.
3. Edit the values for the gear's properties in the same way as you would do in the Inspector window. The list of inputs on the Master Node, and the available properties in the gear's list, changes depending on what options you select.

![](Images/CreatingAndEditingHDRPShaderGraphs1.png)

Expand Down
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