Cloud System and Cloud Layer#2711
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…ud-layer # Conflicts: # com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md # com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md
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Thanks Adrien for the great description ! Shouldn't the new "nested parameters" have their own dedicated PR ? Also, what do you think that QA should look at for reviewing ? |
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Hello, great improvements, the lighting is promising for a non volumetric solution :)
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Probably, moved it to this PR: #2745
Maybe some testing on the static lighting sky or baked lighting, I am not 100% sure I tested that correclty. |
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Review status: Done
Last updated: 2020/12/14
WHATS TESTED
- Windows and mac
- Usability and default values
- Typical use cases
- Checked that clouds are included in the bake
- Influence on new project (HDRP defaults)
- Tooltips
- Automation - Adrien added graphic tests
1) FIXED As Alix mentioned, Cloud map should be already assigned as the default value, because:
- Without it, when you add the override it does nothing.
- Without it, if you search for cloud in the texture search, you will not find anything because it doesnt search in packages folder. So already need a lot of knowledge jus to try out the feature.
I would consider this an UX bug.
2) FIXED Cloud Map has a default value but it doesnt work until the property is enabled.
3) FIXED Maybe worth specifying that the exposure is using Directional light. Not entirely clear what is it relative to
4) FIXED Could we make the tooltip a little more beginner-friendly, also does it simulate directional light absorption or more complex?
5) FIXED Changing settings produce blinking when shadows are on.
6) FIXED When shadow is enabled. The tiling setting becomes unhidden on Directional light, this is a bit hard to find. We currently have an info box for it. But maybe its possible to also dislplay these values on the Volume override too? Even if grayed out
7) FIXED There is a very noticeable seam when shadows are enabled. Is there something we can improve?
8) FIXED With the default multiplier shadows do not match what you would expect to see from a cloudy sky. Making it unintuitive to use, we should tweak the default value or mutliplier code if we can.
9) FIXED We might want to remove the Cloud Layer component from the HDRP default settings since it no longer serves its purpose
I agree but it's not possible to have it as a default value. I can propose a workaround:
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com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
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Reworded a bit, removed a dead link, and redirected a couple of links because git isn't picking up file name changes that only change the case of some characters
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Updated the review above |
com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl
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* CloudSystem * Nested volume components * CloudLayer * Test and doc * Refactor * Revert some modifications * Bake resolution * Nested volume components * feedback * Use directional cookie * update doc * Add Init callback to volume overrides * whats new 11 * Test screenshots and bug fixes * Reviewed the cloud layer documentation * Update Override-Visual-Environment.md * Doc and tooltips * Final pass for docs Reworded a bit, removed a dead link, and redirected a couple of links because git isn't picking up file name changes that only change the case of some characters * Fix texture size * fix atan2 compute * Remove from default settings, fix shadow orientation and boost opacity * Updated screenshots * whats new Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md # com.unity.render-pipelines.high-definition/Documentation~/whats-new-11.md










Purpose of this PR
This PR introduces a cloud API to HDRP that can be used to render clouds between the sky and the fog.
The clouds are baked in the sky reflection probe and are included in the static lighting skies
It uses the volume system in a similar way to the Sky System and is acessible through the Visual Environnement override

The PR also includes a type of clouds called CloudLayer which renders a cloud texture on top of the sky with options for a simple lighting simulation and for shadow casting by the sun light.
Default cloud map example (with lighting option on the right)

Shadow casting on the template

Testing status
Comments to reviewers