From a52f5909748575d3171120b9e544c1fbfa50a931 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Mon, 21 Dec 2020 18:38:09 +0100 Subject: [PATCH 01/10] Fix random warnings (#2972) --- .../Lighting/VolumetricLighting/DebugDensityVolumeAtlas.shader | 2 +- .../Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute | 2 +- .../Raytracing/Shaders/RaytracingReflectionFilter.compute | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DebugDensityVolumeAtlas.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DebugDensityVolumeAtlas.shader index dabf776c89d..31bbb3a2f2c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DebugDensityVolumeAtlas.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DebugDensityVolumeAtlas.shader @@ -41,7 +41,7 @@ Shader "Hidden/HDRP/DebugDensityVolumeAtlas" float3 GetUVs(float2 texcoords) { - return float3(texcoords * float2(1, _TextureSize.x / _TextureSize.y) * _TextureSize, _Slice) + _Offset; + return float3(texcoords * float2(1, _TextureSize.x / _TextureSize.y) * _TextureSize.xy, _Slice) + _Offset; } float4 Color(Varyings input) : SV_Target diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute index 68023c0a978..c5ef42ebb60 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute @@ -196,7 +196,7 @@ void INDIRECT_DIFFUSE_INTEGRATION_UPSCALE(uint3 dispatchThreadId : SV_DispatchTh // Compute the position of the actual source pixel #ifdef HALF_RESOLUTION - uint2 actualSourceCoord = ComputeSourceCoordinates(sampleCoord / 2, _RaytracingFrameIndex); + uint2 actualSourceCoord = ComputeSourceCoordinates(sampleCoord * 0.5, _RaytracingFrameIndex); #else uint2 actualSourceCoord = sampleCoord; #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingReflectionFilter.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingReflectionFilter.compute index 40968601ced..064b143fae9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingReflectionFilter.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingReflectionFilter.compute @@ -109,7 +109,7 @@ void ReflectionAdjustWeight(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 } // Fetch the lighting and compute the weight - float3 lighting = LOAD_TEXTURE2D_X(_SsrLightingTextureRW, targetCoord); + float3 lighting = LOAD_TEXTURE2D_X(_SsrLightingTextureRW, targetCoord).rgb; float weight = ComputeWeightValue(perceptualSmoothness); // Output the result to the half resolution part of the texture From a167ca2c1fcf9d7381271fd3466c5d9a4dba4bf2 Mon Sep 17 00:00:00 2001 From: Alex Kerfoot Date: Mon, 21 Dec 2020 09:39:54 -0800 Subject: [PATCH 02/10] Fix FreeCamera speed boost controls (#2967) Two issues: 1. Holding Shift key during mouse-look with right mouse button would only boost speed for a single frame because it was checking GetKeyDown. Fixed by checking GetKey. 2. The Shift key only gives a speed boost when mouse-looking with RMB, but the Fire input (LMB by default) should always work. However, there was an issue where Fire would not boost the camera if the RMB was held down. This change fixes that so Fire will always boost and Shift will still only boost during mouse-look. --- com.unity.render-pipelines.core/CHANGELOG.md | 1 + .../Runtime/Camera/FreeCamera.cs | 8 +++----- 2 files changed, 4 insertions(+), 5 deletions(-) diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 9726a04c3f9..1de5845d234 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -11,6 +11,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Fixed - Fixed ACES tonemaping for Nintendo Switch by forcing some shader color conversion functions to full float precision. +- Fixed a bug in FreeCamera which would only provide a speed boost for the first frame when pressing the Shfit key. ## [10.2.0] - 2020-10-19 diff --git a/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs b/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs index 293aa382062..59dd13d2e3c 100644 --- a/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs +++ b/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs @@ -151,7 +151,7 @@ void UpdateInputs() inputRotateAxisX += (Input.GetAxis(kRightStickX) * m_LookSpeedController * Time.deltaTime); inputRotateAxisY += (Input.GetAxis(kRightStickY) * m_LookSpeedController * Time.deltaTime); - leftShift = Input.GetKeyDown(KeyCode.LeftShift); + leftShift = Input.GetKey(KeyCode.LeftShift); fire1 = Input.GetAxis("Fire1") > 0.0f; inputChangeSpeed = Input.GetAxis(kSpeedAxis); @@ -192,10 +192,8 @@ void Update() transform.localRotation = Quaternion.Euler(newRotationX, newRotationY, transform.localEulerAngles.z); float moveSpeed = Time.deltaTime * m_MoveSpeed; - if (leftShiftBoost) - moveSpeed *= leftShift ? m_Turbo : 1.0f; - else - moveSpeed *= fire1 ? m_Turbo : 1.0f; + if (fire1 || leftShiftBoost && leftShift) + moveSpeed *= m_Turbo; transform.position += transform.forward * moveSpeed * inputVertical; transform.position += transform.right * moveSpeed * inputHorizontal; transform.position += Vector3.up * moveSpeed * inputYAxis; From 5e99f9be9869fd92c90e680ce040b04b2c6daa1f Mon Sep 17 00:00:00 2001 From: anisunity <42026998+anisunity@users.noreply.github.com> Date: Mon, 21 Dec 2020 18:47:57 +0100 Subject: [PATCH 03/10] Fixed an issue with the frame count management for the volumetric fog (case 1299251). (#2947) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit * [HDRP] Fix coat normal space (#2888) * Fix coat normal space * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde * Avoid issues causing faulty transitions in shadows (resulting in no shadows with unconventional aspect ratio) (#2776) * Fixed volume component tooltips using the same parameter name (#2754) * Use the proper history info for Bicubic resampling in TAA (#2759) * Use proper info for previous buffer info * changelog * Fixed lookdev movement (#2757) Co-authored-by: sebastienlagarde * [HDRP] Fix issue with saving some quality settings in volume overrides (#2758) * Fix issue with saving some quality settings volume overrides * Fix typo in changelog Co-authored-by: sebastienlagarde * [HDRP] Fixed NullReferenceException in HDRenderPipeline.UpgradeResourcesIfNeeded (case 1292524) (#2765) * fix issue with confusing text (#2766) * Fix * Fix white dots * Changelog * Rename the sunrise icon to fix typo, causing issue with 2x resolution loading. (#2809) * [HDRP] Rename HDRP to HD Render Pipeline in menu item (#2819) * [HDRP] Update HDRP menu in shader graph * Update CHANGELOG.md * HDRP/Fix package version showing package after the last "verified" package (#2783) * Fix typo * Remove last version checker from wizard and add link to package manager instead * Update CHANGELOG.md * Update documentation * Update Render-Pipeline-Wizard.md Co-authored-by: Sebastien Lagarde * Revert bad changelog merge * Update CHANGELOG.md * Update CHANGELOG.md Co-authored-by: Adrien de Tocqueville Co-authored-by: sebastienlagarde Co-authored-by: Pavlos Mavridis Co-authored-by: John Parsaie Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> * Fixed invalid loop length for probe baking (case 1289680) (#2830) * Fixed invalid loop length for probe baking (case 1289680) # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Update CHANGELOG.md Co-authored-by: sebastienlagarde * Fix volumetric fog with XR single-pass (#2823) * fix volumetric fog with XR single-pass rendering * update changelog Co-authored-by: sebastienlagarde * [HDRP] Fix rendering issues for the first frame (#2836) * Fix first frame exposure, depth pyramid / AO * Update changelog * Comment * Typo * Add missing RenderGraphBuilder.ReadTexture call * Move ComputePackedMipChainInfo at the beginning of ExecuteWithRenderGraph Co-authored-by: sebastienlagarde * Update 5001_Fog_FogFallback.png * Revert "Update 5001_Fog_FogFallback.png" This reverts commit 2653b9c6f42670ba1c46090b1d1e0118f7d0fe6a. * Update 5001_Fog_FogFallback.unity * Fix AOV API for render graph (#2909) * Fix AOV api in rendergraph # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs * Update changelog * Fix a small discrepancy in the marker placement in light intensity sliders (#2924) * Update CHANGELOG.md * Fix issue with VT spewing errors when transparent and opaque are disabled (#2925) * Fix * Changelog Co-authored-by: sebastienlagarde * Fixed a bug in the sphere-aabb light cluster (case 1294767). (#2920) Co-authored-by: sebastienlagarde * Move EndCameraRendering callback out of the profiling scope (#2917) * Move EndCameraRendering callback out of the profiling scope * added a comment Co-authored-by: sebastienlagarde * Fixed baked light being included into the ray tracing light cluster (case 1296203). (#2915) Co-authored-by: sebastienlagarde * Handle all enums the same way for UI (#2913) Co-authored-by: sebastienlagarde * Changed the message when the graphics device doesn't support ray tracing (case 1287355). (#2916) * [HDRP] Fix default blocks for Hair and Eye shader graphs (#2919) * Fixed default eye shader blocks * Fix missing emission block in hair shader * Updated changelog Co-authored-by: sebastienlagarde * Init scene camera debug framesettings (#2931) * Fixed using the wrong method to define if a light should be included in the light cluster depending on its baking status. (#2932) * - Fixed using the wrong method to define if a light should be included in the light cluster depending on its baking status. * Update CHANGELOG.md Co-authored-by: sebastienlagarde * [HDRP] Change the behavior of custom passes when the volume is disabled (#2930) * Changed the behavior of custom passes when the Custom Pass Volume component is disabled * Updated changelog * Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels (#2921) * Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels * Update changelog Co-authored-by: sebastienlagarde * Fixed an issue when trying to open a look dev env library when Look Dev is not supported. (#2929) * Fixed an issue when trying to open a look dev env library when Look Dev is not supported. * Update changelog Co-authored-by: sebastienlagarde * Enable Reflector for Spotlight by default * - Fixed shader graph not supporting indirectdxr multibounce (case 1294694). (#2933) Co-authored-by: sebastienlagarde * Fixed the planar depth texture not being properly created and rendered to (case 1299617). (#2926) * Fixed the planar depth texture not being properly created and rendered to (case 1299617). * adding comment Co-authored-by: sebastienlagarde * Fixed an issue with the frame count management for the volumetric fog (case 1299251). * Update CHANGELOG.md Co-authored-by: Antoine Lelievre Co-authored-by: Sebastien Lagarde Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville Co-authored-by: Pavlos Mavridis Co-authored-by: John Parsaie Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Frédéric Vauchelles <55485372+fredericv-unity3d@users.noreply.github.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity --- .../CHANGELOG.md | 1 + .../VolumetricLighting/VolumetricLighting.cs | 31 +++++++++++++------ .../Runtime/RenderPipeline/Camera/HDCamera.cs | 4 +-- .../HDRenderPipeline.LightLoop.cs | 13 ++++---- .../HDRenderPipeline.RenderGraph.cs | 4 +-- .../RenderPipeline/HDRenderPipeline.cs | 2 +- 6 files changed, 35 insertions(+), 20 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 301b64b1ec5..47cc81c2f86 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -30,6 +30,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed computation of geometric normal in path tracing (case 1293029). - Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234). - Fixed the default background color for previews to use the original color. +- Fixed an issue with the frame count management for the volumetric fog (case 1299251). ### Changed - Removed the material pass probe volumes evaluation mode. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs index 71073b330b4..a6f17c2fe62 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs @@ -270,6 +270,12 @@ static internal void SafeDestroy(ref RenderTexture rt) } } + static uint VolumetricFrameIndex(HDCamera hdCamera) + { + // Here we do modulo 14 because we need the enable to detect a change every frame, but the accumulation is done on 7 frames (7x2=14) + return hdCamera.GetCameraFrameCount() % 14; + } + static internal Vector3Int ComputeVolumetricViewportSize(HDCamera hdCamera, ref float voxelSize) { var controller = hdCamera.volumeStack.GetComponent(); @@ -356,7 +362,7 @@ static internal void ReinitializeVolumetricBufferParams(HDCamera hdCamera) // This function relies on being called once per camera per frame. // The results are undefined otherwise. - static internal void UpdateVolumetricBufferParams(HDCamera hdCamera, int frameIndex) + static internal void UpdateVolumetricBufferParams(HDCamera hdCamera) { if (!Fog.IsVolumetricFogEnabled(hdCamera)) return; @@ -366,6 +372,7 @@ static internal void UpdateVolumetricBufferParams(HDCamera hdCamera, int frameIn var currentParams = ComputeVolumetricBufferParameters(hdCamera); + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; @@ -419,7 +426,7 @@ struct GenerateMaxZParameters } - GenerateMaxZParameters PrepareGenerateMaxZParameters(HDCamera hdCamera, HDUtils.PackedMipChainInfo depthMipInfo, int frameIndex) + GenerateMaxZParameters PrepareGenerateMaxZParameters(HDCamera hdCamera, HDUtils.PackedMipChainInfo depthMipInfo) { var parameters = new GenerateMaxZParameters(); parameters.generateMaxZCS = defaultResources.shaders.maxZCS; @@ -436,6 +443,7 @@ GenerateMaxZParameters PrepareGenerateMaxZParameters(HDCamera hdCamera, HDUtils. parameters.minDepthMipOffset.x = depthMipInfo.mipLevelOffsets[4].x; parameters.minDepthMipOffset.y = depthMipInfo.mipLevelOffsets[4].y; + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = frameIndex & 1; var currentParams = hdCamera.vBufferParams[currIdx]; @@ -549,7 +557,7 @@ static internal void DestroyVolumetricHistoryBuffers(HDCamera hdCamera) // Must be called AFTER UpdateVolumetricBufferParams. static readonly string[] volumetricHistoryBufferNames = new string[2] { "VBufferHistory0", "VBufferHistory1" }; - static internal void ResizeVolumetricHistoryBuffers(HDCamera hdCamera, int frameIndex) + static internal void ResizeVolumetricHistoryBuffers(HDCamera hdCamera) { if (!hdCamera.IsVolumetricReprojectionEnabled()) return; @@ -558,6 +566,7 @@ static internal void ResizeVolumetricHistoryBuffers(HDCamera hdCamera, int frame Debug.Assert(hdCamera.vBufferParams.Length == 2); Debug.Assert(hdCamera.volumetricHistoryBuffers != null); + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; @@ -627,7 +636,7 @@ internal void DestroyVolumetricLightingBuffers() } // Must be called AFTER UpdateVolumetricBufferParams. - internal void ResizeVolumetricLightingBuffers(HDCamera hdCamera, int frameIndex) + internal void ResizeVolumetricLightingBuffers(HDCamera hdCamera) { if (!Fog.IsVolumetricFogEnabled(hdCamera)) return; @@ -643,6 +652,7 @@ internal void ResizeVolumetricLightingBuffers(HDCamera hdCamera, int frameIndex) CreateVolumetricLightingBuffers(); } + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; @@ -819,11 +829,12 @@ unsafe void SetPreconvolvedAmbientLightProbe(ref ShaderVariablesVolumetric cb, H cb._AmbientProbeCoeffs[i * 4 + j] = m_PackedCoeffs[i][j]; } - unsafe void UpdateShaderVariableslVolumetrics(ref ShaderVariablesVolumetric cb, HDCamera hdCamera, in Vector4 resolution, int frameIndex) + unsafe void UpdateShaderVariableslVolumetrics(ref ShaderVariablesVolumetric cb, HDCamera hdCamera, in Vector4 resolution) { var fog = hdCamera.volumeStack.GetComponent(); var vFoV = hdCamera.camera.GetGateFittedFieldOfView() * Mathf.Deg2Rad; var gpuAspect = HDUtils.ProjectionMatrixAspect(hdCamera.mainViewConstants.projMatrix); + int frameIndex = (int)VolumetricFrameIndex(hdCamera); // Compose the matrix which allows us to compute the world space view direction. hdCamera.GetPixelCoordToViewDirWS(resolution, gpuAspect, ref m_PixelCoordToViewDirWS); @@ -886,10 +897,11 @@ unsafe void UpdateShaderVariableslVolumetrics(ref ShaderVariablesVolumetric cb, cb._NumTileBigTileY = (uint)GetNumTileBigTileY(hdCamera); } - VolumeVoxelizationParameters PrepareVolumeVoxelizationParameters(HDCamera hdCamera, int frameIndex) + VolumeVoxelizationParameters PrepareVolumeVoxelizationParameters(HDCamera hdCamera) { var parameters = new VolumeVoxelizationParameters(); + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; @@ -912,7 +924,7 @@ VolumeVoxelizationParameters PrepareVolumeVoxelizationParameters(HDCamera hdCame parameters.volumeAtlas = CoreUtils.blackVolumeTexture; } - UpdateShaderVariableslVolumetrics(ref m_ShaderVariablesVolumetricCB, hdCamera, parameters.resolution, frameIndex); + UpdateShaderVariableslVolumetrics(ref m_ShaderVariablesVolumetricCB, hdCamera, parameters.resolution); parameters.volumetricCB = m_ShaderVariablesVolumetricCB; parameters.lightListCB = m_ShaderVariablesLightListCB; @@ -992,10 +1004,11 @@ struct VolumetricLightingParameters public ShaderVariablesLightList lightListCB; } - VolumetricLightingParameters PrepareVolumetricLightingParameters(HDCamera hdCamera, int frameIndex) + VolumetricLightingParameters PrepareVolumetricLightingParameters(HDCamera hdCamera) { var parameters = new VolumetricLightingParameters(); + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; @@ -1032,7 +1045,7 @@ VolumetricLightingParameters PrepareVolumetricLightingParameters(HDCamera hdCame parameters.filterVolume = ((int)fog.denoisingMode.value & (int)FogDenoisingMode.Gaussian) != 0; parameters.sliceCount = (int)(cvp.z); - UpdateShaderVariableslVolumetrics(ref m_ShaderVariablesVolumetricCB, hdCamera, parameters.resolution, frameIndex); + UpdateShaderVariableslVolumetrics(ref m_ShaderVariablesVolumetricCB, hdCamera, parameters.resolution); parameters.volumetricCB = m_ShaderVariablesVolumetricCB; parameters.lightListCB = m_ShaderVariablesLightListCB; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 945bb74a54a..7cff5f8e8de 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -573,8 +573,8 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, isFirstFrame = false; cameraFrameCount++; - HDRenderPipeline.UpdateVolumetricBufferParams(this, hdrp.GetFrameCount()); - HDRenderPipeline.ResizeVolumetricHistoryBuffers(this, hdrp.GetFrameCount()); + HDRenderPipeline.UpdateVolumetricBufferParams(this); + HDRenderPipeline.ResizeVolumetricHistoryBuffers(this); } /// Set the RTHandle scale to the actual camera size (can be scaled) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs index e655b29e3b9..57e6cd1ff45 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs @@ -600,8 +600,7 @@ TextureHandle VolumeVoxelizationPass(RenderGraph renderGraph, HDCamera hdCamera, ComputeBuffer visibleVolumeBoundsBuffer, ComputeBuffer visibleVolumeDataBuffer, - ComputeBufferHandle bigTileLightList, - int frameIndex) + ComputeBufferHandle bigTileLightList) { if (Fog.IsVolumetricFogEnabled(hdCamera)) { @@ -609,7 +608,7 @@ TextureHandle VolumeVoxelizationPass(RenderGraph renderGraph, { builder.EnableAsyncCompute(hdCamera.frameSettings.VolumeVoxelizationRunsAsync()); - passData.parameters = PrepareVolumeVoxelizationParameters(hdCamera, frameIndex); + passData.parameters = PrepareVolumeVoxelizationParameters(hdCamera); passData.visibleVolumeBoundsBuffer = visibleVolumeBoundsBuffer; passData.visibleVolumeDataBuffer = visibleVolumeDataBuffer; if (passData.parameters.tiledLighting) @@ -657,7 +656,7 @@ TextureHandle GenerateMaxZPass(RenderGraph renderGraph, HDCamera hdCamera, Textu using (var builder = renderGraph.AddRenderPass("Generate Max Z Mask for Volumetric", out var passData)) { - passData.parameters = PrepareGenerateMaxZParameters(hdCamera, depthMipInfo, frameIndex); + passData.parameters = PrepareGenerateMaxZParameters(hdCamera, depthMipInfo); passData.depthTexture = builder.ReadTexture(depthTexture); passData.maxZ8xBuffer = builder.ReadTexture(renderGraph.ImportTexture(m_MaxZMask8x)); passData.maxZ8xBuffer = builder.WriteTexture(passData.maxZ8xBuffer); @@ -691,11 +690,12 @@ class VolumetricLightingPassData public ComputeBufferHandle bigTileLightListBuffer; } - TextureHandle VolumetricLightingPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthTexture, TextureHandle densityBuffer, TextureHandle maxZBuffer, ComputeBufferHandle bigTileLightListBuffer, ShadowResult shadowResult, int frameIndex) + TextureHandle VolumetricLightingPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthTexture, TextureHandle densityBuffer, TextureHandle maxZBuffer, ComputeBufferHandle bigTileLightListBuffer, ShadowResult shadowResult) { if (Fog.IsVolumetricFogEnabled(hdCamera)) { - var parameters = PrepareVolumetricLightingParameters(hdCamera, frameIndex); + // Evaluate the parameters + var parameters = PrepareVolumetricLightingParameters(hdCamera); using (var builder = renderGraph.AddRenderPass("Volumetric Lighting", out var passData)) { @@ -717,6 +717,7 @@ TextureHandle VolumetricLightingPass(RenderGraph renderGraph, HDCamera hdCamera, if (passData.parameters.enableReprojection) { + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index bc0be083191..9da56017ace 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs @@ -103,7 +103,7 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, lightingBuffers.contactShadowsBuffer = RenderContactShadows(m_RenderGraph, hdCamera, msaa ? prepassOutput.depthValuesMSAA : prepassOutput.depthPyramidTexture, gpuLightListOutput, GetDepthBufferMipChainInfo().mipLevelOffsets[1].y); - var volumetricDensityBuffer = VolumeVoxelizationPass(m_RenderGraph, hdCamera, m_VisibleVolumeBoundsBuffer, m_VisibleVolumeDataBuffer, gpuLightListOutput.bigTileLightList, m_FrameCount); + var volumetricDensityBuffer = VolumeVoxelizationPass(m_RenderGraph, hdCamera, m_VisibleVolumeBoundsBuffer, m_VisibleVolumeDataBuffer, gpuLightListOutput.bigTileLightList); RenderShadows(m_RenderGraph, hdCamera, cullingResults, ref shadowResult); @@ -146,7 +146,7 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, var maxZMask = GenerateMaxZPass(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, m_DepthBufferMipChainInfo, m_FrameCount); - var volumetricLighting = VolumetricLightingPass(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, volumetricDensityBuffer, maxZMask, gpuLightListOutput.bigTileLightList, shadowResult, m_FrameCount); + var volumetricLighting = VolumetricLightingPass(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, volumetricDensityBuffer, maxZMask, gpuLightListOutput.bigTileLightList, shadowResult); var deferredLightingOutput = RenderDeferredLighting(m_RenderGraph, hdCamera, colorBuffer, prepassOutput.depthBuffer, prepassOutput.depthPyramidTexture, lightingBuffers, prepassOutput.gbuffer, shadowResult, gpuLightListOutput); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index f8b955e821c..c3f54d42171 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -2299,7 +2299,7 @@ out ScriptableCullingParameters cullingParams // From this point, we should only use frame settings from the camera hdCamera.Update(currentFrameSettings, this, m_MSAASamples, xrPass); - ResizeVolumetricLightingBuffers(hdCamera, GetFrameCount()); // Safe to update the Volumetric Lighting System now + ResizeVolumetricLightingBuffers(hdCamera); // Safe to update the Volumetric Lighting System now // Custom Render requires a proper HDCamera, so we return after the HDCamera was setup if (additionalCameraData != null && additionalCameraData.hasCustomRender) From 38465f4b187a261556dee3dedfc26ad353643190 Mon Sep 17 00:00:00 2001 From: anisunity <42026998+anisunity@users.noreply.github.com> Date: Mon, 21 Dec 2020 18:50:36 +0100 Subject: [PATCH 04/10] - Changed the convergance time of ssgi to 16 frames. (#2912) - Changed the preset values for ssgi. - Fixed an issue with half res ssgi upscale. Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 2 + .../Runtime/Lighting/GlobalIllumination.cs | 2 +- ...reenSpaceGlobalIllumination.RenderGraph.cs | 2 +- .../ScreenSpaceGlobalIllumination.compute | 89 +++++++------------ .../ScreenSpaceGlobalIllumination.cs | 12 ++- .../GlobalLightingQualitySettings.cs | 8 +- .../Runtime/RenderPipeline/HDProfileId.cs | 1 + 7 files changed, 52 insertions(+), 64 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 47cc81c2f86..d7730309706 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -31,6 +31,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234). - Fixed the default background color for previews to use the original color. - Fixed an issue with the frame count management for the volumetric fog (case 1299251). +- Fixed an issue with half res ssgi upscale. ### Changed - Removed the material pass probe volumes evaluation mode. @@ -44,6 +45,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Removed the upscale radius from the RTR. - Density Volumes can now take a 3D RenderTexture as mask, the mask can use RGBA format for RGB fog. - Decreased the minimal Fog Distance value in the Density Volume to 0.05. +- Changed the convergence time of ssgi to 16 frames and the preset value ## [10.3.0] - 2020-12-01 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs index 7399a9b18e0..15fed584d4f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs @@ -26,7 +26,7 @@ bool UsesQualityMode() /// The thickness of the depth buffer value used for the ray marching step /// [Tooltip("Controls the thickness of the depth buffer used for ray marching.")] - public ClampedFloatParameter depthBufferThickness = new ClampedFloatParameter(0.01f, 0, 1.0f); + public ClampedFloatParameter depthBufferThickness = new ClampedFloatParameter(0.2f, 0.0f, 0.5f); GlobalIllumination() { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.RenderGraph.cs index 9253218c0a5..6ad13bd1638 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.RenderGraph.cs @@ -121,7 +121,7 @@ class ConvertSSGIPassData TextureHandle ConvertSSGI(RenderGraph renderGraph, HDCamera hdCamera, bool halfResolution, TextureHandle depthPyramid, TextureHandle stencilBuffer, TextureHandle normalBuffer, TextureHandle inoutputBuffer0, TextureHandle inoutputBuffer1) { - using (var builder = renderGraph.AddRenderPass("Upscale SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGIUpscale))) + using (var builder = renderGraph.AddRenderPass("Upscale SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGIConvert))) { builder.EnableAsyncCompute(false); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute index e087401deea..8f032a8a5fb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute @@ -25,6 +25,8 @@ // Epslon value used for the computation #define GI_TRACE_EPS 0.00024414 +#define PERCEPTUAL_SPACE + // Input depth pyramid texture TEXTURE2D_X(_DepthTexture); // Input texture that holds the offset for every level of the depth pyramid @@ -42,6 +44,7 @@ CBUFFER_START(UnityScreenSpaceGlobalIllumination) int _IndirectDiffuseProbeFallbackBias; float4 _ColorPyramidUvScaleAndLimitPrevFrame; int _SsrStencilBit; + int _IndirectDiffuseFrameIndex; CBUFFER_END // Output texture that holds the hit point NDC coordinates @@ -62,7 +65,7 @@ bool RayMarch(float3 positionWS, float3 sampleDir, float3 normalWS, float2 posit // We start tracing from the center of the current pixel, and do so up to the far plane. float3 rayOrigin = float3(positionSS + 0.5, deviceDepth); - float3 sampledPosWS = positionWS + sampleDir * 0.01; + float3 sampledPosWS = positionWS + sampleDir * 0.001; float3 sampledPosNDC = ComputeNormalizedDeviceCoordinatesWithZ(sampledPosWS, UNITY_MATRIX_VP); // Jittered float3 sampledPosSS = float3(sampledPosNDC.xy * _ScreenSize.xy, sampledPosNDC.z); @@ -206,27 +209,20 @@ void TRACE_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, uin uint2 currentCoord = dispatchThreadId.xy; #if HALF_RES - // Fetch the mipoffset for the second mip (half res) - int2 mipOffset = _DepthPyramidMipLevelOffsets[1]; - // Grab the depth of the half res pixel (better than grabbing a random one across the 4 candidates or averaging) - float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, mipOffset + currentCoord).x; // Compute the full resolution pixel for the inputs that do not have a pyramid - uint2 fullResCoord = currentCoord * 2; -#else + currentCoord = currentCoord * 2; +#endif + // Read the depth value as early as possible float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; -#endif + // Initialize the hitpoint texture to a miss - _IndirectDiffuseHitPointTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float2(99.0, 0.0); + _IndirectDiffuseHitPointTextureRW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float2(99.0, 0.0); // Read the pixel normal NormalData normalData; -#if HALF_RES - // For half resolution, we take the top left corner (0, 0) in the upscaled 2x2 pixel neighborhood - DecodeFromNormalBuffer(fullResCoord.xy, normalData); -#else DecodeFromNormalBuffer(currentCoord.xy, normalData); -#endif + // Generete a new direction to follow float2 newSample; newSample.x = GetBNDSequenceSample(currentCoord.xy, _RaytracingFrameIndex, 0); @@ -241,11 +237,7 @@ void TRACE_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, uin // If this is a background pixel, we flag the ray as a dead ray (we are also trying to keep the usage of the depth buffer the latest possible) bool killRay = deviceDepth == UNITY_RAW_FAR_CLIP_VALUE; // Convert this to a world space position (camera relative) -#if HALF_RES - PositionInputs posInput = GetPositionInput(fullResCoord, _ScreenSize.zw, deviceDepth, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); -#else PositionInputs posInput = GetPositionInput(currentCoord, _ScreenSize.zw, deviceDepth, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); -#endif // Compute the view direction (world space) float3 viewWS = GetWorldSpaceNormalizeViewDir(posInput.positionWS); @@ -266,7 +258,7 @@ void TRACE_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, uin // recompute it using the last value of 't', which would result in an overshoot. // It also needs to be precisely at the center of the pixel to avoid artifacts. float2 hitPositionNDC = floor(rayPos.xy) * _ScreenSize.zw + (0.5 * _ScreenSize.zw); // Should we precompute the half-texel bias? We seem to use it a lot. - _IndirectDiffuseHitPointTextureRW[COORD_TEXTURE2D_X(currentCoord)] = hitPositionNDC; + _IndirectDiffuseHitPointTextureRW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = hitPositionNDC; } } @@ -310,19 +302,14 @@ void REPROJECT_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 currentCoord = groupId * INDIRECT_DIFFUSE_TILE_SIZE + groupThreadId; #if HALF_RES - // Fetch the mipoffset for the second mip (given that we are in half res) - int2 mipOffset = _DepthPyramidMipLevelOffsets[1]; - float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, mipOffset + currentCoord).x; - // Compute the full resolution pixel for the inputs that do not have a pyramid - uint2 fullResCoord = currentCoord * 2; -#else - // Fetch the depth of the current pixel - float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; + currentCoord = currentCoord * 2; #endif + float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; + // Read the hit point ndc position to fetch - float2 hitPositionNDC = LOAD_TEXTURE2D_X(_IndirectDiffuseHitPointTexture, currentCoord).xy; + float2 hitPositionNDC = LOAD_TEXTURE2D_X(_IndirectDiffuseHitPointTexture, dispatchThreadId.xy).xy; // Grab the depth of the hit point float hitPointDepth = LOAD_TEXTURE2D_X(_DepthTexture, hitPositionNDC * _ScreenSize.xy).x; @@ -336,7 +323,7 @@ void REPROJECT_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, // Fetch the motion vector of the current target pixel float2 motionVectorNDC; - DecodeMotionVector(SAMPLE_TEXTURE2D_X_LOD(_CameraMotionVectorsTexture, s_linear_clamp_sampler, min(hitPositionNDC, 1.0f - 0.5f * _ScreenSize.zw) * _RTHandleScale.xy, 0), motionVectorNDC); + DecodeMotionVector(SAMPLE_TEXTURE2D_X_LOD(_CameraMotionVectorsTexture, s_linear_clamp_sampler, hitPositionNDC, 0), motionVectorNDC); float2 prevFrameNDC = hitPositionNDC - motionVectorNDC; float2 prevFrameUV = prevFrameNDC * _ColorPyramidUvScaleAndLimitPrevFrame.xy; @@ -366,20 +353,17 @@ void REPROJECT_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, // We need to recreate the direction that was generated float2 newSample; - newSample.x = GetBNDSequenceSample(currentCoord.xy, _RaytracingFrameIndex, 0); - newSample.y = GetBNDSequenceSample(currentCoord.xy, _RaytracingFrameIndex, 1); + newSample.x = GetBNDSequenceSample(currentCoord.xy, _IndirectDiffuseFrameIndex, 0); + newSample.y = GetBNDSequenceSample(currentCoord.xy, _IndirectDiffuseFrameIndex, 1); // Read the pixel normal NormalData normalData; -#if HALF_RES - // For half resolution, we take the top left corner (0, 0) in the upscaled 2x2 pixel neighborhood - DecodeFromNormalBuffer(fullResCoord.xy, normalData); -#else DecodeFromNormalBuffer(currentCoord.xy, normalData); -#endif +#ifdef PERCEPTUAL_SPACE // We tone map the signal. Due to the very small budget for denoising, we need to compress the range of the signal color = color / (1.0 + color); +#endif // Re-compute the direction that was used to do the generation float3 sampleDir = SampleHemisphereCosine(newSample.x, newSample.y, normalData.normalWS); @@ -392,8 +376,8 @@ void REPROJECT_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, // We are simply interested to know if the intersected pixel was moving, so we multiply it by a big number // TODO: make this process not binary // Write the output to the target pixel - _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(currentCoord)] = float4(outYSH); - _IndirectDiffuseTexture1RW[COORD_TEXTURE2D_X(currentCoord)] = float4(outCoCg, invalid ? 0.0 : 1.0, length(motionVectorNDC * 10000.0f)); + _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(outYSH); + _IndirectDiffuseTexture1RW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(outCoCg, invalid ? 0.0 : 1.0, length(motionVectorNDC * 10000.0f)); } void ConvertYCoCgToRGBUtil(float4 inYSH, float2 inCoCg, float3 inNormal, out float3 outColor) @@ -423,48 +407,41 @@ void CONVERT_YCOCG_TO_RGB(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gr UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); // Fetch the current pixel coordinate - uint2 currentCoord = groupId * INDIRECT_DIFFUSE_TILE_SIZE + groupThreadId; + uint2 currentCoord = dispatchThreadId.xy; // If the depth of this pixel is the depth of the background, we can end the process right away #if HALF_RES - // Fetch the mipoffset for the second mip (given that we are in half res) - int2 mipOffset = _DepthPyramidMipLevelOffsets[1]; - float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, mipOffset + currentCoord).x; + currentCoord = currentCoord * 2; +#endif - // Compute the full resolution pixel for the inputs that do not have a pyramid - uint2 fullResCoord = currentCoord * 2; -#else // Fetch the depth of the current pixel float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; -#endif + if (deviceDepth == UNITY_RAW_FAR_CLIP_VALUE) { - _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(currentCoord)] = float4(0.0, 0.0, 0.0, 0.0); + _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(0.0, 0.0, 0.0, 0.0); return; } // Fetch the normal NormalData normalData; -#if HALF_RES - // For half resolution, we take the top left corner (0, 0) in the upscaled 2x2 pixel neighborhood - DecodeFromNormalBuffer(fullResCoord.xy, normalData); -#else DecodeFromNormalBuffer(currentCoord.xy, normalData); -#endif // Convert the signal back to a color float3 color; - float4 ySH = _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(currentCoord)]; - float3 cocgB = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture1, currentCoord).xyz; + float4 ySH = _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(dispatchThreadId.xy)]; + float3 cocgB = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture1, dispatchThreadId.xy).xyz; ConvertYCoCgToRGBUtil(ySH, cocgB.xy, normalData.normalWS, color); +#ifdef PERCEPTUAL_SPACE // We invert the tonemap color = color / (1.0 - color); // The mulitplication is wrong, but with all the approximations that we need to compensate a bit // the fact that the signal was significantly attenuated (due to blurring in tonemapped space to reduce the blobbyness). // This has been experimentally tested. However, it needs more testing and potetially reverted if found more harmful than useful - color *= (lerp(2.5, 1.0, cocgB.z)); + color *= (lerp(5.0, 1.0, cocgB.z)); +#endif // Does this pixel recieve SSGI? uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, currentCoord)); @@ -472,5 +449,5 @@ void CONVERT_YCOCG_TO_RGB(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gr cocgB.z = 0.0; // Output the color as well as the blend factor - _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(currentCoord)] = float4(color, cocgB.z); + _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(color, cocgB.z); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs index 10ce6277542..13dc035c133 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs @@ -215,8 +215,16 @@ SSGIConvertParameters PrepareSSGIConvertParameters(HDCamera hdCamera, bool halfR SSGIConvertParameters parameters = new SSGIConvertParameters(); // Set the camera parameters - parameters.texWidth = hdCamera.actualWidth; - parameters.texHeight = hdCamera.actualHeight; + if (!halfResolution) + { + parameters.texWidth = hdCamera.actualWidth; + parameters.texHeight = hdCamera.actualHeight; + } + else + { + parameters.texWidth = hdCamera.actualWidth / 2; + parameters.texHeight = hdCamera.actualHeight / 2; + } parameters.viewCount = hdCamera.viewCount; // Grab the right kernel diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs index 93f40f82bf9..1c8f2f15d20 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs @@ -44,15 +44,15 @@ internal GlobalLightingQualitySettings() SSRMaxRaySteps[(int)ScalableSettingLevelParameter.Level.High] = 64; /* Screen Space Global Illumination */ - SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Low] = 24; - SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Medium] = 32; - SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.High] = 64; + SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Low] = 32; + SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Medium] = 64; + SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.High] = 96; SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.Low] = false; SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.Medium] = true; SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.High] = true; - SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.Low] = 2; + SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.Low] = 3; SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.Medium] = 5; SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.High] = 7; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs index 06949675547..295dfbd1ea8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs @@ -37,6 +37,7 @@ internal enum HDProfileId SSGITrace, SSGIDenoise, SSGIUpscale, + SSGIConvert, ForwardEmissive, ForwardOpaque, From a7fcb4e3bc6a8c1782d1a4d6134a0f03022b1caa Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Tue, 22 Dec 2020 11:12:10 +0100 Subject: [PATCH 05/10] Fix BakeCloudShadows warning --- .../Runtime/Sky/CloudSystem/CloudLayer/BakeCloudShadows.compute | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudShadows.compute b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudShadows.compute index 8030cc4d41c..267c056ed03 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudShadows.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/BakeCloudShadows.compute @@ -61,5 +61,5 @@ void KERNEL_NAME(uint2 dispatchThreadId : SV_DispatchThreadID) shadow = lerp(shadow, shadow2, weights.y); } - _CloudShadows[dispatchThreadId] = lerp(1, _ShadowTint, saturate(shadow * _ShadowOpacity)); + _CloudShadows[dispatchThreadId] = lerp(float3(1.0, 1.0, 1.0), _ShadowTint, saturate(shadow * _ShadowOpacity)); } From 6fe4862db9748ea271458615516ba0b8e7381e39 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Wed, 23 Dec 2020 15:44:33 +0100 Subject: [PATCH 06/10] Cleanup CubeToPanoMaterial not used --- .../Runtime/Lighting/LightLoop/LightLoop.cs | 6 ------ 1 file changed, 6 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs index b5de2be3e84..a19ca04014e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs @@ -319,14 +319,10 @@ internal class LightLoopTextureCaches public List env2DCaptureForward { get; private set; } public List env2DAtlasScaleOffset {get; private set; } = new List(); - Material m_CubeToPanoMaterial; - public void Initialize(HDRenderPipelineAsset hdrpAsset, RenderPipelineResources defaultResources, IBLFilterBSDF[] iBLFilterBSDFArray) { var lightLoopSettings = hdrpAsset.currentPlatformRenderPipelineSettings.lightLoopSettings; - m_CubeToPanoMaterial = CoreUtils.CreateEngineMaterial(defaultResources.shaders.cubeToPanoPS); - lightCookieManager = new LightCookieManager(hdrpAsset, k_MaxCacheSize); env2DCaptureVP = new List(); @@ -365,8 +361,6 @@ public void Cleanup() reflectionProbeCache.Release(); reflectionPlanarProbeCache.Release(); lightCookieManager.Release(); - - CoreUtils.Destroy(m_CubeToPanoMaterial); } public void NewFrame() From 4aa6fc01aac3d0935fe1cffdabb053f7d1d8f5a5 Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Wed, 23 Dec 2020 21:15:11 +0100 Subject: [PATCH 07/10] Update 5001_Fog_FogFallBack scene to correct bad behavior --- .../5x_SkyAndFog/5001_Fog_FogFallback.unity | 1189 ++++++++++++----- .../FogFallbackRT.renderTexture | 38 + .../FogFallbackRT.renderTexture.meta | 8 + .../5001_Fog_FogFallback/Volume_02.asset | 166 ++- .../5001_Fog_FogFallback/Volume_03.asset | 122 ++ .../5001_Fog_FogFallback/Volume_03.asset.meta | 8 + .../5001_Fog_FogFallback/Volume_Base.asset | 102 +- 7 files changed, 1240 insertions(+), 393 deletions(-) create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/FogFallbackRT.renderTexture create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/FogFallbackRT.renderTexture.meta create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/Volume_03.asset create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback/Volume_03.asset.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5001_Fog_FogFallback.unity index 6d0ffb5f598..54f02a52e16 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