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0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index d99f23a8272..0d41d4d287e 100644 --- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -368,6 +368,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/2x_Lighting/2503_LightLayer_DisableShadow.unity guid: a8cbd2435b2e88e4b8f3060f575e7af5 + - enabled: 1 + path: Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity + guid: 091dc511a7c5d714cba984414c7b7ecf - enabled: 1 path: Assets/GraphicTests/Scenes/2x_Lighting/2551_SSR.unity guid: 62f2b88cccb280246a9211bbcf0c8245 diff --git a/com.unity.render-pipelines.core/Editor/LookDev/CameraController.cs b/com.unity.render-pipelines.core/Editor/LookDev/CameraController.cs index 26b67c5f1a6..a2271c88f3c 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/CameraController.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/CameraController.cs @@ -129,13 +129,17 @@ virtual protected bool isDragging } } - public CameraController(CameraState cameraState, DisplayWindow window, Action focused) + public CameraController(DisplayWindow window, Action focused) { - m_CameraState = cameraState; m_Window = window; m_Focused = focused; } + public void UpdateCameraState(Context context, ViewIndex index) + { + m_CameraState = context.GetViewContent(index).camera; + } + private void ResetCameraControl() { isDragging = false; @@ -458,16 +462,22 @@ class SwitchableCameraController : CameraController bool switchedDrag = false; bool switchedWheel = false; - public SwitchableCameraController(CameraState cameraStateFirstView, CameraState cameraStateSecondView, DisplayWindow window, Action focused) - : base(cameraStateFirstView, window, null) + public SwitchableCameraController(DisplayWindow window, Action focused) + : base(window, null) { - m_FirstView = cameraStateFirstView; - m_SecondView = cameraStateSecondView; m_CurrentViewIndex = ViewIndex.First; m_Focused = () => focused?.Invoke(m_CurrentViewIndex); } + public void UpdateCameraState(Context context) + { + m_FirstView = context.GetViewContent(ViewIndex.First).camera; + m_SecondView = context.GetViewContent(ViewIndex.Second).camera; + + m_CameraState = m_CurrentViewIndex == ViewIndex.First ? m_FirstView : m_SecondView; + } + void SwitchTo(ViewIndex index) { CameraState stateToSwitch; diff --git a/com.unity.render-pipelines.core/Editor/LookDev/ComparisonGizmoController.cs b/com.unity.render-pipelines.core/Editor/LookDev/ComparisonGizmoController.cs index 645fea46e53..9955fd6e923 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/ComparisonGizmoController.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/ComparisonGizmoController.cs @@ -49,12 +49,16 @@ bool isDragging } } - public ComparisonGizmoController(ComparisonGizmoState state, SwitchableCameraController switcher) + public ComparisonGizmoController(SwitchableCameraController switcher) { - m_State = state; m_Switcher = switcher; } + public void UpdateGizmoState(ComparisonGizmoState state) + { + m_State = state; + } + protected override void RegisterCallbacksOnTarget() { target.RegisterCallback(OnMouseDown); diff --git a/com.unity.render-pipelines.core/Editor/LookDev/Compositor.cs b/com.unity.render-pipelines.core/Editor/LookDev/Compositor.cs index bc2ce086b00..15698d250e4 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/Compositor.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/Compositor.cs @@ -150,17 +150,15 @@ public bool pixelPerfect public Compositer( IViewDisplayer displayer, - Context contexts, IDataProvider dataProvider, StageCache stages) { m_Displayer = displayer; - m_Contexts = contexts; m_RenderDataCache = new RenderingData[2] { - new RenderingData() { stage = stages[ViewIndex.First], updater = contexts.GetViewContent(ViewIndex.First).camera }, - new RenderingData() { stage = stages[ViewIndex.Second], updater = contexts.GetViewContent(ViewIndex.Second).camera } + new RenderingData() { stage = stages[ViewIndex.First] }, + new RenderingData() { stage = stages[ViewIndex.Second] } }; m_Displayer.OnRenderDocAcquisitionTriggered += RenderDocAcquisitionRequested; @@ -197,6 +195,12 @@ public void Dispose() public void Render() { + // This can happen when entering/leaving playmode. + if (LookDev.dataProvider == null) + return; + + m_Contexts = LookDev.currentContext; + //TODO: make integration EditorWindow agnostic! if (UnityEditorInternal.RenderDoc.IsLoaded() && UnityEditorInternal.RenderDoc.IsSupported() && m_RenderDocAcquisitionRequested) UnityEditorInternal.RenderDoc.BeginCaptureRenderDoc(m_Displayer as EditorWindow); @@ -236,11 +240,13 @@ void AcquireDataForView(ViewIndex index, Rect viewport) m_RenderTextures.UpdateSize(renderingData.viewPort, index, m_Renderer.pixelPerfect, renderingData.stage.camera); - int debugMode = m_Contexts.GetViewContent(index).debug.viewMode; + int debugMode = view.debug.viewMode; if (debugMode != -1) LookDev.dataProvider.UpdateDebugMode(debugMode); renderingData.output = m_RenderTextures[index, ShadowCompositionPass.MainView]; + renderingData.updater = view.camera; + m_Renderer.BeginRendering(renderingData, LookDev.dataProvider); m_Renderer.Acquire(renderingData); diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs index 3f482e01847..ee8c36705a2 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs @@ -217,6 +217,10 @@ event Action IViewDisplayer.OnUpdateRequested StyleSheet styleSheet = null; StyleSheet styleSheetLight = null; + SwitchableCameraController m_FirstOrCompositeManipulator; + CameraController m_SecondManipulator; + ComparisonGizmoController m_GizmoManipulator; + void ReloadStyleSheets() { if (styleSheet == null || styleSheet.Equals(null)) @@ -395,9 +399,7 @@ void CreateViews() m_Views[(int)ViewIndex.Second] = new Image() { name = Style.k_SecondViewName, image = Texture2D.blackTexture }; m_ViewContainer.Add(m_Views[(int)ViewIndex.Second]); - var firstOrCompositeManipulator = new SwitchableCameraController( - LookDev.currentContext.GetViewContent(ViewIndex.First).camera, - LookDev.currentContext.GetViewContent(ViewIndex.Second).camera, + m_FirstOrCompositeManipulator = new SwitchableCameraController( this, index => { @@ -406,8 +408,7 @@ void CreateViews() if (sidePanel == SidePanel.Environment && environment != null && LookDev.currentContext.environmentLibrary != null) m_EnvironmentList.selectedIndex = LookDev.currentContext.environmentLibrary.IndexOf(environment); }); - var secondManipulator = new CameraController( - LookDev.currentContext.GetViewContent(ViewIndex.Second).camera, + m_SecondManipulator = new CameraController( this, () => { @@ -416,10 +417,10 @@ void CreateViews() if (sidePanel == SidePanel.Environment && environment != null && LookDev.currentContext.environmentLibrary != null) m_EnvironmentList.selectedIndex = LookDev.currentContext.environmentLibrary.IndexOf(environment); }); - var gizmoManipulator = new ComparisonGizmoController(LookDev.currentContext.layout.gizmoState, firstOrCompositeManipulator); - m_Views[(int)ViewIndex.First].AddManipulator(gizmoManipulator); //must take event first to switch the firstOrCompositeManipulator - m_Views[(int)ViewIndex.First].AddManipulator(firstOrCompositeManipulator); - m_Views[(int)ViewIndex.Second].AddManipulator(secondManipulator); + m_GizmoManipulator = new ComparisonGizmoController(m_FirstOrCompositeManipulator); + m_Views[(int)ViewIndex.First].AddManipulator(m_GizmoManipulator); //must take event first to switch the firstOrCompositeManipulator + m_Views[(int)ViewIndex.First].AddManipulator(m_FirstOrCompositeManipulator); + m_Views[(int)ViewIndex.Second].AddManipulator(m_SecondManipulator); m_NoObject1 = new Label(Style.k_DragAndDropObject); m_NoObject1.style.flexGrow = 1; @@ -667,6 +668,11 @@ void Update() Debug.LogError("LookDev is not supported: No SRP detected."); LookDev.Close(); } + + // All those states coming from the Contexts can become invalid after a domain reload so we need to update them. + m_FirstOrCompositeManipulator.UpdateCameraState(LookDev.currentContext); + m_SecondManipulator.UpdateCameraState(LookDev.currentContext, ViewIndex.Second); + m_GizmoManipulator.UpdateGizmoState(LookDev.currentContext.layout.gizmoState); } void OnGUI() diff --git a/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs b/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs index 0e7fb8c8285..756dacb06b9 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs @@ -28,7 +28,18 @@ internal static IDataProvider dataProvider internal static Context currentContext { //Lazy init: load it when needed instead in static even if you do not support lookdev - get => s_CurrentContext ?? (s_CurrentContext = LoadConfigInternal() ?? defaultContext); + get + { + if (s_CurrentContext == null || s_CurrentContext.Equals(null)) + { + s_CurrentContext = LoadConfigInternal(); + if (s_CurrentContext == null) + s_CurrentContext = defaultContext; + + ReloadStage(false); + } + return s_CurrentContext; + } private set => s_CurrentContext = value; } @@ -161,9 +172,9 @@ static void WaitingSRPReloadForConfiguringRenderer(int maxAttempt, bool reloadWi static void ConfigureRenderer(bool reloadWithTemporaryID) { s_Stages?.Dispose(); //clean previous occurrence on reloading - s_Stages = new StageCache(dataProvider, currentContext); + s_Stages = new StageCache(dataProvider); s_Compositor?.Dispose(); //clean previous occurrence on reloading - s_Compositor = new Compositer(s_ViewDisplayer, currentContext, dataProvider, s_Stages); + s_Compositor = new Compositer(s_ViewDisplayer, dataProvider, s_Stages); } static void LinkViewDisplayer() diff --git a/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs b/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs index 08551be06b2..d67d18bb966 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs @@ -284,7 +284,6 @@ class StageCache : IDisposable const string secondStageName = "LookDevSecondView"; Stage[] m_Stages; - Context m_Contexts; IDataProvider m_CurrentDataProvider; public Stage this[ViewIndex index] @@ -292,9 +291,8 @@ public Stage this[ViewIndex index] public bool initialized { get; private set; } - public StageCache(IDataProvider dataProvider, Context contexts) + public StageCache(IDataProvider dataProvider) { - m_Contexts = contexts; m_Stages = new Stage[2] { InitStage(ViewIndex.First, dataProvider), @@ -333,7 +331,7 @@ public void UpdateSceneObjects(ViewIndex index) Stage stage = this[index]; stage.Clear(); - var viewContent = m_Contexts.GetViewContent(index); + var viewContent = LookDev.currentContext.GetViewContent(index); if (viewContent == null) { viewContent.viewedInstanceInPreview = null; @@ -347,7 +345,7 @@ public void UpdateSceneObjects(ViewIndex index) public void UpdateSceneLighting(ViewIndex index, IDataProvider provider) { Stage stage = this[index]; - Environment environment = m_Contexts.GetViewContent(index).environment; + Environment environment = LookDev.currentContext.GetViewContent(index).environment; provider.UpdateSky(stage.camera, environment == null ? default : environment.sky, stage.runtimeInterface); diff --git a/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs b/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs index e59ff3914b9..67c2fc98c09 100644 --- a/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs +++ b/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs @@ -1,5 +1,6 @@ using UnityEngine; using UnityEngine.Rendering; +using UnityEditorInternal; namespace UnityEditor.Rendering { @@ -104,4 +105,19 @@ public override bool OnGUI(SerializedDataParameter parameter, GUIContent title) return true; } } + + [VolumeParameterDrawer(typeof(LayerMaskParameter))] + sealed class LayerMaskParameterDrawer : VolumeParameterDrawer + { + public override bool OnGUI(SerializedDataParameter parameter, GUIContent title) + { + var value = parameter.value; + + if (value.propertyType != SerializedPropertyType.LayerMask) + return false; + + value.intValue = EditorGUILayout.MaskField(title, value.intValue, InternalEditorUtility.layers); + return true; + } + } } diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs index 6537bc9e51c..405830387e9 100644 --- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs +++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs @@ -556,6 +556,8 @@ public void Begin(in RenderGraphParameters parameters) m_ImmediateModeResourceList[i].Clear(); } + + m_Resources.BeginExecute(m_CurrentFrameIndex); } } diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 311abb78810..878fc36c7a3 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -41,6 +41,14 @@ The version number for this package has increased due to a version update of a r - Fixed an issue with the frame count management for the volumetric fog (case 1299251). - Fixed an issue with material using distortion from ShaderGraph init after Material creation (case 1294026) - Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234). +- Fixed issue with shadow mask and area lights. +- Fixed an issue with the capture callback (now includes post processing results). +- Fixed decal draw order for ShaderGraph decal materials. +- Fixed StackLit ShaderGraph surface option property block to only display energy conserving specular color option for the specular parametrization (case 1257050) +- Fixed missing BeginCameraRendering call for custom render mode of a Camera. +- Fixed LayerMask editor for volume parameters. +- Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). +- Fixed box light attenuation. ### Changed - Removed the material pass probe volumes evaluation mode. @@ -57,6 +65,9 @@ The version number for this package has increased due to a version update of a r - Changed the convergence time of ssgi to 16 frames and the preset value - Improved robustness of volumetric sampling in path tracing (case 1295187). - Changed the name from the Depth Buffer Thickness to Depth Tolerance for SSGI (case 1301352). +- Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. +- Changed the warning message for ray traced area shadows (case 1303410). +- Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval. ## [10.3.0] - 2020-12-01 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md index ade7d3463ea..7f7cd3ab255 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md @@ -115,12 +115,13 @@ Ray-traced shadows offer the possibility of semi-transparent shadows for Point L Ray-traced shadows offer an alternative to the [exponential variance shadow map](Glossary.md#ExponentialVarianceShadowMap) that Rectangle Lights use for opaque GameObjects. ![](Images/RayTracedShadows7.png) - **Rectangle Light shadow map** ![](Images/RayTracedShadows8.png) **Ray-traced Rectangle Light shadows** +**Note**: When rendering in [deferred mode](Forward-And-Deferred-Rendering.md), HDRP provides accurate ray-traced area light shadows for the [Lit](Lit-Shader.md) shader. When HDRP renders for any other shader, or for the Lit shader in forward mode, it uses an approximation to calculate ray-traced shadows for area lights. This approximation is not perfectly accurate, but does produce plausible results. + ### Properties | Property | Description | @@ -129,5 +130,6 @@ Ray-traced shadows offer an alternative to the [exponential variance shadow map] | **Denoise** | Enables the spatio-temporal filter that HDRP uses to remove noise from the ray-traced shadows. | | - **Denoiser Radius** | Controls the radius of the spatio-temporal filter. | -### Notes + +## Notes Ray-traced shadows do not support the **Two Sided** option for the Mesh Renderer's **Cast Shadows** property. To use double-sided shadows for a mesh, open the Mesh Renderer's Material in the Inspector and, in the **Surface Options** section, enable the **Double-Sided** property. \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs index db55bc85cc3..c76349aab05 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs @@ -1108,7 +1108,7 @@ static void DrawShadowMapContent(SerializedHDLight serialized, Editor owner) { if (hdrp != null && lightType == HDLightType.Area && serialized.areaLightShape == AreaLightShape.Rectangle && (hdrp.currentPlatformRenderPipelineSettings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly)) - EditorGUILayout.HelpBox("Ray traced area light shadows are only available in deferred mode.", MessageType.Warning); + EditorGUILayout.HelpBox("Ray traced area light shadows are approximated for the Lit shader when not in deferred mode.", MessageType.Warning); EditorGUI.indentLevel++; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSurfaceOptionPropertyBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSurfaceOptionPropertyBlock.cs index 54def1e40d3..e4b45b590db 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSurfaceOptionPropertyBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSurfaceOptionPropertyBlock.cs @@ -33,7 +33,10 @@ protected override void CreatePropertyGUI() // StackLit specific properties: AddProperty("Base Color Parametrization", () => stackLitData.baseParametrization, (newValue) => stackLitData.baseParametrization = newValue); - AddProperty("Energy Conserving Specular", () => stackLitData.energyConservingSpecular, (newValue) => stackLitData.energyConservingSpecular = newValue, 1); + if (stackLitData.baseParametrization == StackLit.BaseParametrization.SpecularColor) + { + AddProperty("Energy Conserving Specular", () => stackLitData.energyConservingSpecular, (newValue) => stackLitData.energyConservingSpecular = newValue, 1); + } // Material type enables: context.AddLabel("Material Core Features", 0); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl index f23e6568552..5265c14ab5f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl @@ -67,8 +67,7 @@ CBUFFER_START(ShaderVariablesDebugDisplay) int _MatcapMixAlbedo; float _MatcapViewScale; int _DebugSingleShadowIndex; - int _DebugProbeVolumeMode; - float3 _DebugDisplayPad0; + int _DebugDisplayPad0; CBUFFER_END diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl index abf522a0c67..ec987391400 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl @@ -481,12 +481,11 @@ SHADOW_TYPE EvaluateShadow_RectArea( LightLoopContext lightLoopContext, Position #ifndef LIGHT_EVALUATION_NO_SHADOWS float shadow = 1.0; float shadowMask = 1.0; - float NdotL = dot(N, L); // Disable contact shadow and shadow mask when facing away from light (i.e transmission) #ifdef SHADOWS_SHADOWMASK // shadowMaskSelector.x is -1 if there is no shadow mask // Note that we override shadow value (in case we don't have any dynamic shadow) - shadow = shadowMask = (light.shadowMaskSelector.x >= 0.0 && NdotL > 0.0) ? dot(BUILTIN_DATA_SHADOW_MASK, light.shadowMaskSelector) : 1.0; + shadow = shadowMask = (light.shadowMaskSelector.x >= 0.0) ? dot(BUILTIN_DATA_SHADOW_MASK, light.shadowMaskSelector) : 1.0; #endif // When screen space shadows are not supported, this value is stripped out as it is a constant. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl index 9c3d88694fb..5820f90ddf2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl @@ -105,7 +105,6 @@ void ShadowLoopMin(HDShadowContext shadowContext, PositionInputs posInput, float float3 L; float4 distances; // {d, d^2, 1/d, d_proj} GetPunctualLightVectors(posInput.positionWS, s_lightData, L, distances); - float distToLight = (s_lightData.lightType == GPULIGHTTYPE_PROJECTOR_BOX) ? distances.w : distances.x; float lightRadSqr = s_lightData.size.x; if (distances.x < s_lightData.range && PunctualLightAttenuation(distances, s_lightData.rangeAttenuationScale, s_lightData.rangeAttenuationBias, @@ -169,7 +168,6 @@ void ShadowLoopMin(HDShadowContext shadowContext, PositionInputs posInput, float float3 L; float4 distances; // {d, d^2, 1/d, d_proj} GetPunctualLightVectors(posInput.positionWS, lightData, L, distances); - float distToLight = (lightData.lightType == GPULIGHTTYPE_PROJECTOR_BOX) ? distances.w : distances.x; float lightRadSqr = lightData.size.x; float shadowP; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl index f988198d2d2..41461c36889 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl @@ -25,24 +25,11 @@ void GetPunctualLightVectors(float3 positionWS, LightData light, out float3 L, o if (light.lightType == GPULIGHTTYPE_PROJECTOR_BOX) { - L = -light.forward; - - float dist = -dot(lightToSample, L); + float dist = distances.w; float distSq = dist * dist; - distances.y = distSq; - if (light.rangeAttenuationBias == 1.0) // Light uses range attenuation - { - float distRcp = rcp(dist); - distances.x = dist; - distances.z = distRcp; - ModifyDistancesForFillLighting(distances, light.size.x); - } - else // Light is directionnal - { - // Note we maintain distances.y as otherwise the windowing function will give wrong results. - // There won't be attenuation as the light attenuation scale and biases are set such that attenuation is prevented. - distances.xz = 1; // No distance or angle attenuation - } + + L = -light.forward; + distances.xyz = float3(1.0f, distSq, 1.0); } else { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs index 930e7248249..f0f143f1adb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs @@ -242,6 +242,16 @@ internal void InitRaytracing(HDRenderPipeline renderPipeline) m_RaytracingAmbientOcclusion.Init(renderPipeline); } + internal float EvaluateSpecularOcclusionFlag(HDCamera hdCamera) + { + AmbientOcclusion ssoSettings = hdCamera.volumeStack.GetComponent(); + bool enableRTAO = hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && ssoSettings.rayTracing.value; + if (enableRTAO) + return m_RaytracingAmbientOcclusion.EvaluateRTSpecularOcclusionFlag(hdCamera, ssoSettings); + else + return 1.0f; + } + internal bool IsActive(HDCamera camera, AmbientOcclusion settings) => camera.frameSettings.IsEnabled(FrameSettingsField.SSAO) && settings.intensity.value > 0f; struct RenderAOParameters diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute index 97c7167676d..a5409ebf515 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute @@ -16,6 +16,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/BilateralFilter.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl" // #pragma only_renderers d3d11 // #pragma enable_d3d11_debug_symbols @@ -43,10 +44,6 @@ RW_TEXTURE2D_X(float4, _OutputFilteredBuffer1); #define SPATIAL_FILTER_SIGMA_RATIO 0.9 #define DEPTH_WEIGHT_MULTIPLIER 100.0f #define NORMAL_WEIGHT_MULTIPLIER 5.0 -// The maximal world space distance for temporal reprojection -#define MAX_WORLD_SPACE_DISTANCE 0.1 -// The maximal pixel reprojection distance -#define PIXEL_RADIUS_TOLERANCE_THRESHOLD 4 // Number of samples to compelte the accumulation loop #define NUM_SAMPLE_LOOP 8.0 @@ -234,10 +231,7 @@ void TEMPORAL_FILTER(uint3 dispatchThreadId : SV_DispatchThreadID DecodeFromNormalBuffer(centerCoord, normalData); // Compute the max reprojection distance. This is evaluated as the max between a fixed radius value and an approximation of the footprint of the pixel. - const float3 viewWS = GetWorldSpaceNormalizeViewDir(posInputs.positionWS); - float parallelPixelFootPrint = _PixelSpreadAngleTangent * length(posInputs.positionWS); - float realPixelFootPrint = parallelPixelFootPrint / abs(dot(normalData.normalWS, viewWS)); - float maxRadius = max(MAX_WORLD_SPACE_DISTANCE, realPixelFootPrint * PIXEL_RADIUS_TOLERANCE_THRESHOLD); + float maxRadius = ComputeMaxReprojectionWorldRadius(posInputs.positionWS, normalData.normalWS, _PixelSpreadAngleTangent); // Is it too far from the current position? if (length(historyPositionWS - posInputs.positionWS) > maxRadius) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs index b0f4f0bac20..24d3274eb66 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs @@ -859,9 +859,9 @@ public int DrawOrder { get { - if (m_IsHDRenderPipelineDecal) + if (this.m_Material.HasProperty(HDShaderIDs._DrawOrder)) { - return this.m_Material.GetInt("_DrawOrder"); + return this.m_Material.GetInt(HDShaderIDs._DrawOrder); } else { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl index 79253b1820b..10d8c5bfb44 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl @@ -98,7 +98,9 @@ void GetScreenSpaceAmbientOcclusionMultibounce(float2 positionSS, float NdotV, f float directAmbientOcclusion = lerp(1.0, indirectAmbientOcclusion, _AmbientOcclusionParam.w); float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); - float indirectSpecularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(NdotV), indirectAmbientOcclusion, roughness); + // This specular occlusion formulation make sense only with SSAO. When we use Raytracing AO we support different range (local, medium, sky). When using medium or + // sky occlusion, the result on specular occlusion can be a disaster (all is black). Thus we use _SpecularOcclusionBlend when using RTAO to disable this trick. + float indirectSpecularOcclusion = lerp(1.0, GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(NdotV), indirectAmbientOcclusion, roughness), _SpecularOcclusionBlend); float directSpecularOcclusion = lerp(1.0, indirectSpecularOcclusion, _AmbientOcclusionParam.w); aoFactor.indirectSpecularOcclusion = GTAOMultiBounce(min(specularOcclusionFromData, indirectSpecularOcclusion), fresnel0); 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 57e6cd1ff45..9d97b449c72 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 @@ -645,7 +645,7 @@ class GenerateMaxZMaskPassData public TextureHandle dilatedMaxZBuffer; } - TextureHandle GenerateMaxZPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthTexture, HDUtils.PackedMipChainInfo depthMipInfo, int frameIndex) + TextureHandle GenerateMaxZPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthTexture, HDUtils.PackedMipChainInfo depthMipInfo) { if (Fog.IsVolumetricFogEnabled(hdCamera)) { 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 9da56017ace..70c8232ef89 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 @@ -144,7 +144,7 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, lightingBuffers.screenspaceShadowBuffer = RenderScreenSpaceShadows(m_RenderGraph, hdCamera, prepassOutput, prepassOutput.depthBuffer, prepassOutput.normalBuffer, prepassOutput.motionVectorsBuffer, rayCountTexture); - var maxZMask = GenerateMaxZPass(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, m_DepthBufferMipChainInfo, m_FrameCount); + var maxZMask = GenerateMaxZPass(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, m_DepthBufferMipChainInfo); var volumetricLighting = VolumetricLightingPass(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, volumetricDensityBuffer, maxZMask, gpuLightListOutput.bigTileLightList, shadowResult); @@ -276,7 +276,7 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, // Because of this, we need another blit here to the final render target at the right viewport. if (!HDUtils.PostProcessIsFinalPass(hdCamera) || aovRequest.isValid) { - hdCamera.ExecuteCaptureActions(m_RenderGraph, colorBuffer); + hdCamera.ExecuteCaptureActions(m_RenderGraph, postProcessDest); postProcessDest = RenderDebug(m_RenderGraph, hdCamera, 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 25a7bf2b45a..f57faf26e2d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -1039,11 +1039,14 @@ void UpdateShaderVariablesGlobalCB(HDCamera hdCamera, CommandBuffer cmd) m_ShaderVariablesGlobalCB._EnableRayTracedReflections = enableRaytracedReflections ? 1 : 0; RecursiveRendering recursiveSettings = hdCamera.volumeStack.GetComponent(); m_ShaderVariablesGlobalCB._EnableRecursiveRayTracing = recursiveSettings.enable.value ? 1u : 0u; + + m_ShaderVariablesGlobalCB._SpecularOcclusionBlend = m_AmbientOcclusionSystem.EvaluateSpecularOcclusionFlag(hdCamera); } else { m_ShaderVariablesGlobalCB._EnableRayTracedReflections = 0; m_ShaderVariablesGlobalCB._EnableRecursiveRayTracing = 0; + m_ShaderVariablesGlobalCB._SpecularOcclusionBlend = 1.0f; } ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); @@ -1389,6 +1392,7 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c { skipRequest = true; // Execute custom render + UnityEngine.Rendering.RenderPipeline.BeginCameraRendering(renderContext, camera); additionalCameraData.ExecuteCustomRender(renderContext, hdCamera); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs index d1efce9c524..b72c059cd7a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -243,6 +243,7 @@ static class HDShaderIDs public static readonly int _DecalNormalBufferStencilRef = Shader.PropertyToID("_DecalNormalBufferStencilRef"); public static readonly int _DecalPrepassTexture = Shader.PropertyToID("_DecalPrepassTexture"); public static readonly int _DecalPrepassTextureMS = Shader.PropertyToID("_DecalPrepassTextureMS"); + public static readonly int _DrawOrder = Shader.PropertyToID("_DrawOrder"); public static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs index bdc47f7d17b..84525a3125a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs @@ -28,6 +28,12 @@ public void Init(HDRenderPipeline renderPipeline) m_RTAOApplyIntensityKernel = m_PipelineRayTracingResources.aoRaytracingCS.FindKernel("RTAOApplyIntensity"); } + public float EvaluateRTSpecularOcclusionFlag(HDCamera hdCamera, AmbientOcclusion ssoSettings) + { + float remappedRayLength = (Mathf.Clamp(ssoSettings.rayLength, 1.25f, 1.5f) - 1.25f) / 0.25f; + return Mathf.Lerp(0.0f, 1.0f, 1.0f - remappedRayLength); + } + static RTHandle AmbientOcclusionHistoryBufferAllocatorFunction(string viewName, int frameIndex, RTHandleSystem rtHandleSystem) { return rtHandleSystem.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16_SFloat, dimension: TextureXR.dimension, diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs index 70d0866aaf4..091192a6865 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs @@ -84,7 +84,6 @@ DeferredLightingRTParameters PrepareIndirectDiffuseDeferredLightingRTParameters( deferredParameters.raytracingCB._RaytracingIntensityClamp = settings.clampValue; deferredParameters.raytracingCB._RaytracingPreExposition = 1; deferredParameters.raytracingCB._RaytracingIncludeSky = 1; - deferredParameters.raytracingCB._RaytracingPreExposition = 1; deferredParameters.raytracingCB._RaytracingRayMaxLength = settings.rayLength; deferredParameters.raytracingCB._RayTracingDiffuseLightingOnly = 1; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute index b9ebdc3dd89..6e6ed7b63ab 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute @@ -62,9 +62,14 @@ void RAYTRACING_DEFERRED(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gro // If the distance is negative, this means it is a sky pixel or an unlit material if (LOAD_TEXTURE2D_X(_RaytracingDistanceBuffer, currentCoord).x < 0.0) { - float3 newSampleColor = clamp(LOAD_TEXTURE2D_X(_GBufferTexture3, currentCoord).rgb * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) - * (_RaytracingPreExposition ? 1.0 : GetInverseCurrentExposureMultiplier() ); - _RaytracingLitBufferRW[COORD_TEXTURE2D_X(currentCoord)] = float4(newSampleColor, 0.0); + // Convert to HSV space + float3 finalColor = RgbToHsv(LOAD_TEXTURE2D_X(_GBufferTexture3, currentCoord).rgb * GetCurrentExposureMultiplier()); + + // Expose and clamp the final color + finalColor.z = clamp(finalColor.z, 0.0, _RaytracingIntensityClamp); + + // Convert back to HSV space + _RaytracingLitBufferRW[COORD_TEXTURE2D_X(currentCoord)] = float4(HsvToRgb(finalColor) * (_RaytracingPreExposition ? 1.0 : GetInverseCurrentExposureMultiplier()), 0.0); return; } @@ -106,8 +111,23 @@ void RAYTRACING_DEFERRED(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gro float3 finalColor = (diffuseLighting + specularLighting); // Apply fog attenuation ApplyFogAttenuation(sourcePosInput.positionWS, rayDirection, rayDistance, finalColor, true); - // Expose, clamp and inverse exposure - finalColor = clamp(finalColor * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * (_RaytracingPreExposition ? 1.0 : GetInverseCurrentExposureMultiplier()); + + // Expose, clamp and inverse exposure. Though depending on the signal nature we go for different clamping strategies + if (_RaytracingPreExposition) + { + // Convert to HSV space + finalColor = RgbToHsv(finalColor * GetCurrentExposureMultiplier()); + + // Expose and clamp the final color + finalColor.z = clamp(finalColor.z, 0.0, _RaytracingIntensityClamp); + + // Convert back to HSV space + finalColor = HsvToRgb(finalColor); + } + else + { + finalColor = clamp(finalColor * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); + } _RaytracingLitBufferRW[COORD_TEXTURE2D_X(currentCoord)] = float4(finalColor, 1.0); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl new file mode 100644 index 00000000000..f9acfbac2b9 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl @@ -0,0 +1,16 @@ + +#define MAX_REPROJECTION_DISTANCE 0.1 +#define MAX_PIXEL_TOLERANCE 4 + +float ComputeMaxReprojectionWorldRadius(float3 positionWS, float3 normalWS, float pixelSpreadAngleTangent, float maxDistance, float pixelTolerance) +{ + const float3 viewWS = GetWorldSpaceNormalizeViewDir(positionWS); + float parallelPixelFootPrint = pixelSpreadAngleTangent * length(positionWS); + float realPixelFootPrint = parallelPixelFootPrint / abs(dot(normalWS, viewWS)); + return max(maxDistance, realPixelFootPrint * pixelTolerance); +} + +float ComputeMaxReprojectionWorldRadius(float3 positionWS, float3 normalWS, float pixelSpreadAngleTangent) +{ + return ComputeMaxReprojectionWorldRadius(positionWS, normalWS, pixelSpreadAngleTangent, MAX_REPROJECTION_DISTANCE, MAX_PIXEL_TOLERANCE); +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl.meta new file mode 100644 index 00000000000..b0a88caffee --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 07e251d6348c2124fa304daa26ea9a26 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute index b53383d5a9c..3f20dc6f44e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute @@ -22,6 +22,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingSampling.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/BilateralFilter.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl" // Tile size of this compute shaders #define DIFFUSE_DENOISER_TILE_SIZE 8 @@ -80,11 +81,7 @@ void BILATERAL_FILTER(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupT #endif // Compute the radius of the filter. This is evaluated as the max between a fixed radius value and an approximation of the footprint of the pixel - const float parallelPixelFootPrint = _PixelSpreadAngleTangent * length(center.position); - // Compute the view in world space - const float3 viewWS = GetWorldSpaceNormalizeViewDir(center.position); - const float realPixelFootPrint = parallelPixelFootPrint / abs(dot(center.normal, viewWS)); - const float denoisingRadius = max(_DenoiserFilterRadius, realPixelFootPrint * PIXEL_RADIUS_TOLERANCE_THRESHOLD); + const float denoisingRadius = ComputeMaxReprojectionWorldRadius(center.position, center.normal, _PixelSpreadAngleTangent, _DenoiserFilterRadius, PIXEL_RADIUS_TOLERANCE_THRESHOLD); // Compute the sigma value const float sigma = 0.9 * denoisingRadius; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute index 5f35c1bd5f2..3651b024774 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute @@ -17,6 +17,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl" #define BILATERAL_ROUGHNESS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/BilateralFilter.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" @@ -126,8 +127,11 @@ void TEMPORAL_ACCUMULATION(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 g // Compute the world space position (from previous frame) float3 historyPositionWS = ComputeWorldSpacePosition(posInput.positionNDC - velocity, historyDepth, UNITY_MATRIX_PREV_I_VP); + // Compute the max world radius that we consider acceptable for history reprojection + float maxRadius = ComputeMaxReprojectionWorldRadius(posInput.positionWS, normalData.normalWS, _PixelSpreadAngleTangent); + // Is it too far from the current position? - if (length(historyPositionWS - posInput.positionWS) > 0.1) + if (length(historyPositionWS - posInput.positionWS) > maxRadius) canBeReprojected = false; if (canBeReprojected && sampleCount != 0.0) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute index cd472cdabd0..3aaddc280f3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute @@ -23,6 +23,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl" #pragma only_renderers d3d11 // #pragma enable_d3d11_debug_symbols @@ -45,10 +46,6 @@ float _PixelSpreadAngleTangent; // Value that tells us if the current history should be discarded based on scene-level data float _HistoryValidity; -// The maximal world space distance for temporal reprojection -#define MAX_WORLD_SPACE_DISTANCE 0.1 -// The maximal pixel reprojection distance -#define PIXEL_RADIUS_TOLERANCE_THRESHOLD 4 // The maximal normal difference threshold #define MAX_NORMAL_DIFFERENCE 0.65 // The minimal motion distance @@ -95,7 +92,6 @@ void ValidateHistory(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupTh return; } - // Real the normal data for this pixel NormalData normalData; DecodeFromNormalBuffer(centerCoord, normalData); @@ -104,10 +100,7 @@ void ValidateHistory(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupTh float3 historyPositionWS = ComputeWorldSpacePosition(posInputs.positionNDC - velocity, historyDepth, UNITY_MATRIX_PREV_I_VP); // Compute the max reprojection distance. This is evaluated as the max between a fixed radius value and an approximation of the footprint of the pixel. - const float3 viewWS = GetWorldSpaceNormalizeViewDir(posInputs.positionWS); - float parallelPixelFootPrint = _PixelSpreadAngleTangent * length(posInputs.positionWS); - float realPixelFootPrint = parallelPixelFootPrint / abs(dot(normalData.normalWS, viewWS)); - float maxRadius = max(MAX_WORLD_SPACE_DISTANCE, realPixelFootPrint * PIXEL_RADIUS_TOLERANCE_THRESHOLD); + float maxRadius = ComputeMaxReprojectionWorldRadius(posInputs.positionWS, normalData.normalWS, _PixelSpreadAngleTangent); // Is it too far from the current position? if (length(historyPositionWS - posInputs.positionWS) > maxRadius) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.raytrace index f2c91a74615..5b3035fae0f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.raytrace +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.raytrace @@ -128,9 +128,14 @@ void RayGenIntegration() // Normalize the value finalColor *= 1.0f / _RaytracingNumSamples; + // Convert to HSV space + finalColor = RgbToHsv(finalColor * GetCurrentExposureMultiplier()); + // Expose and clamp the final color - finalColor = clamp(finalColor * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp); + finalColor.z = clamp(finalColor.z, 0.0, _RaytracingIntensityClamp); + // Convert back to HSV space + finalColor = HsvToRgb(finalColor) * GetInverseCurrentExposureMultiplier(); // We store the sampled color and the weight that shall be used for it (1.0f) _IndirectDiffuseTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(finalColor, 1.0f); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace index 0e1e2835f1a..069213daa87 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace @@ -156,16 +156,32 @@ void RayGenIntegration() // Evaluate the ray intersection TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, RAYTRACINGRENDERERFLAG_REFLECTION, 0, 1, 0, rayDescriptor, rayIntersection); + // The clamping process is different for the sky and rest + float3 sampleColor = 0.0; + if (rayIntersection.t == _RaytracingRayMaxLength) + { + // Convert to HSV space + sampleColor = RgbToHsv(rayIntersection.color * GetCurrentExposureMultiplier()); + + // Expose and clamp the final color + sampleColor.z = clamp(sampleColor.z, 0.0, _RaytracingIntensityClamp); + + // Convert back to HSV space + sampleColor = HsvToRgb(sampleColor) * GetInverseCurrentExposureMultiplier(); + } + else + { + // Expose and clamp the final color + sampleColor = clamp(rayIntersection.color * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); + } + // Contribute to the pixel - finalColor += rayIntersection.color; + finalColor += sampleColor; } // Normalize the value finalColor *= 1.0 / realSampleCount; - // Expose and clamp the final color - finalColor = clamp(finalColor * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); - // We also need to compute the fade factor for this sample float weightValue = _RaytracingReflectionSmoothnessFadeStart == _RaytracingReflectionMinSmoothness ? 1.0 : saturate((perceptualSmoothness - _RaytracingReflectionMinSmoothness) / (_RaytracingReflectionSmoothnessFadeStart -_RaytracingReflectionMinSmoothness)); @@ -252,8 +268,24 @@ void RayGenIntegrationTransparent() // Evaluate the ray intersection TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, RAYTRACINGRENDERERFLAG_REFLECTION, 0, 1, 0, rayDescriptor, rayIntersection); - // Expose and clamp the final color - float3 finalColor = clamp(rayIntersection.color * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); + // The clamping process is different for the sky and rest + float3 finalColor = 0.0; + if (rayIntersection.t == _RaytracingRayMaxLength) + { + // Convert to HSV space + finalColor = RgbToHsv(rayIntersection.color * GetCurrentExposureMultiplier()); + + // Expose and clamp the final color + finalColor.z = clamp(finalColor.z, 0.0, _RaytracingIntensityClamp); + + // Convert back to HSV space + finalColor = HsvToRgb(finalColor) * GetInverseCurrentExposureMultiplier(); + } + else + { + // Expose and clamp the final color + finalColor = clamp(rayIntersection.color * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); + } // We store the sampled color and the weight that shall be used for it (1.0) _SsrLightingTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(finalColor, 1.0); diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs index eacbc845ae6..3e989c7fdf5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs @@ -268,7 +268,7 @@ unsafe struct ShaderVariablesGlobal // Because the DepthPrepass doesn't have a DEBUG_DISPLAY variant, it is the only way to disable it for debug modes public float _GlobalTessellationFactorMultiplier; - public float _Pad8; + public float _SpecularOcclusionBlend; public float _Pad9; } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl index 9387f8c43c6..bfaaba4b65d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl @@ -151,7 +151,7 @@ GLOBAL_CBUFFER_START(ShaderVariablesGlobal, b0) float4 _ProbeVolumeAmbientProbeFallbackPackedCoeffs[7]; int _TransparentCameraOnlyMotionVectors; float _GlobalTessellationFactorMultiplier; - float _Pad8; + float _SpecularOcclusionBlend; float _Pad9; CBUFFER_END