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enabled: 1 path: Assets/GraphicTests/Scenes/1x_Materials/1223_Lit_Iridescence.unity guid: b447fc323b2e7604e9404972d093fb77 + - enabled: 1 + path: Assets/GraphicTests/Scenes/1x_Materials/1224_Lit_Tesselation_Culling.unity + guid: e6dbeb027fe017c41839dd2fcfc728f3 - enabled: 1 path: Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity guid: eefb6e7ceaa685442bbf61fd2b82f9ae diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 357ab1c1284..285502dcbe3 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -18,6 +18,10 @@ The version number for this package has increased due to a version update of a r - 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. +## Added +- New function in GeometryTools.hlsl to calculate triangle edge and full triangle culling. + + ## [10.2.0] - 2020-10-19 Version Updated diff --git a/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl index 99784432eed..c9e2e149ce0 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl @@ -234,9 +234,12 @@ bool CullTriangleFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 // Returns 'true' if the edge of the triangle is outside of the frustum. // The edges are defined s.t. they are on the opposite side of the point with the given index. // 'epsilon' is the (negative) distance to (outside of) the frustum below which we cull the triangle. -bool3 CullTriangleEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes) +//output packing: +// x,y,z - one component per triangle edge, true if outside, false otherwise +// w - true if entire triangle is outside of at least 1 plane of the frustum, false otherwise +bool4 CullFullTriangleAndEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes) { - bool3 edgesOutside = false; + bool4 edgesOutsideXYZ_triangleOutsideW = false; for (int i = 0; i < numPlanes; i++) { @@ -244,13 +247,26 @@ bool3 CullTriangleEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, f DistanceFromPlane(p1, frustumPlanes[i]) < epsilon, DistanceFromPlane(p2, frustumPlanes[i]) < epsilon); - // If both points of the edge are behind any of the planes, we cull. - edgesOutside.x = edgesOutside.x || (pointsOutside.y && pointsOutside.z); - edgesOutside.y = edgesOutside.y || (pointsOutside.x && pointsOutside.z); - edgesOutside.z = edgesOutside.z || (pointsOutside.x && pointsOutside.y); + bool3 edgesOutside; + // If both points of the edge are behind any of the planes, we cull. + edgesOutside.x = pointsOutside.y && pointsOutside.z; + edgesOutside.y = pointsOutside.x && pointsOutside.z; + edgesOutside.z = pointsOutside.x && pointsOutside.y; + + edgesOutsideXYZ_triangleOutsideW = edgesOutsideXYZ_triangleOutsideW || bool4(edgesOutside.xyz, all(pointsOutside)); } - return edgesOutside; + return edgesOutsideXYZ_triangleOutsideW; +} + +// Returns 'true' if the edge of the triangle is outside of the frustum. +// The edges are defined s.t. they are on the opposite side of the point with the given index. +// 'epsilon' is the (negative) distance to (outside of) the frustum below which we cull the triangle. +//output packing: +// x,y,z - one component per triangle edge, true if outside, false otherwise +bool3 CullTriangleEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes) +{ + return CullFullTriangleAndEdgesFrustum(p0, p1, p2, epsilon, frustumPlanes, numPlanes).xyz; } bool CullTriangleBackFaceView(float3 p0, float3 p1, float3 p2, float epsilon, float3 V, float winding) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ce192f7464e..c569133be04 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -50,6 +50,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed LayerMask editor for volume parameters. - Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). - Fixed box light attenuation. +- Fixed tesselation culling, big triangles using lit tesselation shader would dissapear when camera is too close to them (case 1299116) ### Changed - Removed the material pass probe volumes evaluation mode. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataMeshModification.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataMeshModification.hlsl index 7ea5f75fe58..2151286da7a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataMeshModification.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataMeshModification.hlsl @@ -62,14 +62,14 @@ float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 // TODO: the only reason I test the near plane here is that I am not sure that the product of other tessellation factors // (such as screen-space/distance-based) results in the tessellation factor of 1 for the geometry behind the near plane. // If that is the case (and, IMHO, it should be), we shouldn't have to test the near plane here. - bool3 frustumCullEdgesMainView = CullTriangleEdgesFrustum(p0, p1, p2, frustumEps, _FrustumPlanes, 5); // Do not test the far plane + bool4 frustumCullEdgesMainView = CullFullTriangleAndEdgesFrustum(p0, p1, p2, frustumEps, _FrustumPlanes, 5); // Do not test the far plane #else // During the scene picking pass, we have no access to camera frustum planes - bool3 frustumCullEdgesMainView = false; + bool4 frustumCullEdgesMainView = false; #endif #if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS) - bool frustumCullCurrView = all(frustumCullEdgesMainView); + bool frustumCullCurrView = frustumCullEdgesMainView.w; #else bool frustumCullCurrView = CullTriangleFrustum(p0, p1, p2, frustumEps, _ShadowFrustumPlanes, 4); // Do not test near/far planes #endif