From 77bae015b386a74926f0a26ad206757557e6b829 Mon Sep 17 00:00:00 2001 From: JulienIgnace-Unity Date: Fri, 8 Jan 2021 14:01:58 +0100 Subject: [PATCH 01/21] Fixed Render Graph immediate mode. (#3033) Co-authored-by: Sebastien Lagarde --- .../Runtime/RenderGraph/RenderGraph.cs | 2 ++ 1 file changed, 2 insertions(+) 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); } } From 47bd6c2505b11a66ea4d61c5469b59e70bf8b256 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Fri, 8 Jan 2021 17:17:50 +0100 Subject: [PATCH 02/21] Fix issue with shadow mask and area lights (#3019) * Not checking NdotL since it's not really valid for area lights (We have multiple valid light directions, not one) * Changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Lighting/LightEvaluation.hlsl | 3 +-- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 9c3469d1869..7e80b910a8b 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -34,6 +34,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed Clearcoat on Stacklit or Lit breaks when URP is imported into the project (case 1297806) - Fixed timing issues with accumulation motion blur - Fixed an issue with the frame count management for the volumetric fog (case 1299251). +- Fixed issue with shadow mask and area lights. ### Changed - Removed the material pass probe volumes evaluation mode. 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. From 88daab37539355565f0044f0c0de8396a6c414af Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Fri, 8 Jan 2021 17:19:06 +0100 Subject: [PATCH 03/21] Fix issue with capture callback (now includes post processing results) (#3035) Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 7e80b910a8b..e62081ef490 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -35,6 +35,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed timing issues with accumulation motion blur - Fixed an issue with the frame count management for the volumetric fog (case 1299251). - Fixed issue with shadow mask and area lights. +- Fixed an issue with the capture callback (now includes post processing results). ### Changed - Removed the material pass probe volumes evaluation mode. 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..af80c886cfd 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 @@ -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, From 4313b48fbaf96d47ba538818ad85e68a50ed31c9 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Fri, 8 Jan 2021 17:40:00 +0100 Subject: [PATCH 04/21] [HDRP] Fix decal draw order for ShaderGraph decal materials (#3018) * Fixed ShaderGraph decal draw order * Updated changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Material/Decal/DecalSystem.cs | 4 ++-- .../Runtime/RenderPipeline/HDStringConstants.cs | 1 + 3 files changed, 4 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index e62081ef490..3435e744030 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -36,6 +36,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue with the frame count management for the volumetric fog (case 1299251). - 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. ### Changed - Removed the material pass probe volumes evaluation mode. 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/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"); From a9c4c2784c17b614d824c9167030078b42ce6513 Mon Sep 17 00:00:00 2001 From: JulienIgnace-Unity Date: Mon, 11 Jan 2021 10:40:26 +0100 Subject: [PATCH 05/21] Fixed various Look Dev issues after exiting Playmode (#2956) * Fixed access to invalid Contexts references after exiting playmode. * Fixed comparison gizmo after playmode. * Fixes from PR feedback --- .../Editor/LookDev/CameraController.cs | 22 ++++++++++++----- .../LookDev/ComparisonGizmoController.cs | 8 +++++-- .../Editor/LookDev/Compositor.cs | 16 +++++++++---- .../Editor/LookDev/DisplayWindow.cs | 24 ++++++++++++------- .../Editor/LookDev/LookDev.cs | 17 ++++++++++--- .../Editor/LookDev/Stage.cs | 8 +++---- 6 files changed, 65 insertions(+), 30 deletions(-) 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); From a22cfa418a09a2f0d8d175f63d61f4c64d3e80f7 Mon Sep 17 00:00:00 2001 From: slunity <37302815+slunity@users.noreply.github.com> Date: Tue, 12 Jan 2021 03:34:01 -0500 Subject: [PATCH 06/21] StackLit: Fix SG surface option property block to only display energy conserving specular color option for the specular input parametrization (similar to case 1257050) (#3060) --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../ShaderGraph/StackLitSurfaceOptionPropertyBlock.cs | 5 ++++- 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 0f666e7b367..1a1f0927c38 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -39,6 +39,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - 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) ### Changed - Removed the material pass probe volumes evaluation mode. 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); From a3c36a58f5b08018e61bbaa5332d52d0c4e06ab5 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Tue, 12 Jan 2021 10:28:49 +0100 Subject: [PATCH 07/21] Fixed missing BeginCameraRendering call for custom render mode of a Camera (#3063) --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/HDRenderPipeline.cs | 1 + 2 files changed, 2 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 1a1f0927c38..0db4c3650cd 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -40,6 +40,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - 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. ### Changed - Removed the material pass probe volumes evaluation mode. 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..43b02e89aeb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -1389,6 +1389,7 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c { skipRequest = true; // Execute custom render + UnityEngine.Rendering.RenderPipeline.BeginCameraRendering(renderContext, camera); additionalCameraData.ExecuteCustomRender(renderContext, hdCamera); } From 6cb682010915ddf7dc8c89f4440c1336a637b6e2 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Tue, 12 Jan 2021 11:36:04 +0100 Subject: [PATCH 08/21] Implement custom drawer for layer mask parameters (#3066) --- .../Editor/Volume/Drawers/IntParameterDrawer.cs | 16 ++++++++++++++++ .../CHANGELOG.md | 1 + 2 files changed, 17 insertions(+) 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.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 0db4c3650cd..488e34f98ac 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -41,6 +41,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - 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. ### Changed - Removed the material pass probe volumes evaluation mode. 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sha256:21920d08a232c617b3c386b09a68c986f815b74c3ef572ff68dabd80ab041618 +size 159498 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2505_Area_Light_ShadowMask_Baking.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2505_Area_Light_ShadowMask_Baking.png new file mode 100644 index 00000000000..931b7cc86c5 --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2505_Area_Light_ShadowMask_Baking.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7ef6563dadb4570aa379e0fec389873a7b5090fe8efab0ff50e2a406439eeaf9 +size 158212 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 From 4a139629a0beff07af04d818b3d72540d4972b4d Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Mon, 11 Jan 2021 08:59:06 -0500 Subject: [PATCH 10/21] Fixing hull constant shader's tesselation cull algorithm. Before it was comparing edges being out of the frustum. This is wrong because the camera could be inside a triangle, in which case the edges could be out of at least 1 frustum plane. Correct fix is to check all three vertices if they are out of at least 1 plane. Result packed tightly into the functions w return component. --- .../ShaderLibrary/GeometricTools.hlsl | 18 ++++++++++++------ .../Material/Lit/LitDataMeshModification.hlsl | 6 +++--- 2 files changed, 15 insertions(+), 9 deletions(-) diff --git a/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl index 99784432eed..5f555f8bd83 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 CullTriangleEdgesFrustum(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 +247,16 @@ bool3 CullTriangleEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, f DistanceFromPlane(p1, frustumPlanes[i]) < epsilon, DistanceFromPlane(p2, frustumPlanes[i]) < epsilon); + bool3 edgesOutside; // 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); + 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; } bool CullTriangleBackFaceView(float3 p0, float3 p1, float3 p2, float epsilon, float3 V, float winding) 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..9b7f3364dae 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 @@ -62,16 +62,16 @@ 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 = CullTriangleEdgesFrustum(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; #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 + bool4 frustumCullCurrView = CullTriangleFrustum(p0, p1, p2, frustumEps, _ShadowFrustumPlanes, 5); // Do not test near/far planes #endif bool faceCull = false; From c9546653363b01332ad849dd5bca2d2bbf010919 Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Mon, 11 Jan 2021 12:40:59 -0500 Subject: [PATCH 11/21] Renamed to a new function so we keep backwards compatibility. Restored the shadow shader pass path, accidentally changed it to bool4 and use near plane. --- .../ShaderLibrary/GeometricTools.hlsl | 20 ++++++++++++++----- .../Material/Lit/LitDataMeshModification.hlsl | 4 ++-- 2 files changed, 17 insertions(+), 7 deletions(-) diff --git a/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl index 5f555f8bd83..e7b575e6090 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl @@ -237,7 +237,7 @@ bool CullTriangleFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 //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 CullTriangleEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes) +bool4 CullFullTriangleAndEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes) { bool4 edgesOutsideXYZ_triangleOutsideW = false; @@ -247,18 +247,28 @@ bool4 CullTriangleEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, f DistanceFromPlane(p1, frustumPlanes[i]) < epsilon, DistanceFromPlane(p2, frustumPlanes[i]) < epsilon); - bool3 edgesOutside; - // If both points of the edge are behind any of the planes, we cull. + 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)); + + edgesOutsideXYZ_triangleOutsideW = edgesOutsideXYZ_triangleOutsideW || bool4(edgesOutside.xyz, all(pointsOutside)); } 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) { float3 edge1 = p1 - p0; 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 9b7f3364dae..8c715f6ba1a 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 @@ -62,7 +62,7 @@ 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. - bool4 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; @@ -71,7 +71,7 @@ float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 #if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS) bool frustumCullCurrView = frustumCullEdgesMainView.w; #else - bool4 frustumCullCurrView = CullTriangleFrustum(p0, p1, p2, frustumEps, _ShadowFrustumPlanes, 5); // Do not test near/far planes + bool4 frustumCullCurrView = CullTriangleFrustum(p0, p1, p2, frustumEps, _ShadowFrustumPlanes, 4); // Do not test near/far planes #endif bool faceCull = false; From a12ccd511d6a90ed90a3b8709fdff42fadeb7174 Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Mon, 11 Jan 2021 12:44:13 -0500 Subject: [PATCH 12/21] Fixing type back to bool, instead of bool4 --- .../Runtime/Material/Lit/LitDataMeshModification.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 8c715f6ba1a..532361485ef 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 @@ -71,7 +71,7 @@ float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 #if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS) bool frustumCullCurrView = frustumCullEdgesMainView.w; #else - bool4 frustumCullCurrView = CullTriangleFrustum(p0, p1, p2, frustumEps, _ShadowFrustumPlanes, 4); // Do not test near/far planes + bool frustumCullCurrView = CullTriangleFrustum(p0, p1, p2, frustumEps, _ShadowFrustumPlanes, 4); // Do not test near/far planes #endif bool faceCull = false; From f1fbd376449867c921086383debd8db666d8e56c Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Mon, 11 Jan 2021 12:50:48 -0500 Subject: [PATCH 13/21] Merging changelog information from rebase. --- com.unity.render-pipelines.core/CHANGELOG.md | 4 ++++ com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 2 files changed, 5 insertions(+) diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index 1de5845d234..8c86b1102f3 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -13,6 +13,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - 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.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 488e34f98ac..8ab46c4fbdf 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -42,6 +42,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - 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 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. From fe8a1382769320207d3e76029a1d72538d8d3dcf Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Mon, 11 Jan 2021 17:15:03 -0500 Subject: [PATCH 14/21] Making sure scene declaration pass is a bool4 --- .../Runtime/Material/Lit/LitDataMeshModification.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 532361485ef..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 @@ -65,7 +65,7 @@ float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 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) From deabffaf798861cd8e1b56a47a641f26eafa1931 Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Mon, 11 Jan 2021 18:25:58 -0500 Subject: [PATCH 15/21] Adding new test for tesselation culling, with a weird camera angle which fails previous setup. --- .../1224_Lit_Tesselation_Culling.meta | 8 + .../1224_Lit_Tesselation_Culling.unity | 345 ++++++++++++++++++ .../1224_Lit_Tesselation_Culling.unity.meta | 7 + .../TesselationPlaneMaterial.mat | 288 +++++++++++++++ .../TesselationPlaneMaterial.mat.meta | 8 + .../None/1224_Lit_Tesselation_Culling.png | 3 + .../1224_Lit_Tesselation_Culling.png.meta | 108 ++++++ .../ProjectSettings/EditorBuildSettings.asset | 3 + 8 files changed, 770 insertions(+) create mode 100644 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borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 1 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: -1 + wrapV: -1 + wrapW: -1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 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 0d41d4d287e..41add4f2ffd 100644 --- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -686,4 +686,7 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/1x_Materials/1713_MeshDecalViewBias.unity guid: 0adc2fcc221085f45ba4dce7e4afae0d + - enabled: 1 + path: Assets/GraphicTests/Scenes/1x_Materials/1224_Lit_Tesselation_Culling.unity + guid: e6dbeb027fe017c41839dd2fcfc728f3 m_configObjects: {} From 9c713bddc8e8c1085b6345a92bf1a8df0a1c11e1 Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Tue, 12 Jan 2021 08:32:20 -0500 Subject: [PATCH 16/21] Fixing formatting of code, rearranging order of test in editor build settings. --- .../HDRP_Tests/ProjectSettings/EditorBuildSettings.asset | 6 +++--- .../ShaderLibrary/GeometricTools.hlsl | 8 ++++---- 2 files changed, 7 insertions(+), 7 deletions(-) diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index 41add4f2ffd..48ab39900e9 100644 --- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -89,6 +89,9 @@ EditorBuildSettings: - 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 @@ -686,7 +689,4 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/1x_Materials/1713_MeshDecalViewBias.unity guid: 0adc2fcc221085f45ba4dce7e4afae0d - - enabled: 1 - path: Assets/GraphicTests/Scenes/1x_Materials/1224_Lit_Tesselation_Culling.unity - guid: e6dbeb027fe017c41839dd2fcfc728f3 m_configObjects: {} diff --git a/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl index e7b575e6090..c9e2e149ce0 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl @@ -234,9 +234,9 @@ 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. -//output packing: +//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 +// 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) { bool4 edgesOutsideXYZ_triangleOutsideW = false; @@ -252,7 +252,7 @@ bool4 CullFullTriangleAndEdgesFrustum(float3 p0, float3 p1, float3 p2, float eps 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)); } @@ -262,7 +262,7 @@ bool4 CullFullTriangleAndEdgesFrustum(float3 p0, float3 p1, float3 p2, float eps // 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: +//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) { From 4f8b0732bee5d3b4c43274ce385719145a3db24b Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Tue, 12 Jan 2021 10:52:09 -0500 Subject: [PATCH 17/21] Adding reference images for test. --- .../None/1224_Lit_Tesselation_Culling.png | 3 + .../1224_Lit_Tesselation_Culling.png.meta | 108 ++++++++++++++++++ .../None/1224_Lit_Tesselation_Culling.png | 3 + .../1224_Lit_Tesselation_Culling.png.meta | 108 ++++++++++++++++++ .../None/1224_Lit_Tesselation_Culling.png | 3 + .../1224_Lit_Tesselation_Culling.png.meta | 108 ++++++++++++++++++ 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2021 11:03:46 -0500 Subject: [PATCH 18/21] Missing meta file for new tests --- .../Direct3D11/None/1224_Lit_Tesselation_Culling.png.meta | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/1224_Lit_Tesselation_Culling.png.meta b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/1224_Lit_Tesselation_Culling.png.meta index 9a77252797c..30981ad345b 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/1224_Lit_Tesselation_Culling.png.meta +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/1224_Lit_Tesselation_Culling.png.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 6ed765eef01757649adf1be1554cde8f +guid: 46f33bc5edf73f54f854540c9dc6f0e2 TextureImporter: internalIDToNameTable: [] externalObjects: {} From b855d1fb0ea037d56c8cf2ad6b208444360c13e0 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Thu, 14 Jan 2021 12:39:21 +0100 Subject: [PATCH 19/21] Fix bad merge issue --- .../2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity | 2 +- .../Metal/None/2505_Area_Light_ShadowMask_Baking.png | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity index 40558d604be..305f5382aa6 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity @@ -97,7 +97,7 @@ LightmapSettings: m_ExportTrainingData: 0 m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 - m_LightingDataAsset: {fileID: 112000002, guid: be45da7596e5ef2449542023017ef0b7, + m_LightingDataAsset: {fileID: 112000000, guid: be45da7596e5ef2449542023017ef0b7, type: 2} m_LightingSettings: {fileID: 723146032} --- !u!196 &4 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/2505_Area_Light_ShadowMask_Baking.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/2505_Area_Light_ShadowMask_Baking.png index 93a3cf74cff..13216ea5c04 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/2505_Area_Light_ShadowMask_Baking.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/2505_Area_Light_ShadowMask_Baking.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d5d26973c859833e45e3ed13aa00a2ace4d90a425a874aaf3b36648b4dab4407 -size 289 +oid sha256:296d3596c3504a3be38fdb0459df9aa0415aa4279cc6ab8eabd79b1f2aead821 +size 136986 From 7451d487f53f053cec8f7094ce73740b01840ad6 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Thu, 14 Jan 2021 12:41:23 +0100 Subject: [PATCH 20/21] fix bad merge issue --- .../2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity.meta | 2 -- .../2x_Lighting/2505_Area_Light_ShadowMask_Baking/.gitignore | 3 --- 2 files changed, 5 deletions(-) diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity.meta index 80d52ed6ba8..9ab126a6e5c 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity.meta +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity.meta @@ -1,7 +1,5 @@ fileFormatVersion: 2 guid: 091dc511a7c5d714cba984414c7b7ecf -labels: -- TestRunnerBake DefaultImporter: externalObjects: {} userData: diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking/.gitignore b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking/.gitignore index 1c33e83589d..e69de29bb2d 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking/.gitignore +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking/.gitignore @@ -1,3 +0,0 @@ -Lightmap-*_comp* -LightingData.* -ReflectionProbe-* \ No newline at end of file From 1335aad19309977608a807538d68760cce42ee32 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Thu, 14 Jan 2021 12:46:36 +0100 Subject: [PATCH 21/21] fix bad merge issue --- .../2x_Lighting/2505_Area_Light_ShadowMask_Baking/.gitignore | 0 .../Vulkan/None/2505_Area_Light_ShadowMask_Baking.png | 4 ++-- 2 files changed, 2 insertions(+), 2 deletions(-) delete mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking/.gitignore diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking/.gitignore b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking/.gitignore deleted file mode 100644 index e69de29bb2d..00000000000 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2505_Area_Light_ShadowMask_Baking.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2505_Area_Light_ShadowMask_Baking.png index 8874933276b..987d38081fc 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2505_Area_Light_ShadowMask_Baking.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2505_Area_Light_ShadowMask_Baking.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e0e690ee5292c6439ddaae68790866b71c540162dbdbdbda543470533d68fe8c -size 289 +oid 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