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project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed a reload bug when using objects from the scene in the lookdev (case 1300916). - Fixed light gizmo showing shadow near plane when shadows are disabled. - Fixed path tracing alpha channel support (case 1304187). +- Fixed shadow matte not working with ambient occlusion when MSAA is enabled ### Changed - Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356). diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs index a2ab4acf30f..8d4bfbf6cda 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs @@ -270,18 +270,6 @@ public static PassDescriptor GenerateDepthForwardOnlyPass(bool supportLighting) RenderStateCollection GenerateRenderState() { var renderState = new RenderStateCollection { CoreRenderStates.DepthOnly }; - - if (!supportLighting) - { - // Caution: When using MSAA we have normal and depth buffer bind. - // Unlit objects need to NOT write in normal buffer (or write 0) - Disable color mask for this RT - // Note: ShaderLab doesn't allow to have a variable on the second parameter of ColorMask - // - When MSAA: disable target 1 (normal buffer) - // - When no MSAA: disable target 0 (normal buffer) and 1 (unused) - renderState.Add(RenderState.ColorMask("ColorMask [_ColorMaskNormal]")); - renderState.Add(RenderState.ColorMask("ColorMask 0 1")); - } - return renderState; } @@ -348,11 +336,14 @@ public static PassDescriptor GenerateMotionVectors(bool supportLighting, bool su DefineCollection GenerateDefines() { if (!supportLighting) - return null; + { + // For shadow matte (unlit SG only) we need to enable write normal buffer + return CoreDefines.MotionVectorUnlit; + } var defines = new DefineCollection { Defines.raytracingDefault }; - // #define WRITE_NORMAL_BUFFER for motion vector in forward case + // TODO: do a #define WRITE_NORMAL_BUFFER for motion vector in forward only material case instead of a multi-compile // if (supportForward) // { // defines.Add(CoreKeywordDescriptors.WriteNormalBuffer, 1); @@ -365,18 +356,6 @@ RenderStateCollection GenerateRenderState() { var renderState = new RenderStateCollection(); renderState.Add(CoreRenderStates.MotionVectors); - - if (!supportLighting) - { - // Caution: When using MSAA we have motion vector, normal and depth buffer bind. - // Unlit objects need to NOT write in normal buffer (or write 0) - Disable color mask for this RT - // Note: ShaderLab doesn't allow to have a variable on the second parameter of ColorMask - // - When MSAA: disable target 2 (normal buffer) - // - When no MSAA: disable target 1 (normal buffer) and 2 (unused) - renderState.Add(RenderState.ColorMask("ColorMask [_ColorMaskNormal] 1")); - renderState.Add(RenderState.ColorMask("ColorMask 0 2")); - } - return renderState; } @@ -581,17 +560,6 @@ RenderStateCollection GenerateRenderState() }) }, }; - if (!supportLighting) - { - // Caution: When using MSAA we have normal and depth buffer bind. - // Unlit objects need to NOT write in normal buffer (or write 0) - Disable color mask for this RT - // Note: ShaderLab doesn't allow to have a variable on the second parameter of ColorMask - // - When MSAA: disable target 1 (normal buffer) - // - When no MSAA: disable target 0 (normal buffer) and 1 (unused) - renderState.Add(RenderState.ColorMask("ColorMask [_ColorMaskNormal]")); - renderState.Add(RenderState.ColorMask("ColorMask 0 1")); - } - return renderState; } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs index 9837c1c5976..af7ac0a505f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs @@ -823,6 +823,13 @@ static class CoreDefines public static DefineCollection DepthForwardOnlyUnlit = new DefineCollection { + // When using Shadow matte, we need to output a normal buffer even for unlit so it is compatible with ambient occlusion + { CoreKeywordDescriptors.WriteNormalBuffer, 1, new FieldCondition(HDUnlitSubTarget.EnableShadowMatte, true)}, + }; + + public static DefineCollection MotionVectorUnlit = new DefineCollection + { + // When using Shadow matte, we need to output a normal buffer even for unlit so it is compatible with ambient occlusion { CoreKeywordDescriptors.WriteNormalBuffer, 1, new FieldCondition(HDUnlitSubTarget.EnableShadowMatte, true)}, }; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader index 64197367440..80cedfe1b5f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader @@ -198,14 +198,6 @@ Shader "HDRP/Unlit" ZWrite On - // Caution: When using MSAA we have normal and depth buffer bind. - // Unlit objects need to NOT write in normal buffer (or write 0) - Disable color mask for this RT - // Note: ShaderLab doesn't allow to have a variable on the second parameter of ColorMask - // - When MSAA: disable target 1 (normal buffer) - // - When no MSAA: disable target 0 (normal buffer) and 1 (unused) - ColorMask [_ColorMaskNormal] - ColorMask 0 1 - HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone vulkan metal switch @@ -214,6 +206,7 @@ Shader "HDRP/Unlit" #pragma multi_compile _ DOTS_INSTANCING_ON #pragma multi_compile _ WRITE_MSAA_DEPTH + // Note: Only shader graph support Shadow Matte, so we do'nt need normal buffer here // Note we don't need to define WRITE_NORMAL_BUFFER // Note we don't need to define WRITE_DECAL_BUFFER @@ -251,14 +244,6 @@ Shader "HDRP/Unlit" ZWrite On - // Caution: When using MSAA we have motion vector, normal and depth buffer bind. - // Unlit objects need to NOT write in normal buffer (or write 0) - Disable color mask for this RT - // Note: ShaderLab doesn't allow to have a variable on the second parameter of ColorMask - // - When MSAA: disable target 2 (normal buffer) - // - When no MSAA: disable target 1 (normal buffer) and 2 (unused) - ColorMask [_ColorMaskNormal] 1 - ColorMask 0 2 - HLSLPROGRAM #pragma only_renderers d3d11 playstation xboxone vulkan metal switch @@ -267,6 +252,7 @@ Shader "HDRP/Unlit" #pragma multi_compile _ DOTS_INSTANCING_ON #pragma multi_compile _ WRITE_MSAA_DEPTH + // Note: Only shader graph support Shadow Matte, so we do'nt need normal buffer here // Note we don't need to define WRITE_NORMAL_BUFFER // Note we don't need to define WRITE_DECAL_BUFFER diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs index 4bf62ccb967..9d69d22dcef 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs @@ -448,9 +448,6 @@ void RenderObjectsMotionVectors(RenderGraph renderGraph, CullingResults cull, HD builder.SetRenderFunc( (ObjectMotionVectorsPassData data, RenderGraphContext context) => { - // Disable write to normal buffer for unlit shader (the normal buffer binding change when using MSAA) - context.cmd.SetGlobalInt(HDShaderIDs._ColorMaskNormal, data.frameSettings.IsEnabled(FrameSettingsField.MSAA) ? (int)ColorWriteMask.All : 0); - DrawOpaqueRendererList(context, data.frameSettings, data.rendererList); }); } 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 2bd77935229..c84a74127cc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -2764,9 +2764,6 @@ static void RenderDepthPrepass(ScriptableRenderContext renderContext, bool hasDepthDeferredPass ) { - // Disable write to normal buffer for unlit shader (the normal buffer binding change when using MSAA) - cmd.SetGlobalInt(HDShaderIDs._ColorMaskNormal, frameSettings.IsEnabled(FrameSettingsField.MSAA) ? (int)ColorWriteMask.All : 0); - if (hasDepthDeferredPass) { if (deferredMrt == null) 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 b72c059cd7a..1c410a5572d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -220,7 +220,6 @@ static class HDShaderIDs public static readonly int _DstBlend = Shader.PropertyToID("_DstBlend"); public static readonly int _ColorMaskTransparentVel = Shader.PropertyToID("_ColorMaskTransparentVel"); - public static readonly int _ColorMaskNormal = Shader.PropertyToID("_ColorMaskNormal"); public static readonly int _DecalColorMask0 = Shader.PropertyToID(HDMaterialProperties.kDecalColorMask0); public static readonly int _DecalColorMask1 = Shader.PropertyToID(HDMaterialProperties.kDecalColorMask1); public static readonly int _DecalColorMask2 = Shader.PropertyToID(HDMaterialProperties.kDecalColorMask2);