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b9da5fa
Hd/fix 1299116 tesselation cull (#3057)
kecho Jan 14, 2021
5b57f64
Change the source value for the ray tracing frame index iterator from…
anisunity Jan 14, 2021
b21345b
[HDRP] Added a RenderGraph pass that resets the camera size after the…
alelievr Jan 14, 2021
9581f38
Fix Light Intensity UI Prefab Override Application (1299563) (#3061)
johnpars Jan 14, 2021
525ebf5
Fix Undo/Redo Stability for Light Temperature (1304176, 1301076) (#3079)
johnpars Jan 14, 2021
8007c48
Fix labels style (#3046)
adrien-de-tocqueville Jan 14, 2021
2df0185
Fixed side effect on styles during compositor rendering. (#3081)
adrien-de-tocqueville Jan 14, 2021
bf833ce
[HDRP][Compositor] Fix size and spacing of compositor info boxes (#3101)
pmavridis Jan 14, 2021
7be5e6c
[HDRP][Compositor] Fix color picker UI glitch in the Graphics Composi…
pmavridis Jan 14, 2021
6413dc6
Fix 1299233 ies resize bug (#3094)
skhiat Jan 14, 2021
8998567
filter for xbone addded (#3116)
martint-unity Jan 15, 2021
027cb37
[Yamato] Enable cache server for standalone build jobs (#3106)
sophiaaar Jan 15, 2021
6429445
Fix undo redo on layered lit editor (#3059)
adrien-de-tocqueville Jan 15, 2021
d910dc8
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 15, 2021
9c216c8
[HDRP] Added Vulkan install in system requirements (#3122)
alelievr Jan 15, 2021
8dbde86
[HDRP] Fix issue with compositor related custom passes (#3055)
pmavridis Jan 15, 2021
a5a6590
Fixed some render texture leaks. (#3050)
JulienIgnace-Unity Jan 15, 2021
229f3e8
Hd/fix wizard runtime resources (#3123)
RSlysz Jan 15, 2021
0a42f9b
[HDRP] Fixed lookdev reload bug when viewing a scene object (#3108)
alelievr Jan 15, 2021
eb1d074
[HDRP] Fix error in Depth Of Field near radius blur calculation (#3131)
pmavridis Jan 15, 2021
22b5b7f
[HDRP] Fix GC allocs (#3136)
pmavridis Jan 15, 2021
8cd8fe6
Revert: Fix 1299233 ies resize bug (#3094)
sebastienlagarde Jan 15, 2021
9bcb75f
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 16, 2021
31defd2
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 16, 2021
6dffbc8
Hide light shadow near plane gizmo when shadows are disabled (#3114)
adrien-de-tocqueville Jan 16, 2021
9ba9620
Hd/fix backplate globalcubemap2 (#3111)
JulienIgnace-Unity Jan 18, 2021
b4214a4
[HDRP][Path Tracing] Added alpha channel to path traced results (#3127)
eturquin Jan 18, 2021
feb0fe0
Doc update (#3160)
JulienIgnace-Unity Jan 18, 2021
d315646
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 18, 2021
f9c97c1
Fix various shader warnings (#3158)
FrancescoC-unity Jan 18, 2021
316d6a6
Update Override-Screen-Space-GI.md
sebastienlagarde Jan 18, 2021
be8f685
Fixed shadow matte not working with ambient occlusion when MSAA is en…
sebastienlagarde Jan 18, 2021
44ba81f
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 18, 2021
4de9b07
Update HDLightUI.cs (#3203)
sebastienlagarde Jan 20, 2021
1557004
[HDRP] fix nullref when chaging RP from HDRP to URP (#3191)
alelievr Jan 20, 2021
acd6199
fix case 1307653 (#3205)
sebastienlagarde Jan 20, 2021
f18d053
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 21, 2021
abd7de7
Fix LookDev env library assignment after leaving playmode. (#3214)
JulienIgnace-Unity Jan 21, 2021
6349ef2
Update Hair Shader Preset Documentation (#3208)
johnpars Jan 21, 2021
cace53e
[HDRP] Fix locale diffusion profile shader property value in ShaderGr…
alelievr Jan 21, 2021
760837b
Fix error in the RTHandle scale of Depth Of Field when TAA is enabled…
pmavridis Jan 21, 2021
3f480bd
Reset to current quality settings after preprocess build in HDRP (#3218)
jenniferd-unity Jan 21, 2021
4c7dfb6
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 21, 2021
3b4b1fb
Have bilinear default (#3223)
FrancescoC-unity Jan 21, 2021
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7 changes: 6 additions & 1 deletion com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs
Original file line number Diff line number Diff line change
Expand Up @@ -237,7 +237,12 @@ static void LinkViewDisplayer()

static void LinkEnvironmentDisplayer()
{
s_EnvironmentDisplayer.OnChangingEnvironmentLibrary += currentContext.UpdateEnvironmentLibrary;
s_EnvironmentDisplayer.OnChangingEnvironmentLibrary += UpdateEnvironmentLibrary;
}

static void UpdateEnvironmentLibrary(EnvironmentLibrary library)
{
LookDev.currentContext.UpdateEnvironmentLibrary(library);
}

static void ReloadStage(bool reloadWithTemporaryID)
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6 changes: 6 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -33,6 +33,12 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issues with compositor's undo (cases 1305633, 1307170).
- Fixed wrong shader / properties assignement to materials created from 3DsMax 2021 Physical Material. (case 1293576)
- Fixed Emissive color property from Autodesk Interactive materials not editable in Inspector. (case 1307234)
- Fixed exception when changing the current render pipeline to from HDRP to universal (case 1306291).
- Fixed an issue in shadergraph when switch from a RenderingPass (case 1307653)
- Fixed LookDev environment library assignement after leaving playmode.
- Fixed a locale issue with the diffusion profile property values in ShaderGraph on PC where comma is the decimal separator.
- Fixed error in the RTHandle scale of Depth Of Field when TAA is enabled.
- Fixed Quality Level set to the last one of the list after a Build (case 1307450)

### Changed
- Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356).
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Original file line number Diff line number Diff line change
Expand Up @@ -49,10 +49,10 @@ New Materials in HDRP use the [Lit shader](Lit-Shader.md) by default. To create
| **Smoothness UV Scale Transform** | Sets the tiling rate (xy) and offsets (zw) for the Smoothness Mask Map. |
| **Smoothness Min** | Set the minimum smoothness for this Material. |
| **Smoothness Max** | Set the maximum smoothness for this Material. |
| **Specular Color** | Set the color of the primary specular highlight. |
| **Specular Multiplier** | Modifies the **Specular Color** by this multiplier. |
| **Specular Color** | Set the representative color of the highlight that Unity uses to drive both the primary specular highlight color, which is mainly monochrome, and the secondary specular highlight color, which is chromatic.|
| **Specular Multiplier** | Modifies the primary specular highlight by this multiplier. |
| **Specular Shift** | Modifies the position of the primary specular highlight. |
| **Secondary Specular Multiplier** | Modifies the **Secondary Specular Color** by this multiplier. |
| **Secondary Specular Multiplier** | Modifies the secondary specular highlight by this multiplier. |
| **Secondary Specular Shift** | Modifies the position of the secondary specular highlight |
| **Transmission Color** | Set the fraction of specular lighting that penetrates the hair from behind. This is on a per-color channel basis so you can use this property to set the color of penetrating light. Set this to (0, 0, 0) to stop any light from penetrating through the hair. Set this to (1, 1, 1) to have a strong effect with a lot of white light transmitting through the hair. |
| **Transmission Rim** | Set the intensity of back lit hair around the edge of the hair. Set this to 0 to completely remove the transmission effect. |
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Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,7 @@ public void OnPreprocessBuild(BuildReport report)

// Update all quality levels with the right max lod so that meshes can be stripped.
// We don't take lod bias into account because it can be overridden per camera.
int currentQualityLevel = QualitySettings.GetQualityLevel();
int qualityLevelCount = QualitySettings.names.Length;
for (int i = 0; i < qualityLevelCount; ++i)
{
Expand All @@ -73,6 +74,7 @@ public void OnPreprocessBuild(BuildReport report)
QualitySettings.maximumLODLevel = GetMinimumMaxLoDValue(hdPipelineAsset);
}
}
QualitySettings.SetQualityLevel(currentQualityLevel, false);
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@ public static IntScalableSetting ShadowResolution(HDLightType lightType, HDRende

enum ShadowmaskMode
{
ShadowMask,
Shadowmask,
DistanceShadowmask
}

Expand Down Expand Up @@ -1086,14 +1086,14 @@ static void DrawShadowMapContent(SerializedHDLight serialized, Editor owner)
EditorGUI.BeginProperty(nonLightmappedOnlyRect, s_Styles.nonLightmappedOnly, serialized.nonLightmappedOnly);
{
EditorGUI.BeginChangeCheck();
ShadowmaskMode shadowmask = serialized.nonLightmappedOnly.boolValue ? ShadowmaskMode.ShadowMask : ShadowmaskMode.DistanceShadowmask;
ShadowmaskMode shadowmask = serialized.nonLightmappedOnly.boolValue ? ShadowmaskMode.Shadowmask : ShadowmaskMode.DistanceShadowmask;
shadowmask = (ShadowmaskMode)EditorGUI.EnumPopup(nonLightmappedOnlyRect, s_Styles.nonLightmappedOnly, shadowmask);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObjects(owner.targets, "Light Update Shadowmask Mode");
serialized.nonLightmappedOnly.boolValue = shadowmask == ShadowmaskMode.ShadowMask;
serialized.nonLightmappedOnly.boolValue = shadowmask == ShadowmaskMode.Shadowmask;
foreach (Light target in owner.targets)
target.lightShadowCasterMode = shadowmask == ShadowmaskMode.ShadowMask ? LightShadowCasterMode.NonLightmappedOnly : LightShadowCasterMode.Everything;
target.lightShadowCasterMode = shadowmask == ShadowmaskMode.Shadowmask ? LightShadowCasterMode.NonLightmappedOnly : LightShadowCasterMode.Everything;
}
}
EditorGUI.EndProperty();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ internal override string GetPropertyBlockString()
}

/// <summary>Float to string convertion function without any loss of precision</summary>
string f2s(float f) => System.Convert.ToDouble(f).ToString("0." + new string('#', 339));
string f2s(float f) => System.Convert.ToDouble(f).ToString("0." + new string('#', 339), CultureInfo.InvariantCulture);

return
$@"[DiffusionProfile]{referenceName}(""{displayName}"", Float) = {f2s(HDShadowUtils.Asfloat(hash))}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -275,6 +275,14 @@ public static string RenderQueueName(HDRenderQueue.RenderQueueType value)
return result;
}

public static bool IsValidRenderingPassValue(HDRenderQueue.RenderQueueType value, bool needAfterPostProcess)
{
if (!needAfterPostProcess && (value == HDRenderQueue.RenderQueueType.AfterPostProcessOpaque || value == HDRenderQueue.RenderQueueType.AfterPostprocessTransparent))
return false;

return true;
}

public static bool UpgradeLegacyAlphaClip(IMasterNode1 masterNode)
{
var clipThresholdId = 8;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,11 @@ protected override void CreatePropertyGUI()
context.globalIndentLevel++;
var renderingPassList = HDSubShaderUtilities.GetRenderingPassList(systemData.surfaceType == SurfaceType.Opaque, enabledFeatures == Features.Unlit); // Show after post process for unlit shaders
var renderingPassValue = systemData.surfaceType == SurfaceType.Opaque ? HDRenderQueue.GetOpaqueEquivalent(systemData.renderQueueType) : HDRenderQueue.GetTransparentEquivalent(systemData.renderQueueType);
// It is possible when switching from Unlit with an after postprocess pass to any kind of lit shader to get an out of array value. In this case we switch back to default.
if (!HDSubShaderUtilities.IsValidRenderingPassValue(renderingPassValue, enabledFeatures == Features.Unlit))
{
renderingPassValue = systemData.surfaceType == SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent;
}
var renderQueueType = systemData.surfaceType == SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent;

context.AddProperty(renderingPassText, new PopupField<HDRenderQueue.RenderQueueType>(renderingPassList, renderQueueType, HDSubShaderUtilities.RenderQueueName, HDSubShaderUtilities.RenderQueueName) { value = renderingPassValue }, (evt) =>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -124,8 +124,11 @@ public List<DensityVolume> PrepareDensityVolumeData(CommandBuffer cmd, HDCamera
internal void ReleaseAtlas()
{
// Release the atlas so next time the manager is used, it is reallocated with new HDRP settings.
volumeAtlas.Release();
m_VolumeAtlas = null;
if (m_VolumeAtlas != null)
{
volumeAtlas.Release();
m_VolumeAtlas = null;
}
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -1571,9 +1571,9 @@ static void DoDepthOfField(in DepthOfFieldParameters dofParameters, CommandBuffe
float nearMaxBlur = dofParameters.nearMaxBlur * resolutionScale;

// If TAA is enabled we use the camera history system to grab CoC history textures, but
// because these don't use the same RTHandle system as the global one we'll have a
// different scale than _RTHandleScale so we need to handle our own
var cocHistoryScale = RTHandles.rtHandleProperties.rtHandleScale;
// because these don't use the same RTHandleScale as the global one, we need to use
// the RTHandleScale of the history RTHandles
var cocHistoryScale = taaEnabled ? dofParameters.camera.historyRTHandleProperties.rtHandleScale : RTHandles.rtHandleProperties.rtHandleScale;

ComputeShader cs;
int kernel;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -49,9 +49,7 @@ Shader "Hidden/HDRP/UpsampleTransparent"
float2 fullResTexelSize = _ScreenSize.zw;
float2 halfResTexelSize = 2.0f * fullResTexelSize;

#ifdef BILINEAR
return SAMPLE_TEXTURE2D_X_LOD(_LowResTransparent, s_linear_clamp_sampler, ClampAndScaleUVForBilinear(uv, halfResTexelSize), 0.0);
#elif NEAREST_DEPTH
#ifdef NEAREST_DEPTH

// The following is an implementation of NVIDIA's http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/OpacityMappingSDKWhitePaper.pdf

Expand Down Expand Up @@ -101,6 +99,10 @@ Shader "Hidden/HDRP/UpsampleTransparent"
return SAMPLE_TEXTURE2D_X_LOD(_LowResTransparent, s_point_clamp_sampler, ClampAndScaleUVForPoint(nearestUV), 0);
#endif
}
#else // BILINEAR

return SAMPLE_TEXTURE2D_X_LOD(_LowResTransparent, s_linear_clamp_sampler, ClampAndScaleUVForBilinear(uv, halfResTexelSize), 0.0);

#endif

}
Expand Down