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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -91,6 +91,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Improving the screen space global illumination.
- Moving MaterialHeaderScopes to Core
- Changed resolution (to match the render buffer) of the sky used for camera misses in Path Tracing. (case 1304114).
- Tidy up of platform abstraction code for shader optimization.

## [11.0.0] - 2020-10-21

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Original file line number Diff line number Diff line change
Expand Up @@ -2,10 +2,6 @@

#pragma multi_compile _ ENABLE_MSAA

#ifdef SHADER_API_PSSL
# pragma argument( scheduler=minpressure ) // instruct the shader compiler to prefer minimizing vgpr usage
#endif

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
Expand All @@ -16,6 +12,10 @@

#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch

#ifdef SHADER_API_PSSL
#include SHADER_COMPILER_GLOBAL_OPTIMIZE_REGISTER_USAGE
#endif

// #pragma enable_d3d11_debug_symbols

#ifdef ENABLE_MSAA
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1 change: 1 addition & 0 deletions com.unity.visualeffectgraph/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -35,6 +35,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Handle correctly locked VisualEffectAsset with version control system [Case 1261051](https://issuetracker.unity3d.com/product/unity/issues/guid/1261051/)
- Artefact in VFXView using efficient debug mode in component target board [Case 1243947](https://issuetracker.unity3d.com/product/unity/issues/guid/1243947/)
- Sample Mesh Color when value is stored as float.
- Tidy up of platform abstraction code for random number generation, requires a dependency on com.unity.render-pipelines.core for those abstractions.

## [11.0.0] - 2020-10-21

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9 changes: 6 additions & 3 deletions com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl
Original file line number Diff line number Diff line change
@@ -1,3 +1,6 @@
// Required for the correct use of cross platform abstractions.
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"

//Helper to disable bounding box compute code
#define USE_DYNAMIC_AABB 1

Expand Down Expand Up @@ -267,7 +270,7 @@ uint VFXMul24(uint a, uint b)
#ifndef SHADER_API_PSSL
return (a & 0xffffff) * (b & 0xffffff); // Tmp to ensure correct inputs
#else
return mul24(a, b);
return Mul24(a, b);
#endif
}

Expand Down Expand Up @@ -311,7 +314,7 @@ uint Lcg(uint seed)
const uint multiplier = 0x0019660d;
const uint increment = 0x3c6ef35f;
#if RAND_24BITS && defined(SHADER_API_PSSL)
return mad24(multiplier, seed, increment);
return Mad24(multiplier, seed, increment);
#else
return multiplier * seed + increment;
#endif
Expand All @@ -321,7 +324,7 @@ float ToFloat01(uint u)
{
#if !RAND_24BITS
return asfloat((u >> 9) | 0x3f800000) - 1.0f;
#else //Using mad24 keeping consitency between platform
#else //Using Mad24 keeping consitency between platform
return asfloat((u & 0x007fffff) | 0x3f800000) - 1.0f;
#endif
}
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3 changes: 2 additions & 1 deletion com.unity.visualeffectgraph/package.json
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Expand Up @@ -13,7 +13,8 @@
"particles"
],
"dependencies": {
"com.unity.shadergraph": "12.0.0"
"com.unity.shadergraph": "12.0.0",
"com.unity.render-pipelines.core": "12.0.0"
},
"samples": [
{
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