From 6ac2ce41e39d4df005f399da5dadd1089ebc50ac Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Tue, 23 Feb 2021 10:22:57 +0100 Subject: [PATCH 1/5] Add POM to emissive on tessellated shaders --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Documentation~/Lit-Tessellation-Shader.md | 4 ++-- .../Runtime/Material/LayeredLit/LayeredLitTessellation.shader | 2 +- .../Runtime/Material/Lit/LitTessellation.shader | 2 +- 4 files changed, 5 insertions(+), 4 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 5ee255d0390..ca9ae87d421 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -48,6 +48,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed performance issue with ShaderGraph and Alpha Test - Fixed error when increasing the maximum planar reflection limit (case 1306530). - Fixed alpha output in debug view and AOVs when using shadow matte (case 1311830). +- Fixed missing option to use POM on emissive for tessellated shaders. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md index ca21dda2792..24092357644 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md @@ -35,7 +35,7 @@ To create a new Lit Tessellation Material: | **Receive Decals** | Enable the checkbox to allow HDRP to draw decals on this Material’s surface. | | **Receive SSR (Transparent)** | Enable the checkbox to make HDRP include this Material when it processes the screen space reflection pass. There is a separate option for transparent Surface Type. | | **Geometric Specular AA** | Enable the checkbox to make HDRP perform geometric anti-aliasing on this Material. This modifies the smoothness values on surfaces of curved geometry in order to remove specular artifacts. For more information about the feature and for the list of properties this feature exposes, see the [Geometric Specular Anti-aliasing documentation](Geometric-Specular-Anti-Aliasing.md). | -| **Displacement Mode** | Use this drop-down to select the method that HDRP uses to alter the height of the Material’s surface. For more information about the feature and for the list of properties each **Displacement Mode ** exposes, see the [Displacement Mode documentation](Displacement-Mode.md). | +| **Displacement Mode** | Use this drop-down to select the method that HDRP uses to alter the height of the Material’s surface. For more information about the feature and for the list of properties each **Displacement Mode** exposes, see the [Displacement Mode documentation](Displacement-Mode.md). | ### Tessellation Options These properties control how Unity tessellates your Material's surface and smooths geometry. @@ -96,7 +96,7 @@ Unity exposes this section if you select **Transparent** from the **Surface Type | ------------------------------- | ------------------------------------------------------------ | | **Use Emission Intensity** | Enable the checkbox to use a separate LDR color and intensity value to set the emission color for this Material. Disable this checkbox to only use an HDR color to handle the color and emission color intensity. When enabled, this exposes the **Emission Intensity** property. | | **Emission Map** | Assign a Texture that this Material uses for emission. You can also use the color picker to select a color that HDRP multiplies by the Texture. If you do not set an emission texture then HDRP only uses the HDR color to calculate the final emissive color of the Material. You can set the intensity of the HDR color within the HDR color picker. | -| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom.
• **Triplanar**: A planar projection in three directions:
X-axis: Left to right
Y-axis: Top to bottom
Z-axis: Front to back

Unity blends these three projections together to produce the final result. | +| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom.
• **Triplanar**: A planar projection in three directions:
X-axis: Left to right
Y-axis: Top to bottom
Z-axis: Front to back

Unity blends these three projections together to produce the final result.
• **Same as Base**: Unity will use the **Base UV Mapping** selected in the **Surface Inputs**. | | **- Tiling** | Set an **X** and **Y** tile rate for the **Emission Map** UV. HDRP uses the **X** and **Y** values to tile the Texture assigned to the **Emission Map** across the Material’s surface, in object space. | | **- Offset** | Set an **X** and **Y** offset for the **Emission Map** UV. HDRP uses the **X** and **Y** values to offset the Texture assigned to the **Emission Map** across the Material’s surface, in object space. | | **Emission Intensity** | Set the overall strength of the emission effect for this Material.
Use the drop-down to select one of the following [physical light units](Physical-Light-Units.md) to use for intensity:
• [Nits](Physical-Light-Units.md#Nits)
• [EV100](Physical-Light-Units.md#EV) | diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader index 6de1f0b4a51..02789bde277 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader @@ -324,7 +324,7 @@ Shader "HDRP/LayeredLitTessellation" [HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0) [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Main layer, 6)] _UVEmissive("UV Set for emissive", Float) = 0 _TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0 [HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader index 852cef8f349..bc17a08e3b5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader @@ -207,7 +207,7 @@ Shader "HDRP/LitTessellation" [ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0 [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Base, 6)] _UVEmissive("UV Set for emissive", Float) = 0 _TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0 [HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0) From 3126819fa4af978b022d9cf48f7889e23cd987e2 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Wed, 24 Feb 2021 13:48:19 +0100 Subject: [PATCH 2/5] Fix uv1 for lit shaders --- .../Material/LayeredLit/LayeredLit.shader | 2 +- .../Material/LayeredLit/LayeredLitData.hlsl | 17 ++++++++++++++++- .../LayeredLit/LayeredLitDataDisplacement.hlsl | 2 +- .../LayeredLit/LayeredLitTessellation.shader | 6 ------ .../Runtime/Material/Lit/LitData.hlsl | 2 +- .../Runtime/Material/Lit/LitTessellation.shader | 9 +-------- 6 files changed, 20 insertions(+), 18 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader index 6d167a3c8fd..82a98e42e4a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader @@ -324,7 +324,7 @@ Shader "HDRP/LayeredLit" [HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0) [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 - [Enum(UV0, 0, Planar, 4, TriPlanar, 5, Same as Main layer, 6)] _UVEmissive("UV Set for emissive", Float) = 0 + [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Main layer, 6)] _UVEmissive("UV Set for emissive", Float) = 0 _TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0 [HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl index 8c3361fbe96..3b2eb830903 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl @@ -265,6 +265,21 @@ float3 BlendLayeredVector3(float3 x0, float3 x1, float3 x2, float3 x3, float wei return result; } +float2 BlendLayeredVector2(float2 x0, float2 x1, float2 x2, float2 x3, float weight[4]) +{ + float2 result = float2(0.0, 0.0); + + result = x0 * weight[0] + x1 * weight[1]; +#if _LAYER_COUNT >= 3 + result += (x2 * weight[2]); +#endif +#if _LAYER_COUNT >= 4 + result += x3 * weight[3]; +#endif + + return result; +} + float BlendLayeredScalar(float x0, float x1, float x2, float x3, float weight[4]) { float result = 0.0; @@ -655,7 +670,7 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p // When using lightmaps, the uv1 is always valid but we don't update _UVMappingMask.y to 1 // So when we are using them, we just need to keep the UVs as is. #if !defined(LIGHTMAP_ON) && defined(SURFACE_GRADIENT) - input.texCoord1 = ((_UVMappingMask0.y + _UVMappingMask1.y + _UVMappingMask2.y + _UVMappingMask3.y + _UVDetailsMappingMask0.y + _UVDetailsMappingMask1.y + _UVDetailsMappingMask2.y + _UVDetailsMappingMask3.y) > 0) ? input.texCoord1 : 0; + input.texCoord1 = ((_UVMappingMask0.y + _UVMappingMask1.y + _UVMappingMask2.y + _UVMappingMask3.y + _UVDetailsMappingMask0.y + _UVDetailsMappingMask1.y + _UVDetailsMappingMask2.y + _UVDetailsMappingMask3.y + _UVMappingMaskEmissive.y) > 0) ? input.texCoord1 : 0; #endif // Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitDataDisplacement.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitDataDisplacement.hlsl index 2be0e26e622..3d3d0c2b7f3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitDataDisplacement.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitDataDisplacement.hlsl @@ -235,7 +235,7 @@ float ApplyPerPixelDisplacement(FragInputs input, float3 V, inout LayerTexCoord ppdParam.uvSpaceScale[2] = _BaseColorMap2_ST.xy * worldScale2;// *maxHeight2; ppdParam.uvSpaceScale[3] = _BaseColorMap3_ST.xy * worldScale3;// *maxHeight3; - float uvSpaceScale = BlendLayeredScalar(ppdParam.uvSpaceScale[0], ppdParam.uvSpaceScale[1], ppdParam.uvSpaceScale[2], ppdParam.uvSpaceScale[3], weights); + float2 uvSpaceScale = BlendLayeredVector2(ppdParam.uvSpaceScale[0], ppdParam.uvSpaceScale[1], ppdParam.uvSpaceScale[2], ppdParam.uvSpaceScale[3], weights); float2 scaleOffsetDetails0 =_DetailMap0_ST.xy; float2 scaleOffsetDetails1 =_DetailMap1_ST.xy; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader index 02789bde277..fba048e5ceb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader @@ -960,12 +960,6 @@ Shader "HDRP/LayeredLitTessellation" HLSLPROGRAM - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile _ DEBUG_DISPLAY // This pass is only for opaque #define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_FOR_DEFERRED diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl index fdf686500f1..85a3235a903 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl @@ -183,7 +183,7 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p // When using lightmaps, the uv1 is always valid but we don't update _UVMappingMask.y to 1 // So when we are using them, we just need to keep the UVs as is. #if !defined(LIGHTMAP_ON) && defined(SURFACE_GRADIENT) - input.texCoord1 = (_UVMappingMask.y + _UVDetailsMappingMask.y) > 0 ? input.texCoord1 : 0; + input.texCoord1 = (_UVMappingMask.y + _UVDetailsMappingMask.y + _UVMappingMaskEmissive.y) > 0 ? input.texCoord1 : 0; #endif // Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader index bc17a08e3b5..5dc7cf6d1d4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader @@ -877,7 +877,7 @@ Shader "HDRP/LitTessellation" ENDHLSL } - Pass + Pass { Name "ForwardEmissiveForDeferred" Tags{ "LightMode" = "ForwardEmissiveForDeferred" } // This pass is solely used with deferred opaque Material that have emissive @@ -890,13 +890,6 @@ Shader "HDRP/LitTessellation" HLSLPROGRAM - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - #pragma multi_compile _ DEBUG_DISPLAY // This pass is only for opaque #define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_FOR_DEFERRED From c75c9be224a94a4d3435783b79d3641b7fd60cb9 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Thu, 25 Feb 2021 12:39:08 +0100 Subject: [PATCH 3/5] Updated graphic test --- .../1x_Materials/1221_Lit_POM_Emission.unity | 535 +++++++++++++-- .../pom_emissive_layered_lit.mat | 4 +- .../pom_emissive_layered_lit_tess.mat | 629 ++++++++++++++++++ .../pom_emissive_layered_lit_tess.mat.meta | 8 + .../pom_emissive_lit.mat | 3 +- .../pom_emissive_lit_tess.mat | 293 ++++++++ .../pom_emissive_lit_tess.mat.meta | 8 + 7 files changed, 1420 insertions(+), 60 deletions(-) create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1221_Lit_POM_Emission/pom_emissive_layered_lit_tess.mat create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1221_Lit_POM_Emission/pom_emissive_layered_lit_tess.mat.meta create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1221_Lit_POM_Emission/pom_emissive_lit_tess.mat create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1221_Lit_POM_Emission/pom_emissive_lit_tess.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1221_Lit_POM_Emission.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1221_Lit_POM_Emission.unity index c3b25844702..a0d91c98c5a 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1221_Lit_POM_Emission.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1221_Lit_POM_Emission.unity @@ -150,13 +150,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 367154107} - m_LocalRotation: {x: -0.0011036991, y: 0.0032614912, z: 0.0025678498, w: 0.99999076} - m_LocalPosition: {x: -1.802, y: 1.229, z: -0.42} - m_LocalScale: {x: 0.10083878, y: 0.10083878, z: 0.10083878} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0.78, y: 0, z: 0} + m_LocalScale: {x: 0.06018465, y: 0.06018465, z: 0.06018465} m_Children: [] - m_Father: {fileID: 0} - m_RootOrder: 5 - m_LocalEulerAnglesHint: {x: -36.698, y: 30, z: -18.686} + m_Father: {fileID: 1780462270} + m_RootOrder: 0 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!114 &367154109 MonoBehaviour: m_ObjectHideFlags: 0 @@ -169,7 +169,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 1843972f86a70ad4f9ac115809638244, type: 3} m_Name: m_EditorClassIdentifier: - pixelSize: 8 + pixelSize: 2 testSettings: {fileID: 0} targetCamera: {fileID: 1907231717} forceTargetDimensions: {x: 200, y: 150} @@ -183,7 +183,7 @@ TextMesh: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 367154107} - m_Text: Lit + m_Text: LayeredLit m_OffsetZ: 0 m_CharacterSize: 1 m_LineSpacing: 1.125 @@ -208,6 +208,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -238,6 +239,89 @@ MeshRenderer: m_SortingLayer: 0 m_SortingOrder: 0 m_AdditionalVertexStreams: {fileID: 0} +--- !u!1 &630662743 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 630662746} + - component: {fileID: 630662745} + - component: {fileID: 630662744} + m_Layer: 0 + m_Name: LitTess + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!23 &630662744 +MeshRenderer: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 630662743} + m_Enabled: 1 + m_CastShadows: 1 + m_ReceiveShadows: 1 + m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 + m_MotionVectors: 1 + m_LightProbeUsage: 1 + m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 + m_RenderingLayerMask: 1 + m_RendererPriority: 0 + m_Materials: + - 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