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Expand Up @@ -12,13 +12,14 @@ RenderTexture:
Hash: 00000000000000000000000000000000
m_ForcedFallbackFormat: 4
m_DownscaleFallback: 0
m_IsAlphaChannelOptional: 0
serializedVersion: 3
m_Width: 512
m_Height: 512
m_AntiAliasing: 1
m_MipCount: -1
m_DepthFormat: 0
m_ColorFormat: 40
m_ColorFormat: 52
m_MipMap: 0
m_GenerateMips: 1
m_SRGB: 0
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Expand Up @@ -22,15 +22,6 @@ MonoBehaviour:
XrSdk:
StereoModes: 0
Reason: Fail on DX12 XR but not DX12...
- FilteredScene: {fileID: 0}
FilteredScenes:
- {fileID: 102900000, guid: 3f6529c22f7d2ca46814b2e7afd04ef9, type: 3}
ColorSpace: 1
BuildPlatform: -2
GraphicsDevice: 16
XrSdk:
StereoModes: 0
Reason: unstable on yamato
- FilteredScene: {fileID: 0}
FilteredScenes:
- {fileID: 102900000, guid: a43874f539bb5494e86fdea5ac9df469, type: 3}
Expand Down Expand Up @@ -76,25 +67,6 @@ MonoBehaviour:
XrSdk:
StereoModes: 0
Reason: Disable this test as we disable the feature for Yamto on Mac
- FilteredScene: {fileID: 0}
FilteredScenes:
- {fileID: 102900000, guid: c566b460a3674184da6c102196a1a888, type: 3}
ColorSpace: 1
BuildPlatform: -2
GraphicsDevice: 16
XrSdk:
StereoModes: 0
Reason: '[Error] Metal: Error creating pipeline state (Hidden/HDRP/Blit): output
of type float4 is not compatible with a MTLPixelFormatRGBA32Uint color attachement.'
- FilteredScene: {fileID: 0}
FilteredScenes:
- {fileID: 102900000, guid: 2486b40270d6e524d8762a9d2a0c1e78, type: 3}
ColorSpace: 1
BuildPlatform: -2
GraphicsDevice: 16
XrSdk:
StereoModes: 0
Reason: Memory allocation test failed, 5 allocations detected.
- FilteredScene: {fileID: 0}
FilteredScenes:
- {fileID: 102900000, guid: ac9787fadf0b4ed4391bee6ba1d8e213, type: 3}
Expand Down Expand Up @@ -176,15 +148,6 @@ MonoBehaviour:
XrSdk:
StereoModes: 0
Reason: unstable on yamato
- FilteredScene: {fileID: 0}
FilteredScenes:
- {fileID: 102900000, guid: 100c0e304d8aba84186dcd9bf48e5b85, type: 3}
ColorSpace: 1
BuildPlatform: -2
GraphicsDevice: 16
XrSdk:
StereoModes: 0
Reason: Memory allocation test failed, 2 allocations detected.
- FilteredScene: {fileID: 0}
FilteredScenes:
- {fileID: 102900000, guid: 95280217564a80c45916bbb33c3159fb, type: 3}
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8 changes: 8 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -24,6 +24,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added support for the PlayStation 5 platform.
- Added support the XboxSeries platform.
- Added the default quality settings to the HDRP asset for RTAO, RTR and RTGI (case 1304370).
- Added a history rejection criterion based on if the pixel was moving in world space (case 1302392).
- Added new API in CachedShadowManager

### Fixed
- Fixed probe volumes debug views.
Expand Down Expand Up @@ -89,6 +91,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed lightmaps not working properly with shader graphs in ray traced reflections (case 1305335).
- Fixed skybox for ortho cameras.
- Fixed issue when debug full screen 'Transparent Screen Space Reflection' do not take in consideration debug exposure
- Fixed sub-shadow rendering for cached shadow maps.
- Fixed PCSS filtering issues with cached shadow maps.
- Fix screen being over-exposed when changing very different skies.

### Changed
- Removed the material pass probe volumes evaluation mode.
Expand All @@ -112,6 +117,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Change some light unit slider value ranges to better reflect the lighting scenario.
- Transparent materials created by the Model Importer are set to not cast shadows. ( case 1295747)
- Updated the tooltip for the Decal Angle Fade property (requires to enable Decal Layers in both HDRP asset and Frame settings) (case 1308048).
- The RTAO's history is now discarded if the occlusion caster was moving (case 1303418).
- Unifying the history validation pass so that it is only done once for the whole frame and not per effect.
- Tidy up of platform abstraction code for shader optimization.

## [10.3.0] - 2020-12-01

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Expand Up @@ -24,7 +24,7 @@ The [Lit](Lit-Shader.md), [LayeredLit](Layered-Lit-Shader.md), and [Unlit](Unlit
To create a Material that uses a Shader Graph (for example, a StackLit Graph), follow these steps:

1. Create a Shader with the Shader Graph that you want the Material to use.
1. Go to **Assets > Create > Shader > HDRP** to find the list of HDRP Shader Graphs. For this example, click **StackLit Graph**.
1. Go to **Assets > Create > Shader Graph > HDRP** to find the list of HDRP Shader Graphs. For this example, click **StackLit Graph**.
1. Give the Shader Graph a unique name. This is important, because you need to reference this Shader Graph in the Material.
1. Create a Material from the Shader.
1. In your Project window, find the Shader that you just created and right-click it.
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@@ -1,6 +1,6 @@
# Decal Projector

The High Definition Render Pipeline (HDRP) includes the Decal Projector component, which allows you to project specific Materials (decals) into the Scene. Decals are Materials that use the [Decal Shader](Decal-Shader.md) or [Decal master node](Master-Node-Decal.md). When the Decal Projector component projects decals into the Scene, they interact with the Scene’s lighting and wrap around Meshes. You can use thousands of decals in your Scene simultaneously because HDRP instances them. This means that the rendering process is not resource intensive as long as the decals use the same Material.
The High Definition Render Pipeline (HDRP) includes the Decal Projector component, which allows you to project specific Materials (decals) into the Scene. Decals are Materials that use the [Decal Shader](Decal-Shader.md) or [Decal Master Stack](master-stack-decal.md). When the Decal Projector component projects decals into the Scene, they interact with the Scene’s lighting and wrap around Meshes. You can use thousands of decals in your Scene simultaneously because HDRP instances them. This means that the rendering process is not resource intensive as long as the decals use the same Material.

The Decal Projector also supports [Decal Layers](Decal.md) which means you can control which Materials receive decals on a Layer by Layer basis.

Expand Down Expand Up @@ -54,7 +54,7 @@ Using the Inspector allows you to change all of the Decal Projector properties,

## Limitations

- The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal master node](Master-Node-Decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md).
- The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md).
- Decal Emissive isn't supported on Transparent Material.
- The **Receive Decals** property of Materials in HDRP does not affect emissive decals. HDRP always renders emissive decals unless you use Decal Layers, which can disable emissive decals on a Layer by Layer basis.
- If you project a decal onto a transparent surface, HDRP ignores the decal's Texture tiling.
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@@ -1,13 +1,13 @@
# Decal

The High Definition Render Pipeline (HDRP) includes two ways to create decals in a Scene. You can either use a decal Mesh and manually position the decal or use the [Decal Projector](Decal-Projector.md) component to project the decal. Both of these methods require that you create a decal Material, which is a Material that uses either the [Decal Shader](Decal-Shader.md) or [Decal master node](Master-Node-Decal.md). You can use either to create decal Materials that you can place or project into a Scene.
The High Definition Render Pipeline (HDRP) includes two ways to create decals in a Scene. You can either use a decal Mesh and manually position the decal or use the [Decal Projector](Decal-Projector.md) component to project the decal. Both of these methods require that you create a decal Material, which is a Material that uses either the [Decal Shader](Decal-Shader.md) or [Decal Master Stack](master-stack-decal.md). You can use either to create decal Materials that you can place or project into a Scene.

![](Images/HDRPFeatures-DecalShader.png)

**Limitation and compatibility**

The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal master node](Master-Node-Decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md). It does not support emissive on Transparent Materials and does support Decal Layers.
Decal Meshes can only affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal master node](Master-Node-Decal.md). They also do not support Decal Layers.
The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md). It does not support emissive on Transparent Materials and does support Decal Layers.
Decal Meshes can only affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md). They also do not support Decal Layers.

# Decal Layers

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Expand Up @@ -91,13 +91,13 @@ The StackLit Shader improves on the Lit Shader in favor of quality over performa

![](Images/HDRPFeatures-HairShader.png)

The Hair Shader is purpose-built to accurately render realistic hair in your Unity Project. It uses an improved Kajiya Kay lighting model which features better energy conservation and provides you with more flexibility. For more information, including a full list of Shader properties, see the [Hair Shader documentation](Master-Node-Hair.md).
The Hair Shader is purpose-built to accurately render realistic hair in your Unity Project. It uses an improved Kajiya Kay lighting model which features better energy conservation and provides you with more flexibility. For more information, including a full list of Shader properties, see the [Hair Shader](hair-shader.md) and [Hair Master Stack](master-stack-hair.md) documentation.

### Fabric Shader

![](Images/HDRPFeatures-FabricShader.png)

The Fabric Shader allows you to render realistic fabric Materials in HDRP. You can use the cotton wool or silk lighting model to create a wide variety of fabrics. For more information, including a full list of Shader properties, see the [Fabric Shader documentation](Master-Node-Fabric.md).
The Fabric Shader allows you to render realistic fabric Materials in HDRP. You can use the cotton wool or silk lighting model to create a wide variety of fabrics. For more information, including a full list of Shader properties, see the [Cotton/Wool Shader](cotton-wool-shader.md), [Silk Shader](silk-shader.md), and [Fabric Master Stack](master-stack-fabric.md) documentation.

### AxF Shader

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Expand Up @@ -30,7 +30,7 @@ This Sample includes various examples of lit and unlit particle effects.

![Material Samples](Images/MaterialSamples.png)

This Sample includes various examples of Materials. It includes Materials that use the [Lit Shader](Lit-Shader.md), [Fabric Master Node](Master-Node-Fabric.md), [Hair Master Node](Master-Node-Hair.md), [Eye Shader](eye-shader.md) and [Decal Master Node](Master-Node-Decal.md). The included Materials use effects such as subsurface scattering, displacement, and anisotropy. The **MaterialSamples** Scene requires Text Mesh Pro to display the text explanations.
This Sample includes various examples of Materials. It includes Materials that use the [Lit Shader](Lit-Shader.md), [Fabric Master Stack](master-stack-fabric.md), [Hair Master Stack](master-stack-hair.md), [Eye Shader](eye-shader.md) and [Decal Master Stack](master-stack-decal.md). The included Materials use effects such as subsurface scattering, displacement, and anisotropy. The **MaterialSamples** Scene requires Text Mesh Pro to display the text explanations.

The Fabric, Hair and Eye Master Nodes usually require various work from artists inside the Shader Graph and the Samples are a good head start.

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Expand Up @@ -65,7 +65,7 @@ Ray-traced shadows allow for transparent and transmissive GameObjects, lit by Di
| --------------------- | ------------------------------------------------------------ |
| **Sun Angle** | Sets the size of the Sun in the sky, in degrees. For example, the value for the Sun on Earth is 0.53°. |
| **Sample Count** | Controls the number of rays that HDRP uses per pixel, per frame. Higher values produce more accurate shadows. Increasing this value increases execution time linearly. |
| **Color Shadow** | Allows transparent and transmissive GameObjects to cast colored shadows. |
| **Color Shadow** | Allows transparent and transmissive GameObjects to cast colored shadows. A Material can only cast colored shadows when its [**Refraction Model**](Surface-Type.md#transparency-inputs) is set to **Thin**, **Box** or **Sphere**. |
| **Denoise** | Enables the spatio-temporal filter that HDRP uses to remove noise from the ray-traced shadows; making them smoother. |
| - **Denoiser Radius** | Controls the radius of the spatio-temporal filter. |

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Expand Up @@ -132,6 +132,8 @@ If the shadow atlas is full when a Light requests a spot, the cached shadow mana
After a Scene loads with all the already placed Lights, if you add a new Light with cached shadows to the Scene, HDRP tries to place it in order to fill the holes in the atlas. However, depending on the order of insertion, the atlas may be fragmented and the holes available are not enough to place the Light's shadow map in. In this case, you can defragment the atlas to allow for additional Lights. To do this, pass the target atlas into the following function: `HDCachedShadowManager.instance.DefragAtlas`
Note that this causes HDRP to mark all the shadow maps in the atlas as dirty which means HDRP renders them the moment their parent Light becomes visible.

It is possible to check if a light has its shadow maps has a placement in the cached shadow atlas `HDCachedShadowManager.instance.LightHasBeenPlacedInAtlas` and if it has been placed and rendered at least once with `HDCachedShadowManager.instance.LightHasBeenPlaceAndRenderedAtLeastOnce`.

### Preserving shadow atlas placement

If you disable the Light or change its **Update Mode** to **Every Frame**, the cached shadow manager unreserves the Light's shadow map's space in the cached shadow atlas and HDRP begins to render the Light's shadow map to the normal shadow atlases every frame. If the cached shadow manager needs to allocate space on the atlas for another Light, it can overwrite the space currently taken up by the original Light's shadow map.
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@@ -1,8 +1,8 @@
* [High Definition Render Pipeline](index.md)
* [Requirements](System-Requirements.md)
* [What's new](whats-new.md)
* [10](whats-new-10.md)
* [11](whats-new-11.md)
* [10 / Unity 2020.2](whats-new-10.md)
* [11 / Unity 2021.1](whats-new-11.md)
* Features
* [Features List](HDRP-Features.md)
* [Comparison with the Built-in Render Pipeline](Feature-Comparison.md)
Expand Down Expand Up @@ -95,7 +95,7 @@
* [Autodesk Interactive Transparent Shader](Autodesk-Interactive-Shader-Transparent.md)
* [AxF Shader](AxF-Shader.md)
* [Decal Shader](Decal-Shader.md)
* [Cottom/Wool Shader](cotton-wool-shader.md)
* [Cotton/Wool Shader](cotton-wool-shader.md)
* [Eye Shader](eye-shader.md)
* [Hair Shader](hair-shader.md)
* [Layered Lit Shader](Layered-Lit-Shader.md)
Expand All @@ -104,13 +104,17 @@
* [Silk Shader](silk-shader.md)
* [Terrain Lit Shader](Terrain-Lit-Shader.md)
* [Unlit Shader](Unlit-Shader.md)
* Shader Graph Master Nodes
* [Customizing Materials Using Master Nodes](Customizing-HDRP-materials-with-Shader-Graph.md)
* [Decal](Master-Node-Decal.md)
* [Fabric](Master-Node-Fabric.md)
* [Hair](Master-Node-Hair.md)
* [Lit](Master-Node-Lit.md)
* [Unlit](Master-Node-Unlit.md)
* [Master Stacks in HDRP](master-stack-hdrp.md)
* [Contexts and Blocks](ss-contexts-and-blocks.md)
* [Vertex](ss-context-vertex.md)
* [Fragment](ss-context-fragment.md)
* [Decal Master Stack](master-stack-decal.md)
* [Eye Master Stack](master-stack-eye.md)
* [Fabric Master Stack](master-stack-fabric.md)
* [Hair Master Stack](master-stack-hair.md)
* [Lit Master Stack](master-stack-lit.md)
* [StackLit Master Stack](master-stack-stacklit.md)
* [Unlit Master Stack](master-stack-unlit.md)
* [Shader Graph Nodes](Shader-Graph-Nodes.md)
* Lighting
* [Reflection in HDRP](Reflection-in-HDRP.md)
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Expand Up @@ -6,7 +6,7 @@ The type of fibers that make up the fabric, as well as the fabric's knit or weav

![](Images/HDRPFeatures-CottonShader.png)

Under the hood, the Cotton/Wool shader is a pre-configured Shader Graph. To learn more about the Cotton/Wool shader implementation, or to create your own Fabric shader variant, see the Shader Graph documentation about the [Fabric Master Node](Master-Node-Fabric.md).
Under the hood, the Cotton/Wool shader is a pre-configured Shader Graph. To learn more about the Cotton/Wool shader implementation, or to create your own Fabric shader variant, see the Shader Graph documentation about the [Fabric Master Stack](master-stack-fabric.md).

## Importing the Cotton/Wool Fabric Sample

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