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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreyFloor_nomaps.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/GreyFloor_nomaps.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreyFloor_nomaps.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/GreyFloor_nomaps.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreyFloor_nomaps.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_BaseMetal_Coat.ShaderGraph b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_BaseMetal_Coat.ShaderGraph similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_BaseMetal_Coat.ShaderGraph rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_BaseMetal_Coat.ShaderGraph diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_BaseMetal_Coat.ShaderGraph.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_BaseMetal_Coat.ShaderGraph.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_BaseMetal_Coat.ShaderGraph.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_BaseMetal_Coat.ShaderGraph.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_FrostedMetal.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_FrostedMetal.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_FrostedMetal.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_FrostedMetal.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_FrostedMetal.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_FrostedMetal.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_FrostedMetal.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_FrostedMetal.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_FrostedPaint.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_FrostedPaint.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_FrostedPaint.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_FrostedPaint.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_FrostedPaint.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_FrostedPaint.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_FrostedPaint.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_FrostedPaint.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_GlossyPaint.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_GlossyPaint.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_GlossyPaint.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_GlossyPaint.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_GlossyPaint.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_GlossyPaint.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_GlossyPaint.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_GlossyPaint.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_MetalFoil.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_MetalFoil.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_MetalFoil.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_MetalFoil.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_MetalFoil.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_MetalFoil.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_MetalFoil.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_MetalFoil.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_MetallicPaint.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_MetallicPaint.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_MetallicPaint.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_MetallicPaint.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_MetallicPaint.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_MetallicPaint.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_MetallicPaint.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_MetallicPaint.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_Patina.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_Patina.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_Patina.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_Patina.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_Patina.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_Patina.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_Patina.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_Patina.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_TintedGlazing.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_TintedGlazing.mat similarity index 98% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_TintedGlazing.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_TintedGlazing.mat index ccf9f42d85c..6cf7119eda8 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_TintedGlazing.mat +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_TintedGlazing.mat @@ -14,15 +14,14 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: -1 + m_CustomRenderQueue: 2225 stringTagMap: MotionVector: User disabledShaderPasses: - - DistortionVectors + - TransparentDepthPostpass - MOTIONVECTORS - TransparentBackface - TransparentDepthPrepass - - TransparentDepthPostpass m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -250,6 +249,18 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Ints: [] m_Floats: - Vector1_2632BC3D: 0.938 @@ -403,6 +414,7 @@ Material: - _DistortionVectorBias: -1 - _DistortionVectorScale: 2 - _DoubleSidedEnable: 0 + - _DoubleSidedGIMode: 0 - _DoubleSidedNormalMode: 1 - _Drag: 1 - _DstBlend: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_TintedGlazing.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_TintedGlazing.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/SLSG_TintedGlazing.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_TintedGlazing.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Settings/1302_StackLit_PixarLM_VolumeSettings.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Settings/1302_StackLit_PixarLM_VolumeSettings.asset index e06c6d5e2c9..d25304b4788 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Settings/1302_StackLit_PixarLM_VolumeSettings.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Settings/1302_StackLit_PixarLM_VolumeSettings.asset @@ -16,6 +16,7 @@ MonoBehaviour: - {fileID: 114527594671542966} - {fileID: 114339849572665496} - {fileID: 114914201461855468} + - {fileID: 7134681920850386777} --- !u!114 &114339849572665496 MonoBehaviour: m_ObjectHideFlags: 0 @@ -29,10 +30,12 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 skyType: m_OverrideState: 1 m_Value: 2 + cloudType: + m_OverrideState: 0 + m_Value: 0 skyAmbientMode: m_OverrideState: 0 m_Value: 0 @@ -52,16 +55,15 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 maxShadowDistance: m_OverrideState: 1 m_Value: 700 - min: 0 + directionalTransmissionMultiplier: + m_OverrideState: 0 + m_Value: 1 cascadeShadowSplitCount: m_OverrideState: 1 m_Value: 4 - min: 1 - max: 4 cascadeShadowSplit0: m_OverrideState: 1 m_Value: 0.005 @@ -96,12 +98,9 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: active: 1 - m_AdvancedMode: 0 rotation: m_OverrideState: 1 m_Value: 0 - min: 0 - max: 360 skyIntensityMode: m_OverrideState: 0 m_Value: 0 @@ -111,11 +110,12 @@ MonoBehaviour: multiplier: m_OverrideState: 1 m_Value: 1 - min: 0 upperHemisphereLuxValue: m_OverrideState: 0 m_Value: 1 - min: 0 + upperHemisphereLuxColor: + m_OverrideState: 0 + m_Value: {x: 0, y: 0, z: 0} desiredLuxValue: m_OverrideState: 0 m_Value: 20000 @@ -125,37 +125,102 @@ MonoBehaviour: updatePeriod: m_OverrideState: 1 m_Value: 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m_OverrideState: 1 + m_Value: 1 + usedAlgorithm: + m_OverrideState: 0 + m_Value: 0 + rayTracing: + m_OverrideState: 0 + m_Value: 0 + reflectSky: + m_OverrideState: 1 + m_Value: 1 + depthBufferThickness: + m_OverrideState: 1 + m_Value: 0.01 + screenFadeDistance: + m_OverrideState: 1 + m_Value: 0.1 + accumulationFactor: + m_OverrideState: 0 + m_Value: 0.75 + layerMask: + m_OverrideState: 0 + m_Value: + serializedVersion: 2 + m_Bits: 4294967295 + mode: + m_OverrideState: 0 + m_Value: 2 + sampleCount: + m_OverrideState: 0 + m_Value: 1 + bounceCount: + m_OverrideState: 0 + m_Value: 1 + m_MinSmoothness: + m_OverrideState: 1 + m_Value: 0 + m_SmoothnessFadeStart: + m_OverrideState: 1 + m_Value: 0 + m_RayMaxIterations: + m_OverrideState: 1 + m_Value: 64 + m_RayLength: + m_OverrideState: 0 + m_Value: 50 + m_ClampValue: + m_OverrideState: 0 + m_Value: 1 + m_FullResolution: + m_OverrideState: 0 + m_Value: 0 + m_Denoise: + m_OverrideState: 0 + m_Value: 1 + m_DenoiserRadius: + m_OverrideState: 0 + m_Value: 8 + m_AffectSmoothSurfaces: + m_OverrideState: 0 + m_Value: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_StackLitSG_PixarLM.meta similarity index 77% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_StackLitSG_PixarLM.meta index 7627c83db5e..7de0567fa6a 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots.meta +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_StackLitSG_PixarLM.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: a9f89142bbc76994b98094125564580b +guid: 7f10a801bdfbc704fa6afebb35c9e3cb folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_StackLitSG_PixarLM.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_StackLitSG_PixarLM.unity index 28a36c1ee28..91dbe1cc38b 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_StackLitSG_PixarLM.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_StackLitSG_PixarLM.unity @@ -312,6 +312,7 @@ MonoBehaviour: m_BarnDoorAngle: 90 m_BarnDoorLength: 0.05 m_preserveCachedShadow: 0 + m_OnDemandShadowRenderOnPlacement: 1 m_ShadowCascadeRatios: - 0.005 - 0.015 @@ -327,7 +328,6 @@ MonoBehaviour: useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 - showAdditionalSettings: 1 m_AreaLightEmissiveMeshShadowCastingMode: 0 m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 m_AreaLightEmissiveMeshLayer: -1 @@ -586,6 +586,116 @@ Transform: m_Father: {fileID: 400084911} m_RootOrder: 8 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!115 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https://git-lfs.github.com/spec/v1 -oid sha256:9230e827288ce0c750a3ecd95048819c999b82cfde786bbc4fe35a4729e300ab -size 78768 +oid sha256:31db0f115f604d01ad073122a4b5831ea7849473e680a09ae271f304f403b9ed +size 79037 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5008_FogFiltering.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5008_FogFiltering.png index 1a9ee56ac1d..fb610b18e93 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5008_FogFiltering.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5008_FogFiltering.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:eb45512edf534dfdf2d93fb58a28e07ba08136828148cdcf8b345e4884351db0 -size 150774 +oid sha256:d57758fa09236902f666022a80a8ec070fa1c9f4d9bda7b453bc24854752c275 +size 135424 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a61acb8e92f..7048a298596 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -112,6 +112,13 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder. - Fixed SSS on console platforms. - Assets going through the migration system are now dirtied. +- Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte) +- Fixed SSR Precision for 4K Screens +- Fixed issue with gbuffer debug view when virtual texturing is enabled. +- Fixed volumetric fog noise due to sun light leaking (case 1319005) +- Fixed an issue with Decal normal blending producing NaNs. +- Fixed issue in wizard when resource folder don't exist +- Fixed issue with Decal projector edge on Metal (case 1286074) ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard @@ -162,9 +169,13 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Decreased the minimal Fog Distance value in the Density Volume to 0.05. - Virtual Texturing Resolver now performs RTHandle resize logic in HDRP instead of in core Unity - Cached the base types of Volume Manager to improve memory and cpu usage. +- Reduced the maximal number of bounces for both RTGI and RTR (case 1318876). - Changed Density Volume for Local Volumetric Fog - HDRP Global Settings are now saved into their own asset (HDRenderPipelineGlobalSettings) and HDRenderPipeline's default asset refers to this new asset. - Improved physically based Depth of Field with better near defocus blur quality. +- Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior (case 1320154). +- The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder. +- Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one. ## [11.0.0] - 2020-10-21 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Diffusion-Profile.md b/com.unity.render-pipelines.high-definition/Documentation~/Diffusion-Profile.md index 4aa37318b71..37ab67025de 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Diffusion-Profile.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Diffusion-Profile.md @@ -4,7 +4,7 @@ The High Definition Render Pipeline (HDRP) stores most [subsurface scattering](S To create a Diffusion Profile, navigate to __Assets > Create > Rendering > HDRP Diffusion Profile__. -* To use it by default, open your HDRP Asset and, in the **Material** section, add it to the __Diffusion Profile List__. +* To use it by default, open your Project Settings and, in the **Graphics > HDRP Settings** section, add it to the __Diffusion Profile List__. * To use it in a particular [Volume](Volumes.md), select a Volume with a [Diffusion Profile Override](Override-Diffusion-Profile.md) and add it to the **Diffusion Profile List** . ## Properties diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md index 3c623f8f8ba..d96a7bbd048 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md @@ -205,7 +205,6 @@ Use these settings to enable or disable settings relating to lighting in HDRP. | **Subsurface Scattering** | Enable the checkbox to make HDRP support subsurface scattering (SSS). SSS describes light penetration of the surface of a translucent object | | **- High Quality** | Enable the checkbox to increase the SSS Sample Count and enable high quality subsurface scattering. Increasing the sample count greatly increases the performance cost of the Subsurface Scattering effect. | | **Fabric BSDF Convolution** | By default, Fabric Materials reuse the Reflection Probes that HDRP calculates for the Lit Shader (GGX BRDF). Enable the checkbox to make HDRP calculate another version of each Reflection Probe for the Fabric Shader, creating more accurate lighting effects. This increases the resource intensity because HDRP must condition two Reflection Probes instead of one. It also reduces the number of visible Reflection Probes in the current view by half because the size of the cache that stores Reflection Probe data does not change and must now store both versions of each Reflection Probe. | -| **Diffusion Profile List** | Assign __Diffusion Profiles__ to this list to store Subsurface Scattering and Transmission profiles for your Project. To create a Diffusion Profile Asset, navigate to **Assets > Create > Rendering** and click **HDRP Diffusion Profile**. | ## Post-processing diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-1.png new file mode 100644 index 00000000000..9d159348ae2 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-1.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b1035954b351a7916119680ab2d8e7a4e7a677fe6c846080da7302e02eac5589 +size 438523 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-2.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-2.png new file mode 100644 index 00000000000..a029109ea6e --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-2.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:59eb2fef40e3befac4c1b97544c7ba54a915c547e9d9671a5be2f5c53550cb3e +size 441151 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-3.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-3.png new file mode 100644 index 00000000000..38926c36914 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-3.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2038fec19953ec4dbe91001fb1a402fac4bd98a110c616dcf9cb82e1e6160489 +size 388795 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md index 8fa90d91515..c22b5d63e53 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md @@ -31,4 +31,4 @@ If the Volume with the Diffusion Profile Override is local, the **Fill Profiles If multiple Volumes overlap and affect the Camera simultaneously, HDRP interpolates between multiple values for the same Volume override property in order to handle overlapping values. However, interpolating a final value for the **Diffusion Profile List** is not possible. Instead, HDRP selects the **Diffusion Profile List** from the Volume with the highest **Priority**. -There is a small performance overhead to find which Diffusion Profile a Material users. This means that the fewer Diffusion Profiles you use, the faster this process is. Rather than limit the number of Diffusion Profiles you use, you can use the **Diffusion Profile Override** to optimize the search process. If you have multiple Scenes, and each one only uses a single Diffusion Profile, you can use this override on a global Volume in each Scene to select a Diffusion Profile per Scene, instead of placing the Diffusion Profile from each Scene into the HDRP Asset. This reduces the resource intensity of the search in the Shader. This technique is particularly effective if your Scene contains a lot of overdraw to produce visual effects like foliage and vegetation. +There is a small performance overhead to find which Diffusion Profile a Material users. This means that the fewer Diffusion Profiles you use, the faster this process is. Rather than limit the number of Diffusion Profiles you use, you can use the **Diffusion Profile Override** to optimize the search process. If you have multiple Scenes, and each one only uses a single Diffusion Profile, you can use this override on a global Volume in each Scene to select a Diffusion Profile per Scene, instead of placing the Diffusion Profile from each Scene into the HDRP Graphics Settings. This reduces the resource intensity of the search in the Shader. This technique is particularly effective if your Scene contains a lot of overdraw to produce visual effects like foliage and vegetation. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md index eefae587eba..868db72652a 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md @@ -19,6 +19,29 @@ Because this feature replaces the [Screen Space Reflection](Override-Screen-Spac 1. In the Frame Settings for your Cameras, enable **Ray Tracing**. 2. Select the [Screen Space Reflection](Override-Screen-Space-Reflection.md) override and, in the Inspector, enable **Ray Tracing**. If you do not see a **Ray Tracing** option, make sure your HDRP Project supports ray tracing. For information on setting up ray tracing in HDRP, see [Getting started with ray tracing](Ray-Tracing-Getting-Started.md). +### Ray Traced Reflection with Lit Shader Clear Coat + +A clear coat simulates a thin transparent layer on top of the material. It is particularly useful for materials with a thin translucent layer over a base layer. Real world examples of such materials include car paints, soda cans, lacquered wood, and acrylic. + +If you use a [Lit material](Lit-Shader.md) with Ray Traced Reflection, HDRP uses ray tracing + + to render indirect specular reflection for the base layer (if that material's **Smoothness** is above the minimal smoothness specified in the override). + +If the material's **Coat Mask** value is greater than zero, HDRP uses ray tracing only for the transparent smooth clear coat specular reflection. The specular reflection of the base layer of the material falls back to the next reflection method in the [reflection hierarchy](Reflection-in-HDRP.md#reflection-hierarchy). + +The same principle applies to the [StackLit Shader Graph](master-stack-stacklit.md) when you enable **Coat**. + +For an example of a 75% smooth Lit material with different **Coat Mask** values, see the following images: + +![](Images/ray-traced-reflection-clear-coat-1.png) +*A Lit material with a Coat Mask value of 0.* + +![](Images/ray-traced-reflection-clear-coat-2.png) +*A Lit material with a Coat Mask value of 0.1.* + +![](Images/ray-traced-reflection-clear-coat-3.png) +*A Lit material with a Coat Mask value of 1.0.* + ## Properties HDRP implements ray-traced reflection on top of the Screen Space Reflection override. For information on the properties that control this effect, see [Ray-traced properties](Override-Screen-Space-Reflection.md#ray-traced). diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl index 292399ba400..71a718bec55 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl @@ -6,7 +6,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal // Always test the normal as we can have decompression artifact if (decalSurfaceData.normalWS.w < 1.0) { - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } #ifdef DECALS_4RT // only smoothness in 3RT mode diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl index 2d6ca2f1276..42941cc4ef0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl @@ -6,7 +6,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal // Always test the normal as we can have decompression artifact if (decalSurfaceData.normalWS.w < 1.0) { - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } #ifdef DECALS_4RT // only smoothness in 3RT mode diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl index 69cdc4c59a6..c3888a372d1 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl @@ -6,7 +6,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal // Always test the normal as we can have decompression artifact if (decalSurfaceData.normalWS.w < 1.0) { - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } #ifdef DECALS_4RT // only smoothness in 3RT mode diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/ShaderPass.template.hlsl index 6f70d6ec3e6..60a14ce2a3a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/ShaderPass.template.hlsl @@ -6,7 +6,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal // Always test the normal as we can have decompression artifact if (decalSurfaceData.normalWS.w < 1.0) { - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } // TODOTODO: _MATERIAL_FEATURE_SPECULAR_COLOR and _MATERIAL_FEATURE_HAZY_GLOSS diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs index a2447a0d668..223129ffcf8 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs @@ -159,29 +159,19 @@ void DoCommonSettingsGUI(ref Rect rect) if ((commonPassUIFlags & PassUIFlag.TargetColorBuffer) != 0) { - EditorGUI.BeginProperty(rect, Styles.targetColorBuffer, m_TargetColorBuffer); - // There is still a bug with SerializedReference and PropertyField so we can't use it yet - // EditorGUI.PropertyField(rect, m_TargetColorBuffer, Styles.targetColorBuffer); - m_TargetColorBuffer.intValue = (int)(CustomPass.TargetBuffer)EditorGUI.EnumPopup(rect, Styles.targetColorBuffer, (CustomPass.TargetBuffer)m_TargetColorBuffer.intValue); - EditorGUI.EndProperty(); + EditorGUI.PropertyField(rect, m_TargetColorBuffer, Styles.targetColorBuffer); rect.y += Styles.defaultLineSpace; } if ((commonPassUIFlags & PassUIFlag.TargetDepthBuffer) != 0) { - EditorGUI.BeginProperty(rect, Styles.targetColorBuffer, m_TargetDepthBuffer); - // EditorGUI.PropertyField(rect, m_TargetDepthBuffer, Styles.targetDepthBuffer); - m_TargetDepthBuffer.intValue = (int)(CustomPass.TargetBuffer)EditorGUI.EnumPopup(rect, Styles.targetDepthBuffer, (CustomPass.TargetBuffer)m_TargetDepthBuffer.intValue); - EditorGUI.EndProperty(); + EditorGUI.PropertyField(rect, m_TargetDepthBuffer, Styles.targetDepthBuffer); rect.y += Styles.defaultLineSpace; } if ((commonPassUIFlags & PassUIFlag.ClearFlags) != 0) { - EditorGUI.BeginProperty(rect, Styles.clearFlags, m_ClearFlags); - // EditorGUI.PropertyField(rect, m_ClearFlags, Styles.clearFlags); - m_ClearFlags.intValue = (int)(ClearFlag)EditorGUI.EnumPopup(rect, Styles.clearFlags, (ClearFlag)m_ClearFlags.intValue); - EditorGUI.EndProperty(); + EditorGUI.PropertyField(rect, m_ClearFlags, Styles.clearFlags); rect.y += Styles.defaultLineSpace; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs index c166482fede..1297d2f2509 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs @@ -195,6 +195,7 @@ void CreateReorderableList(SerializedProperty passList) passList.serializedObject.ApplyModifiedProperties(); var customPass = passList.GetArrayElementAtIndex(index); + customPass.managedReferenceValue = m_Volume.customPasses[index]; var drawer = GetCustomPassDrawer(customPass, m_Volume.customPasses[index], index); if (drawer != null) drawer.OnGUI(rect, customPass, null); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs index 79d7f9ba006..d730f4ce136 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs @@ -160,9 +160,7 @@ protected override void DoPassGUI(SerializedProperty customPass, Rect rect) DoShaderPassesList(ref rect); #endif - // TODO: remove all this code when the fix for SerializedReference lands - m_SortingCriteria.intValue = (int)(SortingCriteria)EditorGUI.EnumFlagsField(rect, Styles.sortingCriteria, (SortingCriteria)m_SortingCriteria.intValue); - // EditorGUI.PropertyField(rect, m_SortingCriteria, Styles.sortingCriteria); + EditorGUI.PropertyField(rect, m_SortingCriteria, Styles.sortingCriteria); rect.y += Styles.defaultLineSpace; EditorGUI.indentLevel--; @@ -210,8 +208,7 @@ void DoFilters(ref Rect rect) EditorGUI.indentLevel++; EditorGUI.BeginProperty(rect, Styles.renderQueueFilter, m_RenderQueue); // There is still a bug with SerializedReference and PropertyField so we can't use it yet - // EditorGUI.PropertyField(rect, m_RenderQueue, Styles.renderQueueFilter); - m_RenderQueue.intValue = (int)(CustomPass.RenderQueueType)EditorGUI.EnumPopup(rect, Styles.renderQueueFilter, (CustomPass.RenderQueueType)m_RenderQueue.intValue); + EditorGUI.PropertyField(rect, m_RenderQueue, Styles.renderQueueFilter); EditorGUI.EndProperty(); rect.y += Styles.defaultLineSpace; if (ShowOpaqueObjectWarning()) @@ -260,9 +257,7 @@ void DoMaterialOverride(ref Rect rect) else { EditorGUI.BeginProperty(rect, Styles.renderQueueFilter, m_RenderQueue); - // There is still a bug with SerializedReference and PropertyField so we can't use it yet - // EditorGUI.PropertyField(rect, m_ShaderPass, Styles.shaderPass); - m_ShaderPass.intValue = (int)(DrawRenderersCustomPass.ShaderPass)EditorGUI.EnumPopup(rect, Styles.shaderPass, (DrawRenderersCustomPass.ShaderPass)m_ShaderPass.intValue); + EditorGUI.PropertyField(rect, m_ShaderPass, Styles.shaderPass); EditorGUI.EndProperty(); } EditorGUI.indentLevel--; diff --git a/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs b/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs index bdd4ac48aaa..e46cc662745 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs @@ -444,6 +444,9 @@ void FixHdrpAssetDiffusionProfile(bool fromAsyncUnused) var defaultAssetList = hdrpAsset.renderPipelineEditorResources.defaultDiffusionProfileSettingsList; HDRenderPipeline.defaultAsset.diffusionProfileSettingsList = new DiffusionProfileSettings[0]; // clear the diffusion profile list + if (!AssetDatabase.IsValidFolder("Assets/" + HDProjectSettings.projectSettingsFolderPath)) + AssetDatabase.CreateFolder("Assets", HDProjectSettings.projectSettingsFolderPath); + foreach (var diffusionProfileAsset in defaultAssetList) { string defaultDiffusionProfileSettingsPath = "Assets/" + HDProjectSettings.projectSettingsFolderPath + "/" + diffusionProfileAsset.name + ".asset"; @@ -460,6 +463,9 @@ VolumeProfile CreateDefaultVolumeProfileIfNeeded(VolumeProfile defaultSettingsVo { string defaultSettingsVolumeProfilePath = "Assets/" + HDProjectSettings.projectSettingsFolderPath + '/' + defaultSettingsVolumeProfileInPackage.name + ".asset"; + if (!AssetDatabase.IsValidFolder("Assets/" + HDProjectSettings.projectSettingsFolderPath)) + AssetDatabase.CreateFolder("Assets", HDProjectSettings.projectSettingsFolderPath); + //try load one if one already exist VolumeProfile defaultSettingsVolumeProfile = AssetDatabase.LoadAssetAtPath(defaultSettingsVolumeProfilePath); if (defaultSettingsVolumeProfile == null || defaultSettingsVolumeProfile.Equals(null)) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl index f3f48126d52..9d2d99f83eb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl @@ -4,11 +4,16 @@ //#define SHADOW_LOOP_MULTIPLY //#define SHADOW_LOOP_AVERAGE +#if defined(SHADOW_LOOP_MULTIPLY) || defined(SHADOW_LOOP_AVERAGE) +#define SHADOW_LOOP_WEIGHT +#endif + void ShadowLoopMin(HDShadowContext shadowContext, PositionInputs posInput, float3 normalWS, uint featureFlags, uint renderLayer, out float3 shadow) { - float weight = 0.0f; +#ifdef SHADOW_LOOP_WEIGHT float shadowCount = 0.0f; +#endif #ifdef SHADOW_LOOP_MULTIPLY shadow = float3(1, 1, 1); @@ -59,8 +64,9 @@ void ShadowLoopMin(HDShadowContext shadowContext, PositionInputs posInput, float #else shadow = min(shadow, shadowD.SHADOW_TYPE_SWIZZLE); #endif +#ifdef SHADOW_LOOP_WEIGHT shadowCount += 1.0f; - weight += 1.0f - shadowD; +#endif } } } @@ -142,8 +148,9 @@ void ShadowLoopMin(HDShadowContext shadowContext, PositionInputs posInput, float #else shadow = min(shadow, shadowP.xxx); #endif +#ifdef SHADOW_LOOP_WEIGHT shadowCount += 1.0f; - weight += 1.0f - shadowP; +#endif } } } @@ -222,8 +229,9 @@ void ShadowLoopMin(HDShadowContext shadowContext, PositionInputs posInput, float #else shadow = min(shadow, shadowA.xxx); #endif +#ifdef SHADOW_LOOP_WEIGHT shadowCount += 1.0f; - weight += 1.0f - shadowA; +#endif } } @@ -245,9 +253,6 @@ void ShadowLoopMin(HDShadowContext shadowContext, PositionInputs posInput, float { shadow = float3(1, 1, 1); } -#else - //shadow = (1.0f - saturate(shadowCount)).xxx; - //shadow = (1.0f - saturate(weight)).xxx; #endif } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute index 7c6c7d625f8..59b248826a0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute @@ -19,7 +19,7 @@ #ifndef SSR_APPROX #define SAMPLES_VNDF #endif -#define SSR_TRACE_EPS 0.00024414 // 2^-12, should be good up to 4K +#define SSR_TRACE_EPS 0.000488281f // 2^-11, should be good up to 4K #define MIN_GGX_ROUGHNESS 0.00001f #define MAX_GGX_ROUGHNESS 0.99999f diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute index ab603545276..47c5d0ef3dc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute @@ -496,7 +496,7 @@ float3 EvaluateVoxelDiffuseGI(PositionInputs posInput, JitteredRay ray, float t0 // Computes the in-scattered radiance along the ray. void FillVolumetricLightingBuffer(LightLoopContext context, uint featureFlags, - PositionInputs posInput, uint tileIndex, int groupIdx, JitteredRay ray) + PositionInputs posInput, uint tileIndex, int groupIdx, JitteredRay ray, float tStart) { uint lightCount, lightStart; @@ -548,7 +548,7 @@ void FillVolumetricLightingBuffer(LightLoopContext context, uint featureFlags, #endif // USE_BIG_TILE_LIGHTLIST - float t0 = DecodeLogarithmicDepthGeneralized(0, _VBufferDistanceDecodingParams); + float t0 = max(tStart, DecodeLogarithmicDepthGeneralized(0, _VBufferDistanceDecodingParams)); float de = _VBufferRcpSliceCount; // Log-encoded distance between slices // The contribution of the ambient probe does not depend on the position, @@ -566,7 +566,7 @@ void FillVolumetricLightingBuffer(LightLoopContext context, uint featureFlags, uint3 voxelCoord = uint3(posInput.positionSS, slice + _VBufferSliceCount * unity_StereoEyeIndex); float e1 = slice * de + de; // (slice + 1) / sliceCount - float t1 = DecodeLogarithmicDepthGeneralized(e1, _VBufferDistanceDecodingParams); + float t1 = max(tStart, DecodeLogarithmicDepthGeneralized(e1, _VBufferDistanceDecodingParams)); float tNext = t1; #if USE_DEPTH_BUFFER @@ -581,8 +581,16 @@ void FillVolumetricLightingBuffer(LightLoopContext context, uint featureFlags, t1 = max(t0 * 1.0001, ray.geomDist); } #endif - float dt = t1 - t0; // Is geometry-aware + if(dt <= 0.0) + { + _VBufferLighting[voxelCoord] = 0; +#ifdef ENABLE_REPROJECTION + _VBufferFeedback[voxelCoord] = 0; +#endif + t0 = t1; + continue; + } // Accurately compute the center of the voxel in the log space. It's important to perform // the inversion exactly, since the accumulated value of the integral is stored at the center. @@ -816,6 +824,7 @@ void VolumetricLighting(uint3 dispatchThreadId : SV_DispatchThreadID, ray.jitterDirWS = normalize(ray.centerDirWS + sampleOffset.x * ray.xDirDerivWS + sampleOffset.y * ray.yDirDerivWS); + float tStart = g_fNearPlane / dot(ray.jitterDirWS, F); // We would like to determine the screen pixel (at the full resolution) which // the jittered ray corresponds to. The exact solution can be obtained by intersecting @@ -864,5 +873,5 @@ void VolumetricLighting(uint3 dispatchThreadId : SV_DispatchThreadID, ApplyCameraRelativeXR(ray.originWS); - FillVolumetricLightingBuffer(context, featureFlags, posInput, tileIndex, groupIndex, ray); + FillVolumetricLightingBuffer(context, featureFlags, posInput, tileIndex, groupIndex, ray, tStart); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl index 108f7d376c8..d785529bf9d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl @@ -537,8 +537,8 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal if (decalSurfaceData.normalWS.w < 1.0) { // Affect both normal and clearcoat normal - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); - surfaceData.clearcoatNormalWS = normalize(surfaceData.clearcoatNormalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.clearcoatNormalWS = SafeNormalize(surfaceData.clearcoatNormalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } #ifdef DECALS_4RT // only smoothness in 3RT mode diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl index 6d5bc6229f4..619fa2d5132 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl @@ -82,6 +82,7 @@ void DecodeFromDBuffer( // Range goes from -0.99607 to 1.0039 surfaceData.normalWS.xyz = inDBuffer1.xyz * 2.0 - (254.0 / 255.0); surfaceData.normalWS.w = inDBuffer1.w; + surfaceData.mask = inDBuffer2; #ifdef DECALS_4RT surfaceData.MAOSBlend = inDBuffer3; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl index 2ec0165034d..af6e087cf2a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl @@ -8,7 +8,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal // Always test the normal as we can have decompression artifact if (decalSurfaceData.normalWS.w < 1.0) { - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } #ifdef DECALS_4RT // only smoothness in 3RT mode diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl index 8fc93c2e4ee..30d4de4ecf6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl @@ -628,8 +628,11 @@ NormalData ConvertSurfaceDataToNormalData(SurfaceData surfaceData) // as it is the most dominant one if (HasFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_COAT)) { - normalData.normalWS = surfaceData.coatNormalWS; - normalData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(surfaceData.coatPerceptualSmoothness); + float hasCoat = saturate(surfaceData.coatMask * FLT_MAX); + normalData.normalWS = lerp(surfaceData.coatNormalWS, surfaceData.normalWS, hasCoat); + normalData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(lerp(lerp(surfaceData.perceptualSmoothnessA, surfaceData.perceptualSmoothnessB, surfaceData.lobeMix), + surfaceData.coatPerceptualSmoothness, + hasCoat)); } else { @@ -4208,18 +4211,31 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, // if the coat exist, ConvertSurfaceDataToNormalData will output the roughness of the coat and we don't need // a boost of sharp reflections from a potentially rough bottom layer. - float3 reflectanceFactor = (float3)0.0; - - if (IsVLayeredEnabled(bsdfData)) + if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_COAT)) { - reflectanceFactor = preLightData.specularFGD[COAT_LOBE_IDX]; - reflectanceFactor *= preLightData.hemiSpecularOcclusion[COAT_LOBE_IDX]; // TODOENERGY: If vlayered, should be done in ComputeAdding with FGD formulation for non dirac lights. // Incorrect, but for now: - reflectanceFactor *= preLightData.energyCompensationFactor[COAT_LOBE_IDX]; + float3 reflectanceFactorC = preLightData.specularFGD[COAT_LOBE_IDX]; + reflectanceFactorC *= preLightData.hemiSpecularOcclusion[COAT_LOBE_IDX]; + reflectanceFactorC *= preLightData.energyCompensationFactor[COAT_LOBE_IDX]; + + float3 reflectanceFactorB = (float3)0.0; + for(int i = 0; i < TOTAL_NB_LOBES; i++) + { + float3 lobeFactor = preLightData.specularFGD[i]; // note: includes the lobeMix factor, see PreLightData. + lobeFactor *= preLightData.hemiSpecularOcclusion[i]; + // TODOENERGY: If vlayered, should be done in ComputeAdding with FGD formulation for non dirac lights. + // Incorrect, but for now: + lobeFactor *= preLightData.energyCompensationFactor[i]; + reflectanceFactorB += lobeFactor; + } + + lighting.specularReflected = ssrLighting.rgb * lerp(reflectanceFactorB, reflectanceFactorC, bsdfData.coatMask); + reflectionHierarchyWeight = lerp(ssrLighting.a, ssrLighting.a * reflectanceFactorC, bsdfData.coatMask); } else { + float3 reflectanceFactor = (float3)0.0; for(int i = 0; i < TOTAL_NB_LOBES; i++) { float3 lobeFactor = preLightData.specularFGD[i]; // note: includes the lobeMix factor, see PreLightData. @@ -4229,12 +4245,11 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, lobeFactor *= preLightData.energyCompensationFactor[i]; reflectanceFactor += lobeFactor; } + // Note: RGB is already premultiplied by A. + lighting.specularReflected = ssrLighting.rgb * reflectanceFactor; + reflectionHierarchyWeight = ssrLighting.a; } - // Note: RGB is already premultiplied by A. - lighting.specularReflected = ssrLighting.rgb * reflectanceFactor; - reflectionHierarchyWeight = ssrLighting.a; - return lighting; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs index 7a02f71e161..0368248cb3f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs @@ -1038,13 +1038,14 @@ class DebugViewMaterialData public bool decalsEnabled; public ComputeBufferHandle perVoxelOffset; public DBufferOutput dbuffer; + public GBufferOutput gbuffer; public Texture clearColorTexture; public RenderTexture clearDepthTexture; public bool clearDepth; } - TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cull, HDCamera hdCamera, BuildGPULightListOutput lightLists, DBufferOutput dbuffer) + TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cull, HDCamera hdCamera, BuildGPULightListOutput lightLists, DBufferOutput dbuffer, GBufferOutput gbuffer) { bool msaa = hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA); @@ -1066,10 +1067,17 @@ TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cu { passData.debugGBufferMaterial = m_currentDebugViewMaterialGBuffer; passData.outputColor = builder.WriteTexture(output); + passData.gbuffer = ReadGBuffer(gbuffer, builder); builder.SetRenderFunc( (DebugViewMaterialData data, RenderGraphContext context) => { + var gbufferHandles = data.gbuffer; + for (int i = 0; i < gbufferHandles.gBufferCount; ++i) + { + data.debugGBufferMaterial.SetTexture(HDShaderIDs._GBufferTexture[i], gbufferHandles.mrt[i]); + } + HDUtils.DrawFullScreen(context.cmd, data.debugGBufferMaterial, data.outputColor); }); } 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 4189df1a132..e97e7ea8a21 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 @@ -627,6 +627,15 @@ static void BindDBufferGlobalData(in DBufferOutput dBufferOutput, in RenderGraph ctx.cmd.SetGlobalTexture(HDShaderIDs._DBufferTexture[i], dBufferOutput.mrt[i]); } + static GBufferOutput ReadGBuffer(GBufferOutput gBufferOutput, RenderGraphBuilder builder) + { + // We do the reads "in place" because we don't want to allocate a struct with dynamic arrays each time we do that and we want to keep loops for code sanity. + for (int i = 0; i < gBufferOutput.gBufferCount; ++i) + gBufferOutput.mrt[i] = builder.ReadTexture(gBufferOutput.mrt[i]); + + return gBufferOutput; + } + // RenderGBuffer do the gbuffer pass. This is only called with deferred. If we use a depth prepass, then the depth prepass will perform the alpha testing for opaque alpha tested and we don't need to do it anymore // during Gbuffer pass. This is handled in the shader and the depth test (equal and no depth write) is done here. void RenderGBuffer(RenderGraph renderGraph, TextureHandle sssBuffer, TextureHandle vtFeedbackBuffer, ref PrepassOutput prepassOutput, CullingResults cull, HDCamera hdCamera) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index 56db6d56896..f44d37d47cc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs @@ -103,7 +103,7 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, // Stop Single Pass is after post process. StartXRSinglePass(m_RenderGraph, hdCamera); - colorBuffer = RenderDebugViewMaterial(m_RenderGraph, cullingResults, hdCamera, gpuLightListOutput, prepassOutput.dbuffer); + colorBuffer = RenderDebugViewMaterial(m_RenderGraph, cullingResults, hdCamera, gpuLightListOutput, prepassOutput.dbuffer, prepassOutput.gbuffer); colorBuffer = ResolveMSAAColor(m_RenderGraph, hdCamera, colorBuffer); } else if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.SubsurfaceScattering.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.SubsurfaceScattering.cs index 26b05538de9..a8cce1c4222 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.SubsurfaceScattering.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.SubsurfaceScattering.cs @@ -155,7 +155,9 @@ static bool NeedTemporarySubsurfaceBuffer() return (SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4 && SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation5 && SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne && - SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12); + SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOneD3D12 && + SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxOne && + SystemInfo.graphicsDeviceType != GraphicsDeviceType.GameCoreXboxSeries); } // Albedo + SSS Profile and mask / Specular occlusion (when no SSS) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl index 1dc009239e5..77185a4f72a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl @@ -100,8 +100,7 @@ void Frag( PackedVaryingsToPS packedInput, // edges of the projection(any partial quads get bad partial derivatives //regardless of whether they are computed implicitly or explicitly). ZERO_INITIALIZE(DecalSurfaceData, surfaceData); // Require to quiet compiler warning with Metal - if (clipValue > 0.0) - { + // Note we can't used dynamic branching here to avoid to pay the cost of texture fetch otherwise we need to calculate derivatives ourselves. #endif input.texCoord0.xy = positionDS.xz; input.texCoord1.xy = positionDS.xz; @@ -145,8 +144,6 @@ void Frag( PackedVaryingsToPS packedInput, GetSurfaceData(input, V, posInput, angleFadeFactor, surfaceData); #if ((SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)) && defined(SHADER_API_METAL) - } // if (clipValue > 0.0) - clip(clipValue); #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl index ca9b6f809b6..40d9acda0d2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl @@ -101,7 +101,7 @@ void ComputeSurfaceScattering(inout PathIntersection pathIntersection : SV_RayPa #ifdef _SURFACE_TYPE_TRANSPARENT float3 lightNormal = 0.0; #else - float3 lightNormal = mtlData.bsdfData.geomNormalWS; + float3 lightNormal = mtlData.bsdfData.normalWS; #endif LightList lightList = CreateLightList(shadingPosition, lightNormal, builtinData.renderingLayers);