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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreenBall.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreenBall.mat.meta
new file mode 100644
index 00000000000..958915c7237
--- /dev/null
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreenBall.mat.meta
@@ -0,0 +1,8 @@
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+NativeFormatImporter:
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/GreyFloor.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreyFloor.mat
similarity index 95%
rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/GreyFloor.mat
rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreyFloor.mat
index 597b9a11f1e..6f5d9a6a072 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/GreyFloor.mat
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreyFloor.mat
@@ -22,8 +22,8 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: GreyFloor
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _DETAIL_MAP _DISABLE_SSR_TRANSPARENT _MAPPING_PLANAR _MASKMAP
- _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DETAIL_MAP _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _MAPPING_PLANAR
+ _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -45,7 +45,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BaseColorMap:
- m_Texture: {fileID: 0}
+ m_Texture: {fileID: 10309, guid: 0000000000000000f000000000000000, type: 0}
m_Scale: {x: 6, y: 5}
m_Offset: {x: 0, y: 0}
- _BentNormalMap:
@@ -85,7 +85,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
- m_Texture: {fileID: 0}
+ m_Texture: {fileID: 10309, guid: 0000000000000000f000000000000000, type: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MaskMap:
@@ -188,6 +188,7 @@ Material:
- _DistortionVectorBias: -1
- _DistortionVectorScale: 2
- _DoubleSidedEnable: 0
+ - _DoubleSidedGIMode: 0
- _DoubleSidedNormalMode: 1
- _Drag: 1
- _DstBlend: 0
@@ -234,7 +235,7 @@ Material:
- _PPDPrimitiveWidth: 1
- _PreRefractionPass: 0
- _RayTracing: 0
- - _ReceivesSSR: 1
+ - _ReceivesSSR: 0
- _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
@@ -251,10 +252,10 @@ Material:
- _SpecularOcclusionMode: 1
- _SrcBlend: 1
- _StencilRef: 0
- - _StencilRefDepth: 8
+ - _StencilRefDepth: 0
- _StencilRefDistortionVec: 4
- - _StencilRefGBuffer: 10
- - _StencilRefMV: 40
+ - _StencilRefGBuffer: 2
+ - _StencilRefMV: 32
- _StencilWriteMask: 6
- _StencilWriteMaskDepth: 8
- _StencilWriteMaskDistortionVec: 4
diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/GreyFloor.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreyFloor.mat.meta
similarity index 100%
rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/GreyFloor.mat.meta
rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreyFloor.mat.meta
diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/GreyFloor_nomaps.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/GreyFloor_nomaps.mat
similarity index 100%
rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/Screenshots/GreyFloor_nomaps.mat
rename to 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 76fb1f65d0b..05c6a1a27ed 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:
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similarity index 77%
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index 0dfb7c68161..91dbe1cc38b 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_StackLitSG_PixarLM.unity
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diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 8c21a366433..a9bda8cab28 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -6,6 +6,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
## [10.5.0] - 2020-03-15
+### Added
+Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870).
+
### Fixed
- Fixed grey screen on playstation platform when histogram exposure is enabled but the curve mapping is not used.
- Fixed HDRPAsset loosing its reference to the ray tracing resources when clicking on a different quality level that doesn't have ray tracing (case 1320304).
@@ -13,14 +16,26 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed Nans happening when the history render target is bigger than the current viewport (case 1321139).
- Fixed Tube and Disc lights mode selection (case 1317776)
- Fixed missing Update in Wizard's DXR Documentation
+- Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe.
+- Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on
+- 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)
+- Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger.
+- Fixed SSS materials in planar reflections (case 1319027).
+- Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition
### Changed
- Reduced the maximal number of bounces for both RTGI and RTR (case 1318876).
- Updated Wizard to better handle RenderPipelineAsset in Quality Settings
-
-### Fixed
-- Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe.
-- Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on
+- 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.
+- Assets going through the migration system are now dirtied.
## [10.4.0] - 2020-01-26
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md b/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md
index e65ce03278d..2b26539d4ad 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md
@@ -21,7 +21,7 @@ Here is the list of Material properties that you can access with the AOV API.
| **Normal** | Outputs the surface albedo. |
| **Albedo** | Outputs the surface normal. |
| **Smoothness** | Outputs the surface smoothness. |
-| **Ambient Occlusion** | Outputs the ambient occlusion (N/A for AxF). |
+| **Ambient Occlusion** | Outputs the ambient occlusion (N/A for AxF). **Note**: the ambient occlusion this outputs does not include ray-traced/screen-space ambient occlusion from the [Ambient Occlusion override](Override-Ambient-Occlusion.md). It only includes ambient occlusion from materials in the Scene. |
| **Specular** | Outputs the surface specularity. |
| **Alpha** | Outputs the surface alpha (pixel coverage). |
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 109706229a1..7b17c072fee 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 > Diffusion Profile__.
-* To use it by default, open your Project Settings and, in the **HDRP Default Settings** 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~/Frame-Settings.md b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md
index e602da4bbff..916471244eb 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md
@@ -43,6 +43,7 @@ These settings determine the method that the Cameras and Reflection Probes using
| - **Transparent Object Motion** | Enable the checkbox to allow HDRP to write the velocity of transparent GameObjects to the velocity buffer. To make HDRP write transparent GameObjects to the velocity buffer, you must also enable the **Transparent Writes Velocity** checkbox on each transparent Material. Enabling this feature means that effects, such as motion blur, affect transparent GameObjects. This is useful for alpha blended objects like hair. |
| **Refraction** | Enable the checkbox to make HDRP process Refraction for Cameras/Reflection Probes using these Frame Settings. Refraction is when a transparent surface scatters light that passes through it. This add a resolve of ColorBuffer after the drawing of opaque materials to be use for Refraction effect during transparent pass. |
| **Distortion** | Enable the checkbox to make HDRP process Distortion. Enabling this feature causes HDRP to calculate a distortion pass. This allows Meshes with transparent Materials to distort the light that enters them. |
+| - **Rough Distortion** | Enable the checkbox to allow HDRP to modulate distortion based on the roughness of the material. If you enable this option, HDRP generates a color pyramid with mipmaps to process distortion. This increases the resource intensity of the distortion effect. |
| **Post-process** | Enable the checkbox to make HDRP perform a Post-processing pass. Disable this feature to remove all post-processing effects from this Camera/Reflection Probe. |
| - **Custom Post-process** | Enable the checkbox to allow HDRP to execute custom post processes. Disable this feature to remove all custom post-processing effects from this Camera/Reflection Probe. |
| - **Stop NaN** | Enable the checkbox to allow HDRP to replace pixel values that are not a number (NaN) with black pixels for [Cameras](HDRP-Camera.md) that have **Stop NaNs** enabled. |
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diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
index 431205165bc..e82165641f4 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
@@ -63,9 +63,9 @@ To make the Light work with the **Animation window**, when you click on the **Ad
| **Type** | **Description** |
| --------------- | ------------------------------------------------------------ |
| **Spot** | Emits light from a specified location and range over which the light diminishes. A Spot Light constrains the light it emits to an angle, which results in a cone-shaped region of illumination. The center of the cone points in the forward direction (z-axis) of the Light GameObject. Light also diminishes at the edges of the Spot Light’s cone. Increase the **Spot Angle** to increase the width of the cone. |
-| **Directional** | Creates effects that are similar to sunlight in your Scene. Like sunlight, Directional Lights are distant light sources that HDRP treats as though they are infinitely far away. A Directional Light does not have any identifiable source position, and you can place the Light GameObject anywhere in the Scene. A **Directional Light** illuminates all GameObjects in the Scene as if the Light rays are parallel and always from the same direction. The Light disregards the distance between the Light itself and the target GameObject, so the Light does not diminish with distance. |
-| **Point** | Projects light out equally in all directions from a point in space. The direction of light hitting a surface is the line from the point of contact back to the center of the Light GameObject. The light intensity diminishes with increased distance from the Light, and it reaches zero at the distance specified in the **Range** field. Light intensity is inversely proportional to the square of the distance from the source. This is known as the [Inverse-square law](https://en.wikipedia.org/wiki/Inverse-square_law), and is similar to how light behaves in the real world. |
-| **Area** | Projects light from a surface. Light shines in all directions uniformly from the surface of the rectangle.|
+| **Directional** | Creates effects that are similar to sunlight in your Scene. Like sunlight, Directional Lights are distant light sources that HDRP treats as though they are infinitely far away. A Directional Light does not have any identifiable source position, and you can place the Light GameObject anywhere in the Scene.
A **Directional Light** illuminates all GameObjects in the Scene as if the Light rays are parallel and always from the same direction. The Light disregards the distance between the Light itself and the target GameObject, so the Light does not diminish with distance |
+| **Point** | Projects light out equally in all directions from a point in space. The direction of light hitting a surface is the line from the point of contact back to the center of the Light GameObject. The light intensity diminishes with increased distance from the Light, and it reaches zero at the distance specified in the **Range** field.
Light intensity is inversely proportional to the square of the distance from the source. This is known as the [Inverse-square law](https://en.wikipedia.org/wiki/Inverse-square_law), and is similar to how light behaves in the real world. |
+| **Area** | Projects light from a surface. Light shines in all directions uniformly from the surface of the rectangle. |
##### Limitations
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md b/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md
index 4f0b3442839..992f24a80df 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md
@@ -4,12 +4,12 @@ The **Material Type** property allows you to give your Material a type, which al
| **Material Type** | **Description** |
| ------------------------- | ------------------------------------------------------------ |
-| **Subsurface Scattering** | Applies the subsurface scattering workflow to the Material. Subsurface scattering simulates the way light interacts with and penetrates translucent objects, such as skin or plant leaves. When light penetrates the surface of a subsurface scattering Material, it scatters and blurs before exiting the surface at a different point. |
+| **Subsurface Scattering** | Applies the subsurface scattering workflow to the Material. Subsurface scattering simulates the way light interacts with and penetrates translucent objects, such as skin. When light penetrates the surface of a subsurface scattering Material, it scatters and blurs before exiting the surface at a different point. |
| **Standard** | Applies the basic metallic Shader workflow to the Material. This is the default **Material Type**. |
| **Anisotropy** | Applies the anisotropic workflow to the Material. The highlights of Anisotropic surfaces change in appearance as you view the Material from different angles. Use this **Material Type** to create Materials with anisotropic highlights. For example, brushed metal or velvet. |
| **Iridescence** | Applies the Iridescence workflow to the Material. Iridescent surfaces appear to gradually change color as the angle of view or angle of illumination changes. Use this **Material Type** to create Materials like soap bubbles, iridescent metal, or insect wings. |
| **Specular Color** | Applies the Specular Color workflow to the Material. Use this **Material Type** to create Materials with a coloured specular highlight. This is similar to the [built-in Specular Shader](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html). |
-| **Translucent** | Applies the Translucent workflow to the Material. Use this **Material Type**, and a thickness map, to simulate a translucent Material. In contrast to **Subsurface Scattering** Materials, **Translucent** Materials do not blur light that transmits through the Material. |
+| **Translucent** | Applies the Translucent workflow to the Material. Use this **Material Type**, and a thickness map, to simulate a translucent object, such as a plant leaf. In contrast to **Subsurface Scattering** Materials, **Translucent** Materials do not blur light that transmits through the Material. |

diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Motion-Vectors.md b/com.unity.render-pipelines.high-definition/Documentation~/Motion-Vectors.md
index 56652edef2e..59b4d0f9032 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Motion-Vectors.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Motion-Vectors.md
@@ -4,33 +4,40 @@ Motion vectors capture the per-pixel, screen-space motion of GameObjects from on
HDRP uses motion vectors for various effects such as [temporal anti-aliasing (TAA)](Glossary.md#TemporalAntiAliasing) and motion blur.
-## Using motion vectors
+HDRP calculates motion vectors in two stages:
+
+1. HDRP first calculates object motion vectors. Object motion vectors are motion vectors that HDRP calculates based on the screen-space movement of GameObjects.
+2. HDRP then calculates camera motion vectors. These are motion vectors caused by the movement of the Camera. HDRP calculates camera motion vectors for pixels that did not write motion vectors during the first stage.
-To use motion vectors in HDRP, you must enable them:
+## Using motion vectors
-1. In your Unity Project’s [HDRP Asset](HDRP-Asset.md)
-2. In your [Frame Settings](Frame-Settings.md)
+To use motion vectors in HDRP, you must first enable them:
-In the Inspector for your HDRP Asset, navigate to the **Rendering** section and enable the **Motion Vectors** checkbox. You can then either enable motion vectors for all Cameras or on an individual, per-Camera level. To enable motion vectors for all Cameras, navigate to **Default Frame Settings For > Rendering** and enable the **Motion Vectors** checkbox. This enables Camera motion vectors. Now you can also enable the **Object Motion Vectors** checkbox. If you do this, HDRP calculates object motion vectors. If you keep this checkbox disabled, HDRP only calculates Camera motion vectors.
+1. In your Unity Project’s [HDRP Asset](HDRP-Asset.md):
+ 1. Select the HDRP Asset and view it in the Inspector window.
+ 2. Go to the **Rendering** section and enable **Motion Vectors**.
+2. In [Frame Settings](Frame-Settings.md). You can either enable motion vectors for all Cameras or on an individual, per-Camera level.
+ 1. To enable motion vectors for all Cameras, open the [HDRP Default Settings](Default-Settings-Window.md) Project Settings tab (menu: **Edit** > **Project Settings** > **HDRP Default Settings**), then set **Default Frame Settings For** to **Camera**. To enable motion vectors for a particular Camera, select the Camera and, in the Inspector, enable **Custom Frame Settings**.
+ 3. In the **Rendering Section**, enable **Motion Vectors**. This enables camera motion vectors.
+ 3. To enable motion vectors for opaque GameObjects, enable **Opaque Object Motion**. To enable motion vectors for transparent GameObjects, enable **Transparent Object Motion**.
-HDRP calculates motion vectors in two stages:
-1. HDRP first calculates object motion vectors. To make a Mesh Renderer write object motion vectors, in its Inspector, go to **Additional Settings** and select **Per Object Motion** from the **Motion Vectors** drop-down. HDRP now calculates object motion vectors for this Mesh Renderer, if you enable **Object Motion Vectors** in the Frame Settings.
-
-2. HDRP then calculates Camera motion vectors, which are caused by the movement of the Camera. This is for pixels that did not write motion vectors during the first stage. To make HDRP calculate Camera motion vectors for a Mesh Renderer, in the Inspector for the Mesh Renderer, go to **Additional Settings** and select **Camera Motion Only** from the **Motion Vectors** drop-down.
+HDRP can now render motion vectors. If you enabled object motion vectors, be aware that, by default, new Mesh Renderers write object motion vectors. To change this behavior, select the Mesh Renderer and, in the Inspector, change the value of the **Motion Vectors** property.

+The options are:
-If you do not want HDRP to calculate motion vectors for a Mesh Renderer at all, in the Inspector for the Mesh Renderer, go to **Additional Settings** and select **Force No Motion** from the **Motion Vectors** drop-down.
+* **Camera Motion Only**: HDRP only calculates camera motion vectors for the area of the screen this GameObject fills.
+* **Per Object Motion**: HDRP calculates motion vectors for this GameObject if:
+ * The GameObject moves and the camera does not.
+ * The camera moves and the GamaObject does not.
+ * Both the GameObject and the camera move.
+* **Force No Motion**: HDRP does not calculate any motion vectors for the area of the screen this GameObject fills.
## Motion vectors for transparent objects
By default, HDRP does not render motion vectors for transparent Materials. This is because motion vectors from transparent GameObjects overwrite motion vectors for GameObjects behind them. For example, a window would overwrite the motion vectors for a bird flying behind it.
-To make HDRP render motion vectors for transparent Materials:
-
-1. In the Inspector for your HDRP Asset, go to **Default Frame Settings For > Rendering** and enable the **Transparent Writes Motion Vectors** checkbox.
-2. In the Inspector for your transparent Material, go to **Surface Options** and enable the **Transparent Writes Motion Vectors** checkbox.
+To make HDRP render motion vectors for transparent Materials, see the steps in [Using motion vectors](#using-motion-vectors) and enable **Transparent Object Motion**.
-
+When transparent objects write motion vectors on a given pixel, they replace that pixel’s previous motion vectors. This is particularly useful for Materials that use alpha clipping, such as hair.
-When transparent objects write motion vectors on a given pixel, they replace that pixel’s previous motion vectors. This is particularly useful for Materials that use alpha clipping, such as hair.
If you use motion blur in conjunction with transparent GameObjects, be aware that motion blur also uses depth information. This means that you should make the Material write depth information too. To do this, go to **Surface Options** and enable the **Transparent Depth Postpass** checkbox.
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 6eb90dbde8b..8e580b56762 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 Default 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.
\ No newline at end of file
+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~/Override-Physically-Based-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md
index bd00dbf027a..728fe4f8599 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md
@@ -20,8 +20,8 @@ You can use Physically Based Sky to simulate the sky during both daytime and nig
Physically Based Sky uses the [Volume](Volumes.md) framework. To enable and modify **Physically Based Sky** properties, add a **Physically Based Sky** override to a [Volume](Volumes.md) in your Scene. To add **Physically Based Sky** to a Volume:
1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
-
2. In the Inspector, go to **Add Override > Sky** and select **Physically Based Sky**.
+3. If the Scene does not contain a Directional [Light](Light-Component.md), create one (menu: **GameObject > Light > Directional Light**). For physically correct results, set the Light's intensity to 130,000 lux.
Next, set the Volume to use **Physically Based Sky**. The [Visual Environment](Override-Visual-Environment.md) override controls which type of sky the Volume uses. In the **Visual Environment** override, navigate to the **Sky** section and set the **Type** to **Physically Based Sky**. HDRP now renders a **Physically Based Sky** for any Camera this Volume affects.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md
index d74be464845..16fe5842e6b 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md
@@ -1,8 +1,10 @@
# Screen Space Global Illumination
-The **Screen Space Illumination** (SSGI) override is a High Definition Render Pipeline (HDRP) feature that uses the depth and color buffer of the screen to calculate diffuse light bounces.
+The **Screen Space Global Illumination** (SSGI) override is a High Definition Render Pipeline (HDRP) feature that uses the depth and color buffer of the screen to calculate diffuse light bounces.
-HDRP implements [ray-traced global illumination](Ray-Traced-Global-Illumination.md) on top of this override. This means that the properties visible in the Inspector change depending on whether or not you enable ray tracing.
+HDRP implements [ray-traced global illumination](Ray-Traced-Global-Illumination.md) (RTGI) on top of this override. This means that the properties visible in the Inspector change depending on whether or not you enable ray tracing.
+
+SSGI and RTGI completely replace all [lightmap](https://docs.unity3d.com/Manual/Lightmapping.html) and [Light Probe](https://docs.unity3d.com/Manual/LightProbes.html) data. If you enable this override and the Volume affects the Camera, Light Probes, and the ambient probe, stop contributing to lighting for GameObjects.

@@ -72,4 +74,4 @@ The properties visible in the Inspector change depending on whether or not you e
### Ray-traced global illumination
Currently, ray tracing in HDRP does not support [decals](decal.md). This means that ray-traced global illumination does not affect decals in your Scene.
-When rendering [Reflection Probes](Reflection-Probe.md) screen space global illumination is not supported.
\ No newline at end of file
+When rendering [Reflection Probes](Reflection-Probe.md) screen space global illumination is not supported.
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 43c380fa5d2..d509e4150af 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:
+
+
+*A Lit material with a Coat Mask value of 0.*
+
+
+*A Lit material with a Coat Mask value of 0.1.*
+
+
+*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/Documentation~/Ray-Traced-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md
index 13bac8a3757..6f514837fb1 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md
@@ -51,6 +51,8 @@ Ray-traced shadows offer an alternative to the cascade shadow map that Direction
Ray-traced shadows allow for transparent and transmissive GameObjects, lit by Directional Lights, to cast colored shadows.
+**Note**: When you use a Directional Light with a transmissive GameObject, HDRP displays rasterized shadows on the reverse side of the GameObject.
+

**Ray-traced Directional Light shadows with colored shadows**
@@ -87,7 +89,7 @@ Ray-traced shadows offer an alternative to the shadow map that Point and Spot Li
**Ray-traced Point Light shadows (radius = 0.5m)**
-Ray-traced shadows offer the possibility of semi-transparent shadows for Point Lights cast by tranparent and transmissive GameObjects.
+Ray-traced shadows offer the possibility of semi-transparent shadows for Point Lights cast by transparent and transmissive GameObjects.

@@ -122,6 +124,8 @@ Ray-traced shadows offer an alternative to the [exponential variance shadow map]
**Note**: When rendering in [deferred mode](Forward-And-Deferred-Rendering.md), HDRP provides accurate ray-traced area light shadows for the [Lit](Lit-Shader.md) shader. When HDRP renders for any other shader, or for the Lit shader in forward mode, it uses an approximation to calculate ray-traced shadows for area lights. This approximation is not perfectly accurate, but does produce plausible results.
+When you use a Rectangle Light with a transmissive GameObject, HDRP displays rasterized shadows on the reverse side of the GameObject
+
### Properties
| Property | Description |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md
index cb9887fdccf..b3dbab3509b 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md
@@ -228,7 +228,11 @@ You can find a small ray tracing project that contains all the effects mention a
https://github.com/Unity-Technologies/SmallOfficeRayTracing
This Project is already set up with ray tracing support.
-## Unsupported features of ray tracing
+## Limitations
+
+This section contains information on the limitations of HDRP's ray tracing implementation. Mainly, this is a list of features that HDRP supports in its rasterized render pipeline, but not in its ray-traced render pipeline.
+
+### Unsupported features of ray tracing
There is no support for ray tracing on platforms other than DX12 for now.
@@ -244,27 +248,13 @@ HDRP ray tracing in Unity 2020.2 has the following limitations:
- Does not support [Graphics.DrawMesh](https://docs.unity3d.com/ScriptReference/Graphics.DrawMesh.html).
- Ray tracing is not supported when rendering [Reflection Probes](Reflection-Probe.md).
-## Unsupported features of path tracing
-
-There is no support for path tracing on platforms other than DX12 for now.
-
-HDRP path tracing in Unity 2020.2 has the following limitations:
-
-- Does not support 3D Text and TextMeshPro.
-- Does not support Shader Graph nodes that use derivatives (ex : normal from textures).
-- Does not support decals.
-- Does not support tessellation.
-- Does not support Tube and Disc shaped Area Light.
-- Does not support Translucent Opaque Materials.
-- Does not support several of HDRP's Materials. This includes Fabric, Eye, StackLit, Hair, Decal.
-- Does not support per-pixel displacement (parallax occlusion mapping, height map, depth offset).
-- Does not support MSAA.
-- For renderers that have [LODs](https://docs.unity3d.com/2019.3/Documentation/Manual/LevelOfDetail.html), the ray tracing acceleration structure only includes the highest level LOD and ignores the lower LODs.
-- Does not support [Graphics.DrawMesh](https://docs.unity3d.com/ScriptReference/Graphics.DrawMesh.html).
-
-## Unsupported shader graph nodes for ray tracing
+### Unsupported shader graph nodes for ray tracing
When building your custom shaders using shader graph, some nodes are incompatible with ray tracing. You need either to avoid using them or provide an alternative behavior using the ray tracing shader node. Here is the list of the incompatible nodes:
- DDX, DDY and DDXY nodes.
- All the nodes under Inputs > Geometry (Position, View Direction, Normal, etc.) in View Space mode.
- Checkerboard node.
+
+### Unsupported features of path tracing
+
+For information about unsupported features of path tracing, see [Path tracing limitations](Ray-Tracing-Path-Tracing.md#limitations).
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md
index bf792c51283..4d46e34ebb4 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md
@@ -51,3 +51,26 @@ Path tracing uses the [Volume](Volumes.md) framework, so to enable this feature,

**Minimum Depth** set to 2, **Maximum Depth** set to 2: indirect lighting only (1 bounce)
+
+## Limitations
+
+This section contains information on the limitations of HDRP's path tracing implementation. Mainly, this is a list of features that HDRP supports in its rasterized render pipeline, but not in its path-traced render pipeline.
+
+### Unsupported features of path tracing
+
+There is no support for path tracing on platforms other than DX12 for now.
+
+HDRP path tracing in Unity 2020.2 has the following limitations:
+
+- Does not support 3D Text and TextMeshPro.
+- Does not support Shader Graph nodes that use derivatives (ex : normal from textures).
+- Does not support decals.
+- Does not support tessellation.
+- Does not support Tube and Disc shaped Area Light.
+- Does not support Translucent Opaque Materials.
+- Does not support several of HDRP's Materials. This includes Fabric, Eye, StackLit, Hair, Decal.
+- Does not support per-pixel displacement (parallax occlusion mapping, height map, depth offset).
+- Does not support MSAA.
+- For renderers that have [LODs](https://docs.unity3d.com/Documentation/Manual/LevelOfDetail.html), the ray tracing acceleration structure only includes the highest level LOD and ignores the lower LODs.
+- Does not support [Graphics.DrawMesh](https://docs.unity3d.com/ScriptReference/Graphics.DrawMesh.html).
+- Does not support [Streaming Virtual Texturing](https://docs.unity3d.com/Documentation/Manual/svt-streaming-virtual-texturing.html).
diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Handles.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Handles.cs
index 5530729dc46..87079d54f4a 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Handles.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Handles.cs
@@ -187,9 +187,8 @@ static void DrawSpotlightWireframe(Vector3 outerAngleInnerAngleRange, float shad
if (shadowPlaneDistance > 0)
{
- var shadowDiscRadius = shadowPlaneDistance * Mathf.Sin(outerAngle * Mathf.Deg2Rad * 0.5f);
- var shadowDiscDistance = Mathf.Cos(Mathf.Deg2Rad * outerAngle / 2) * shadowPlaneDistance;
- Handles.DrawWireDisc(Vector3.forward * shadowDiscDistance, Vector3.forward, shadowDiscRadius);
+ var shadowDiscRadius = shadowPlaneDistance * Mathf.Tan(outerAngle * Mathf.Deg2Rad * 0.5f);
+ Handles.DrawWireDisc(Vector3.forward * shadowPlaneDistance, Vector3.forward, shadowDiscRadius);
}
}
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 2028e75b08e..5b03c94fb08 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 59f2c0f7f70..4b55f896c4f 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 b1b6a1c19f7..a5b859e5e28 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 6f7c5ca9449..2eb840b080c 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 3c9ce1882f8..18b88cf766d 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
@@ -161,29 +161,19 @@ 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;
}
}
@@ -287,4 +277,4 @@ internal GUIContent[] GetMaterialPassNames(Material mat)
return passNames;
}
}
-}
\ No newline at end of file
+}
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 b8bda2939fa..9ec574b5bbe 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 d620201640b..16ea19831d2 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 7645cbef137..ece315f7b98 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
@@ -496,14 +496,14 @@ void FixHdrpAssetDiffusionProfile(bool fromAsyncUnused)
VolumeProfile CreateDefaultVolumeProfileIfNeeded(VolumeProfile defaultSettingsVolumeProfileInPackage)
{
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))
{
- if (!AssetDatabase.IsValidFolder("Assets/" + HDProjectSettings.projectSettingsFolderPath))
- AssetDatabase.CreateFolder("Assets", HDProjectSettings.projectSettingsFolderPath);
-
//else create it
AssetDatabase.CopyAsset(AssetDatabase.GetAssetPath(defaultSettingsVolumeProfileInPackage), defaultSettingsVolumeProfilePath);
defaultSettingsVolumeProfile = AssetDatabase.LoadAssetAtPath(defaultSettingsVolumeProfilePath);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Core/Migration/MigrationDescription.cs b/com.unity.render-pipelines.high-definition/Runtime/Core/Migration/MigrationDescription.cs
index 5502236453f..7cb54df3647 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Core/Migration/MigrationDescription.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Core/Migration/MigrationDescription.cs
@@ -104,10 +104,16 @@ public bool Migrate(TTarget target)
}
#if UNITY_EDITOR
- // Special in prefab case
- if (target is UnityEngine.Object && UnityEditor.PrefabUtility.IsPartOfNonAssetPrefabInstance(target as UnityEngine.Object))
+ UnityEngine.Object targetObject = target as UnityEngine.Object;
+ if (targetObject != null)
{
- UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(target as UnityEngine.Object);
+ // Special in prefab case
+ if (UnityEditor.PrefabUtility.IsPartOfNonAssetPrefabInstance(targetObject))
+ {
+ UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(targetObject);
+ }
+
+ UnityEditor.EditorUtility.SetDirty(targetObject);
}
#endif
return true;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCache2D.cs b/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCache2D.cs
index 441336adaf7..b8b235a5dfd 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCache2D.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCache2D.cs
@@ -106,13 +106,10 @@ internal void ClearCache()
var desc = m_Cache.descriptor;
bool isMipped = desc.useMipMap;
int mipCount = isMipped ? GetNumMips(desc.width, desc.height) : 1;
- for (int depthSlice = 0; depthSlice < desc.volumeDepth; ++depthSlice)
+ for (int mipIdx = 0; mipIdx < mipCount; ++mipIdx)
{
- for (int mipIdx = 0; mipIdx < mipCount; ++mipIdx)
- {
- Graphics.SetRenderTarget(m_Cache, mipIdx, CubemapFace.Unknown, depthSlice);
- GL.Clear(false, true, Color.clear);
- }
+ Graphics.SetRenderTarget(m_Cache, mipIdx, CubemapFace.Unknown, -1);
+ GL.Clear(false, true, Color.clear);
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs b/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs
index 4a4c3cb0ba3..170a4afeb55 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs
@@ -163,16 +163,10 @@ internal void ClearCache()
var desc = m_Cache.descriptor;
bool isMipped = desc.useMipMap;
int mipCount = isMipped ? GetNumMips(desc.width, desc.height) : 1;
- for (int depthSlice = 0; depthSlice < desc.volumeDepth; ++depthSlice)
+ for (int mipIdx = 0; mipIdx < mipCount; ++mipIdx)
{
- for (int mipIdx = 0; mipIdx < mipCount; ++mipIdx)
- {
- for(int faceIdx = 0; faceIdx < 6; ++faceIdx)
- {
- Graphics.SetRenderTarget(m_Cache, mipIdx, (CubemapFace)faceIdx, depthSlice);
- GL.Clear(false, true, Color.clear);
- }
- }
+ Graphics.SetRenderTarget(m_Cache, mipIdx, CubemapFace.Unknown, -1);
+ GL.Clear(false, true, Color.clear);
}
}
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 5820f90ddf2..b7fe9862927 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);
@@ -48,8 +53,9 @@ void ShadowLoopMin(HDShadowContext shadowContext, PositionInputs posInput, float
#else
shadow = min(shadow, shadowD.xxx);
#endif
+#ifdef SHADOW_LOOP_WEIGHT
shadowCount += 1.0f;
- weight += 1.0f - shadowD;
+#endif
}
}
}
@@ -122,8 +128,9 @@ 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
}
}
}
@@ -202,8 +209,9 @@ 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
}
}
@@ -225,9 +233,6 @@ 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/LightLoop/LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
index ab1db41ae7a..555fae64aa9 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
@@ -118,6 +118,7 @@ class LightDefinitions
public static uint s_MaterialFeatureMaskFlags = 0x000FFF; // don't use all bits just to be safe from signed and/or float conversions :/
// Screen space shadow flags
+ public static uint s_RayTracedScreenSpaceShadowFlag = 0x1000;
public static uint s_ScreenSpaceColorShadowFlag = 0x100;
public static uint s_InvalidScreenSpaceShadow = 0xff;
public static uint s_ScreenSpaceShadowIndexMask = 0xff;
@@ -1328,6 +1329,11 @@ internal void GetDirectionalLightData(CommandBuffer cmd, HDCamera hdCamera, Visi
{
screenSpaceShadowslot++;
}
+
+ // Raise the ray tracing flag in case the light is ray traced
+ if (additionalLightData.WillRenderRayTracedShadow())
+ lightData.screenSpaceShadowIndex |= (int)LightDefinitions.s_RayTracedScreenSpaceShadowFlag;
+
screenSpaceShadowIndex++;
m_ScreenSpaceShadowsUnion.Add(additionalLightData);
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl
index fe2574d4ce6..1103004bfce 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl
@@ -56,6 +56,7 @@
#define LIGHT_FEATURE_MASK_FLAGS_OPAQUE (16642048)
#define LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT (16510976)
#define MATERIAL_FEATURE_MASK_FLAGS (4095)
+#define RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG (4096)
#define SCREEN_SPACE_COLOR_SHADOW_FLAG (256)
#define INVALID_SCREEN_SPACE_SHADOW (255)
#define SCREEN_SPACE_SHADOW_INDEX_MASK (255)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl
index c83f51fb319..9fc96724f64 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl
@@ -81,6 +81,17 @@ void ApplyDebugToLighting(LightLoopContext context, inout BuiltinData builtinDat
#endif
}
+bool UseScreenSpaceShadow(DirectionalLightData light, float3 normalWS)
+{
+ // Two different options are possible here
+ // - We have a ray trace shadow in which case we have no valid signal for a transmission and we need to fallback on the rasterized shadow
+ // - We have a screen space shadow and it already contains the transmission shadow and we can use it straight away
+ bool visibleLight = dot(normalWS, -light.forward) > 0.0;
+ bool validScreenSpaceShadow = (light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW;
+ bool rayTracedShadow = (light.screenSpaceShadowIndex & RAY_TRACED_SCREEN_SPACE_SHADOW_FLAG) != 0;
+ return (validScreenSpaceShadow && ((rayTracedShadow && visibleLight) || !rayTracedShadow));
+}
+
void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdfData, inout LightLoopOutput lightLoopOutput)
{
#ifdef DEBUG_DISPLAY
@@ -122,7 +133,7 @@ void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdf
DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
- if ((light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW)
+ if (UseScreenSpaceShadow(light, bsdfData.normalWS))
{
shadow = GetScreenSpaceColorShadow(posInput, light.screenSpaceShadowIndex).SHADOW_TYPE_SWIZZLE;
}
@@ -202,7 +213,7 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS
DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
#if defined(SCREEN_SPACE_SHADOWS_ON) && !defined(_SURFACE_TYPE_TRANSPARENT)
- if ((light.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW)
+ if (UseScreenSpaceShadow(light, bsdfData.normalWS))
{
context.shadowValue = GetScreenSpaceColorShadow(posInput, light.screenSpaceShadowIndex).SHADOW_TYPE_SWIZZLE;
}
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 6f30b17189e..5ffc61915ea 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
@@ -464,7 +464,7 @@ VoxelLighting EvaluateVoxelLightingLocal(LightLoopContext context, uint groupIdx
// 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;
@@ -516,7 +516,7 @@ 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,
@@ -534,7 +534,7 @@ 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
@@ -549,8 +549,16 @@ 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.
@@ -775,6 +783,7 @@ 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
@@ -823,5 +832,5 @@ 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 662452ba7de..fb9eb1a478b 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
@@ -437,8 +437,8 @@ 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 43244685eb8..cfe56fc9ef2 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/SharedRTManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs
index 8f1d4ca98e4..b8ee16c2a37 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs
@@ -141,7 +141,9 @@ public bool IsConsolePlatform()
{
return SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne ||
- SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12;
+ SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 ||
+ SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxOne ||
+ SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxSeries;
}
// Function that will return the set of buffers required for the prepass (depending on if msaa is enabled or not)
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 b075888907a..886dbf82aa9 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
{
@@ -4199,18 +4202,31 @@ 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.
@@ -4220,12 +4236,11 @@ 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/Material/SubsurfaceScattering/SubsurfaceScattering.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute
index ce09ed1b226..39612c666a0 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute
@@ -107,12 +107,12 @@ float4 LoadSampleFromVideoMemory(int2 pixelCoord)
// Returns {irradiance, linearDepth}.
float4 LoadSample(int2 pixelCoord, int2 cacheOffset)
{
+ float4 value;
+
#if SSS_USE_LDS_CACHE
int2 cacheCoord = pixelCoord - cacheOffset;
bool isInCache = max((uint)cacheCoord.x, (uint)cacheCoord.y) < TEXTURE_CACHE_SIZE_1D;
- float4 value;
-
if (isInCache)
{
value = LoadSampleFromCacheMemory(cacheCoord);
@@ -168,7 +168,7 @@ float3 ComputeBilateralWeight(float xy2, float z, float mmPerUnit, float3 S, flo
void EvaluateSample(uint i, uint n, int2 pixelCoord, int2 cacheOffset,
float3 S, float d, float3 centerPosVS, float mmPerUnit, float pixelsPerMm,
float phase, float3 tangentX, float3 tangentY, float4x4 projMatrix,
- inout float3 totalIrradiance, inout float3 totalWeight)
+ inout float3 totalIrradiance, inout float3 totalWeight, float linearDepth)
{
// The sample count is loop-invariant.
const float scale = rcp(n);
@@ -217,7 +217,7 @@ void EvaluateSample(uint i, uint n, int2 pixelCoord, int2 cacheOffset,
{
// Apply bilateral weighting.
float viewZ = textureSample.a;
- float relZ = viewZ - centerPosVS.z;
+ float relZ = viewZ - linearDepth;
float3 weight = ComputeBilateralWeight(xy2, relZ, mmPerUnit, S, rcpPdf);
// Note: if the texture sample if off-screen, (z = 0) -> (viewZ = far) -> (weight ≈ 0).
@@ -383,7 +383,7 @@ void SubsurfaceScattering(uint3 groupId : SV_GroupID,
// Compute the view-space dimensions of the pixel as a quad projected onto geometry.
// Assuming square pixels, both X and Y are have the same dimensions.
- float unitsPerPixel = 2 * abs(cornerPosVS.x - centerPosVS.x);
+ float unitsPerPixel = max(0.0001f, 2 * abs(cornerPosVS.x - centerPosVS.x));
float pixelsPerMm = rcp(unitsPerPixel) * unitsPerMm;
// Area of a disk.
@@ -453,13 +453,14 @@ void SubsurfaceScattering(uint3 groupId : SV_GroupID,
float3 totalIrradiance = 0;
float3 totalWeight = 0;
+ float linearDepth = LinearEyeDepth(centerDepth, _ZBufferParams);
for (uint i = 0; i < n; i++)
{
// Integrate over the image or tangent plane in the view space.
EvaluateSample(i, n, pixelCoord, cacheOffset,
S, d, centerPosVS, mmPerUnit, pixelsPerMm,
phase, tangentX, tangentY, projMatrix,
- totalIrradiance, totalWeight);
+ totalIrradiance, totalWeight, linearDepth);
}
// Total weight is 0 for color channels without scattering.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
index 293538196ed..f536e1f41af 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
@@ -214,7 +214,9 @@ 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);
}
struct SubsurfaceScatteringParameters
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 b3184193d04..24aa8e253b1 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
@@ -511,13 +511,14 @@ 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);
@@ -539,12 +540,19 @@ 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) =>
- {
- HDUtils.DrawFullScreen(context.cmd, data.debugGBufferMaterial, data.outputColor);
- });
+ (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);
+ });
}
}
else
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 dd66acf08f9..6fc1bd89dbd 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
@@ -529,6 +529,15 @@ 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;
+ }
+
static void BindProbeVolumeGlobalData(in FrameSettings frameSettings, GBufferPassData data, in RenderGraphContext ctx)
{
if (!data.needProbeVolumeLightLists)
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 d6c2b0054ee..d9cb3e5c5e5 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
@@ -85,7 +85,7 @@ 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 ba31930f9e3..ff4cc22963a 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
@@ -5,8 +5,6 @@ namespace UnityEngine.Rendering.HighDefinition
{
public partial class HDRenderPipeline
{
- // Albedo + SSS Profile and mask / Specular occlusion (when no SSS)
- // This will be used during GBuffer and/or forward passes.
TextureHandle CreateSSSBuffer(RenderGraph renderGraph, bool msaa)
{
#if UNITY_2020_2_OR_NEWER
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
index 17ec7c33125..0907569c3f1 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
@@ -2629,7 +2629,9 @@ void Callback(CommandBuffer c, HDCamera cam)
// Only on consoles is safe to read and write from/to the depth atlas
bool mip1FromDownsampleForLowResTrans = SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne ||
- SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12;
+ SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 ||
+ SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxOne ||
+ SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxSeries;
mip1FromDownsampleForLowResTrans = mip1FromDownsampleForLowResTrans && hdCamera.frameSettings.IsEnabled(FrameSettingsField.LowResTransparent);
DownsampleDepthForLowResTransparency(hdCamera, cmd, m_SharedRTManager.GetDepthTexture(), mip1FromDownsampleForLowResTrans);
@@ -3867,7 +3869,9 @@ void RenderDBuffer(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext
bool canReadBoundDepthBuffer = SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne ||
- SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12;
+ SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 ||
+ SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxOne ||
+ SystemInfo.graphicsDeviceType == GraphicsDeviceType.GameCoreXboxSeries;
if(!canReadBoundDepthBuffer)
{
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 21173fbead4..067c8eef212 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);