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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: MotionVector: User disabledShaderPasses: - - DistortionVectors + - TransparentDepthPostpass - MOTIONVECTORS - TransparentBackface - TransparentDepthPrepass - - TransparentDepthPostpass m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -250,6 +249,19 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + 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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Materials/SLSG_TintedGlazing.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Settings/1302_StackLit_PixarLM_VolumeSettings.asset b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Settings/1302_StackLit_PixarLM_VolumeSettings.asset index e06c6d5e2c9..d25304b4788 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Settings/1302_StackLit_PixarLM_VolumeSettings.asset +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/PixarLM/Settings/1302_StackLit_PixarLM_VolumeSettings.asset @@ -16,6 +16,7 @@ MonoBehaviour: - {fileID: 114527594671542966} - {fileID: 114339849572665496} - {fileID: 114914201461855468} + - {fileID: 7134681920850386777} --- !u!114 &114339849572665496 MonoBehaviour: m_ObjectHideFlags: 0 @@ -29,10 +30,12 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a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5008_FogFiltering.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5008_FogFiltering.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:eb45512edf534dfdf2d93fb58a28e07ba08136828148cdcf8b345e4884351db0 -size 150774 +oid sha256:d57758fa09236902f666022a80a8ec070fa1c9f4d9bda7b453bc24854752c275 +size 135424 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/9701_CustomPass_DrawRenderers.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/9701_CustomPass_DrawRenderers.png index 34b017e5451..87d4d8ef0f5 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/9701_CustomPass_DrawRenderers.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/9701_CustomPass_DrawRenderers.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f0af641d0c7d2f5b83e5420db4154e3deb0f58a7960ecee3b0dc0a93b10e6656 -size 60183 +oid sha256:ce8e26eb673e058f9f31c9d6e90d728c31574f04553e25c3ebf71b6cf4909545 +size 60345 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 2c685fea103..b349f909121 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -29,6 +29,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added an additional check in the "check scene for ray tracing" (case 1314963). - API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas. - Exposed update upon light movement for directional light shadows in UI. +- Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870). ### Fixed - Fixed probe volumes debug views. @@ -138,6 +139,17 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - 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 Exposure Frame Settings control issues on Planar reflection probes (case 1312153). Dynamic reflections now keep their own exposure relative to their parent camera. +- 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 - Removed the material pass probe volumes evaluation mode. @@ -169,6 +181,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Cached the base types of Volume Manager to improve memory and cpu usage. - Reduced the maximal number of bounces for both RTGI and RTR (case 1318876). - Updated Wizard to better handle RenderPipelineAsset in Quality Settings +- 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. ## [10.3.0] - 2020-12-01 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 8c85dcee955..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 HDRP Asset and, in the **Material** section, add it to the __Diffusion Profile List__. +* To use it by default, open your Project Settings and, in the **Graphics > HDRP Settings** section, add it to the __Diffusion Profile List__. * To use it in a particular [Volume](Volumes.md), select a Volume with a [Diffusion Profile Override](Override-Diffusion-Profile.md) and add it to the **Diffusion Profile List** . ## Properties diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md index d6401be9c39..523ca431761 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. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md index a83169b6ce3..070c926debb 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md @@ -203,7 +203,6 @@ Use these settings to enable or disable settings relating to lighting in HDRP. | **Subsurface Scattering** | Enable the checkbox to make HDRP support subsurface scattering (SSS). SSS describes light penetration of the surface of a translucent object | | **- High Quality** | Enable the checkbox to increase the SSS Sample Count and enable high quality subsurface scattering. Increasing the sample count greatly increases the performance cost of the Subsurface Scattering effect. | | **Fabric BSDF Convolution** | By default, Fabric Materials reuse the Reflection Probes that HDRP calculates for the Lit Shader (GGX BRDF). Enable the checkbox to make HDRP calculate another version of each Reflection Probe for the Fabric Shader, creating more accurate lighting effects. This increases the resource intensity because HDRP must condition two Reflection Probes instead of one. It also reduces the number of visible Reflection Probes in the current view by half because the size of the cache that stores Reflection Probe data does not change and must now store both versions of each Reflection Probe. | -| **Diffusion Profile List** | Assign __Diffusion Profiles__ to this list to store Subsurface Scattering and Transmission profiles for your Project. To create a Diffusion Profile Asset, navigate to **Assets > Create > Rendering** and click **Diffusion Profile**. | ## Post-processing diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/LightCheatSheet.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/LightCheatSheet.png index 14a9ccd8ca5..ac69bdc3236 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/LightCheatSheet.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/LightCheatSheet.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:202f9fa606eeb426e590675ff5d5fa6ef0f01427aa494fcd4b0a0fe6a0db18e4 -size 138505 +oid sha256:8c1fe6de169802e0cff4d5d47bf666225da9f252f67f4e9cc25b8ebac4def725 +size 155089 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/MotionVectors2.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/MotionVectors2.png deleted file mode 100644 index f09884a7516..00000000000 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/MotionVectors2.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:7042a3f31bec9f6665776ff8afb9ac8167eafc76bc16ed81cfffc1ad6db4b66c -size 36555 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-1.png new file mode 100644 index 00000000000..9d159348ae2 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-1.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b1035954b351a7916119680ab2d8e7a4e7a677fe6c846080da7302e02eac5589 +size 438523 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-2.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-2.png new file mode 100644 index 00000000000..a029109ea6e --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-2.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:59eb2fef40e3befac4c1b97544c7ba54a915c547e9d9671a5be2f5c53550cb3e +size 441151 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-3.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-3.png new file mode 100644 index 00000000000..38926c36914 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/ray-traced-reflection-clear-coat-3.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2038fec19953ec4dbe91001fb1a402fac4bd98a110c616dcf9cb82e1e6160489 +size 388795 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md index d7a47a30880..bf977d1faf3 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. | ![](Images/MaterialType1.png) 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 f7067d9f847..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: -To use motion vectors in HDRP, you must enable them: +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. -1. In your Unity Project’s [HDRP Asset](HDRP-Asset.md) -2. In your [Frame Settings](Frame-Settings.md) +## Using motion vectors -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. +To use motion vectors in HDRP, you must first enable them: -HDRP calculates motion vectors in two stages: +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**. -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. -![](Images/MotionVectors1.png) -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. -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. +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.
![](Images/MotionVectors1.png) +The options are: + +* **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. - -![](Images/MotionVectors2.png) +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. + 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 8fa90d91515..c22b5d63e53 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md @@ -31,4 +31,4 @@ If the Volume with the Diffusion Profile Override is local, the **Fill Profiles If multiple Volumes overlap and affect the Camera simultaneously, HDRP interpolates between multiple values for the same Volume override property in order to handle overlapping values. However, interpolating a final value for the **Diffusion Profile List** is not possible. Instead, HDRP selects the **Diffusion Profile List** from the Volume with the highest **Priority**. -There is a small performance overhead to find which Diffusion Profile a Material users. This means that the fewer Diffusion Profiles you use, the faster this process is. Rather than limit the number of Diffusion Profiles you use, you can use the **Diffusion Profile Override** to optimize the search process. If you have multiple Scenes, and each one only uses a single Diffusion Profile, you can use this override on a global Volume in each Scene to select a Diffusion Profile per Scene, instead of placing the Diffusion Profile from each Scene into the HDRP Asset. This reduces the resource intensity of the search in the Shader. This technique is particularly effective if your Scene contains a lot of overdraw to produce visual effects like foliage and vegetation. +There is a small performance overhead to find which Diffusion Profile a Material users. This means that the fewer Diffusion Profiles you use, the faster this process is. Rather than limit the number of Diffusion Profiles you use, you can use the **Diffusion Profile Override** to optimize the search process. If you have multiple Scenes, and each one only uses a single Diffusion Profile, you can use this override on a global Volume in each Scene to select a Diffusion Profile per Scene, instead of placing the Diffusion Profile from each Scene into the HDRP Graphics Settings. This reduces the resource intensity of the search in the Shader. This technique is particularly effective if your Scene contains a lot of overdraw to produce visual effects like foliage and vegetation. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md index daa3f82d5bc..b7e0c0133b3 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 b841ca86f37..e0972ecd358 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. ![](Images/HDRPFeatures-SSGI.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md index eefae587eba..868db72652a 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md @@ -19,6 +19,29 @@ Because this feature replaces the [Screen Space Reflection](Override-Screen-Spac 1. In the Frame Settings for your Cameras, enable **Ray Tracing**. 2. Select the [Screen Space Reflection](Override-Screen-Space-Reflection.md) override and, in the Inspector, enable **Ray Tracing**. If you do not see a **Ray Tracing** option, make sure your HDRP Project supports ray tracing. For information on setting up ray tracing in HDRP, see [Getting started with ray tracing](Ray-Tracing-Getting-Started.md). +### Ray Traced Reflection with Lit Shader Clear Coat + +A clear coat simulates a thin transparent layer on top of the material. It is particularly useful for materials with a thin translucent layer over a base layer. Real world examples of such materials include car paints, soda cans, lacquered wood, and acrylic. + +If you use a [Lit material](Lit-Shader.md) with Ray Traced Reflection, HDRP uses ray tracing + + to render indirect specular reflection for the base layer (if that material's **Smoothness** is above the minimal smoothness specified in the override). + +If the material's **Coat Mask** value is greater than zero, HDRP uses ray tracing only for the transparent smooth clear coat specular reflection. The specular reflection of the base layer of the material falls back to the next reflection method in the [reflection hierarchy](Reflection-in-HDRP.md#reflection-hierarchy). + +The same principle applies to the [StackLit Shader Graph](master-stack-stacklit.md) when you enable **Coat**. + +For an example of a 75% smooth Lit material with different **Coat Mask** values, see the following images: + +![](Images/ray-traced-reflection-clear-coat-1.png) +*A Lit material with a Coat Mask value of 0.* + +![](Images/ray-traced-reflection-clear-coat-2.png) +*A Lit material with a Coat Mask value of 0.1.* + +![](Images/ray-traced-reflection-clear-coat-3.png) +*A Lit material with a Coat Mask value of 1.0.* + ## Properties HDRP implements ray-traced reflection on top of the Screen Space Reflection override. For information on the properties that control this effect, see [Ray-traced properties](Override-Screen-Space-Reflection.md#ray-traced). diff --git a/com.unity.render-pipelines.high-definition/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. + ![](Images/RayTracedShadows9.png) **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. ![](Images/RayTracedShadows11.png) @@ -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/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs index 15880958916..236b976da8c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs @@ -193,6 +193,8 @@ void OnOverlayGUI(Object target, SceneView sceneView) // Setup the material to draw the quad with the exposure texture var material = GUITextureBlit2SRGBMaterial; material.SetTexture("_Exposure", exposureTex); + //this fixes the UI so it doesn't blow up when the probe is pre-exposed + material.SetFloat("_ExposureBias", (float)Math.Log(1.0f / p.ProbeExposureValue(), 2.0)); Graphics.DrawTexture(c, p.texture, new Rect(0, 0, 1, 1), 0, 0, 0, 0, GUI.color, material, -1); // We now display the FoV and aspect used during the capture of the planar reflection @@ -299,7 +301,8 @@ static void DrawCapturePositionGizmo(PlanarReflectionProbe probe) k_PreviewMaterial.SetTexture("_MainTex", probe.texture); k_PreviewMaterial.SetMatrix("_CaptureVPMatrix", vp); - k_PreviewMaterial.SetFloat("_Exposure", 1.0f); + //this fixes the UI so it doesn't blow up when the probe is pre-exposed + k_PreviewMaterial.SetFloat("_Exposure", (float)Math.Log(1.0 / probe.ProbeExposureValue(), 2.0)); k_PreviewMaterial.SetVector("_CameraPositionWS", new Vector4(cameraPositionWS.x, cameraPositionWS.y, -cameraPositionWS.z, 0)); k_PreviewMaterial.SetVector("_CapturePositionWS", new Vector4(capturePositionWS.x, capturePositionWS.y, -capturePositionWS.z, 0)); k_PreviewMaterial.SetPass(0); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ProjectedTransform.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ProjectedTransform.cs index 5b1dcc86277..4f16f49d1c4 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ProjectedTransform.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ProjectedTransform.cs @@ -194,17 +194,18 @@ public static Vector3 DrawHandles(Vector3 position, float zProjectionDistance, Q verts[1] = sliderFaceProjected + (-Vector3.right + Vector3.up) * size2D; verts[2] = sliderFaceProjected + (-Vector3.right - Vector3.up) * size2D; verts[3] = sliderFaceProjected + (Vector3.right - Vector3.up) * size2D; + int id = GUIUtility.GetControlID(ids.xy, FocusType.Passive); float faceOpacity = 0.8f; - if (GUIUtility.hotControl == ids.xy) + if (GUIUtility.hotControl == id) Handles.color = Handles.selectedColor; - else if (IsHovering(ids.xy, Event.current)) + else if (IsHovering(id, Event.current)) faceOpacity = 0.4f; else faceOpacity = 0.1f; Color faceColor = new Color(Handles.zAxisColor.r, Handles.zAxisColor.g, Handles.zAxisColor.b, Handles.zAxisColor.a * faceOpacity); Handles.DrawSolidRectangleWithOutline(verts, faceColor, Color.clear); EditorGUI.BeginChangeCheck(); - sliderFaceProjected = Handles.Slider2D(ids.xy, sliderFaceProjected, Vector3.forward, Vector3.right, Vector3.up, size2D, Handles.RectangleHandleCap, s_IsGridSnappingActive() ? Vector2.zero : new Vector2(EditorSnapSettings.move[0], EditorSnapSettings.move[1]), false); + sliderFaceProjected = Handles.Slider2D(id, sliderFaceProjected, Vector3.forward, Vector3.right, Vector3.up, size2D, Handles.RectangleHandleCap, s_IsGridSnappingActive() ? Vector2.zero : new Vector2(EditorSnapSettings.move[0], EditorSnapSettings.move[1]), false); if (EditorGUI.EndChangeCheck()) { sliderRotatedWorldPos.x = sliderFaceProjected.x; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl index 292399ba400..71a718bec55 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl @@ -6,7 +6,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal // Always test the normal as we can have decompression artifact if (decalSurfaceData.normalWS.w < 1.0) { - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } #ifdef DECALS_4RT // only smoothness in 3RT mode diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl index 2d6ca2f1276..42941cc4ef0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl @@ -6,7 +6,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal // Always test the normal as we can have decompression artifact if (decalSurfaceData.normalWS.w < 1.0) { - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } #ifdef DECALS_4RT // only smoothness in 3RT mode diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl index 69cdc4c59a6..c3888a372d1 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl @@ -6,7 +6,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal // Always test the normal as we can have decompression artifact if (decalSurfaceData.normalWS.w < 1.0) { - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } #ifdef DECALS_4RT // only smoothness in 3RT mode diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs index 4f892419438..625aab317bb 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs @@ -600,7 +600,6 @@ public static class Uniforms public static RenderStateCollection SceneSelection = new RenderStateCollection { { RenderState.Cull(Cull.Off) }, - { RenderState.ColorMask("ColorMask 0") }, }; public static RenderStateCollection DepthOnly = new RenderStateCollection diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template index 09555b2f159..1ad5d3db606 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template @@ -99,6 +99,14 @@ Pass #endif #endif + // NOTE: disabling de exposure usage on unlit shader graphs (caused by virtual texture constant buffer binding). + // If we turn this on, in vulkan, virtual texture offsets are corrupted. It is likely caused by the stack + // textures constant buffers, which utilize arrays. Something is happening to the reflection data of vulkan which completely displaces + // the constant buffer. A bug is filed and is being looked at. + #if defined(SHADER_API_VULKAN) + #define DISABLE_UNLIT_DEEXPOSURE + #endif + #ifndef DEBUG_DISPLAY // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) // Don't do it with debug display mode as it is possible there is no depth prepass in this case diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/ShaderPass.template.hlsl b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/ShaderPass.template.hlsl index 6f70d6ec3e6..60a14ce2a3a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/ShaderPass.template.hlsl +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/ShaderPass.template.hlsl @@ -6,7 +6,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal // Always test the normal as we can have decompression artifact if (decalSurfaceData.normalWS.w < 1.0) { - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } // TODOTODO: _MATERIAL_FEATURE_SPECULAR_COLOR and _MATERIAL_FEATURE_HAZY_GLOSS diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs index a2447a0d668..223129ffcf8 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs @@ -159,29 +159,19 @@ void DoCommonSettingsGUI(ref Rect rect) if ((commonPassUIFlags & PassUIFlag.TargetColorBuffer) != 0) { - EditorGUI.BeginProperty(rect, Styles.targetColorBuffer, m_TargetColorBuffer); - // There is still a bug with SerializedReference and PropertyField so we can't use it yet - // EditorGUI.PropertyField(rect, m_TargetColorBuffer, Styles.targetColorBuffer); - m_TargetColorBuffer.intValue = (int)(CustomPass.TargetBuffer)EditorGUI.EnumPopup(rect, Styles.targetColorBuffer, (CustomPass.TargetBuffer)m_TargetColorBuffer.intValue); - EditorGUI.EndProperty(); + EditorGUI.PropertyField(rect, m_TargetColorBuffer, Styles.targetColorBuffer); rect.y += Styles.defaultLineSpace; } if ((commonPassUIFlags & PassUIFlag.TargetDepthBuffer) != 0) { - EditorGUI.BeginProperty(rect, Styles.targetColorBuffer, m_TargetDepthBuffer); - // EditorGUI.PropertyField(rect, m_TargetDepthBuffer, Styles.targetDepthBuffer); - m_TargetDepthBuffer.intValue = (int)(CustomPass.TargetBuffer)EditorGUI.EnumPopup(rect, Styles.targetDepthBuffer, (CustomPass.TargetBuffer)m_TargetDepthBuffer.intValue); - EditorGUI.EndProperty(); + EditorGUI.PropertyField(rect, m_TargetDepthBuffer, Styles.targetDepthBuffer); rect.y += Styles.defaultLineSpace; } if ((commonPassUIFlags & PassUIFlag.ClearFlags) != 0) { - EditorGUI.BeginProperty(rect, Styles.clearFlags, m_ClearFlags); - // EditorGUI.PropertyField(rect, m_ClearFlags, Styles.clearFlags); - m_ClearFlags.intValue = (int)(ClearFlag)EditorGUI.EnumPopup(rect, Styles.clearFlags, (ClearFlag)m_ClearFlags.intValue); - EditorGUI.EndProperty(); + EditorGUI.PropertyField(rect, m_ClearFlags, Styles.clearFlags); rect.y += Styles.defaultLineSpace; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs index c166482fede..1297d2f2509 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs @@ -195,6 +195,7 @@ void CreateReorderableList(SerializedProperty passList) passList.serializedObject.ApplyModifiedProperties(); var customPass = passList.GetArrayElementAtIndex(index); + customPass.managedReferenceValue = m_Volume.customPasses[index]; var drawer = GetCustomPassDrawer(customPass, m_Volume.customPasses[index], index); if (drawer != null) drawer.OnGUI(rect, customPass, null); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs index 79d7f9ba006..d730f4ce136 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs @@ -160,9 +160,7 @@ protected override void DoPassGUI(SerializedProperty customPass, Rect rect) DoShaderPassesList(ref rect); #endif - // TODO: remove all this code when the fix for SerializedReference lands - m_SortingCriteria.intValue = (int)(SortingCriteria)EditorGUI.EnumFlagsField(rect, Styles.sortingCriteria, (SortingCriteria)m_SortingCriteria.intValue); - // EditorGUI.PropertyField(rect, m_SortingCriteria, Styles.sortingCriteria); + EditorGUI.PropertyField(rect, m_SortingCriteria, Styles.sortingCriteria); rect.y += Styles.defaultLineSpace; EditorGUI.indentLevel--; @@ -210,8 +208,7 @@ void DoFilters(ref Rect rect) EditorGUI.indentLevel++; EditorGUI.BeginProperty(rect, Styles.renderQueueFilter, m_RenderQueue); // There is still a bug with SerializedReference and PropertyField so we can't use it yet - // EditorGUI.PropertyField(rect, m_RenderQueue, Styles.renderQueueFilter); - m_RenderQueue.intValue = (int)(CustomPass.RenderQueueType)EditorGUI.EnumPopup(rect, Styles.renderQueueFilter, (CustomPass.RenderQueueType)m_RenderQueue.intValue); + EditorGUI.PropertyField(rect, m_RenderQueue, Styles.renderQueueFilter); EditorGUI.EndProperty(); rect.y += Styles.defaultLineSpace; if (ShowOpaqueObjectWarning()) @@ -260,9 +257,7 @@ void DoMaterialOverride(ref Rect rect) else { EditorGUI.BeginProperty(rect, Styles.renderQueueFilter, m_RenderQueue); - // There is still a bug with SerializedReference and PropertyField so we can't use it yet - // EditorGUI.PropertyField(rect, m_ShaderPass, Styles.shaderPass); - m_ShaderPass.intValue = (int)(DrawRenderersCustomPass.ShaderPass)EditorGUI.EnumPopup(rect, Styles.shaderPass, (DrawRenderersCustomPass.ShaderPass)m_ShaderPass.intValue); + EditorGUI.PropertyField(rect, m_ShaderPass, Styles.shaderPass); EditorGUI.EndProperty(); } EditorGUI.indentLevel--; diff --git a/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs b/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs index 5b7a0537130..01c2af01212 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 @@ -478,6 +478,9 @@ void FixHdrpAssetDiffusionProfile(bool fromAsyncUnused) var defaultAssetList = hdrpAsset.renderPipelineEditorResources.defaultDiffusionProfileSettingsList; hdrpAsset.diffusionProfileSettingsList = new DiffusionProfileSettings[0]; // clear the diffusion profile list + if (!AssetDatabase.IsValidFolder("Assets/" + HDProjectSettings.projectSettingsFolderPath)) + AssetDatabase.CreateFolder("Assets", HDProjectSettings.projectSettingsFolderPath); + if (!AssetDatabase.IsValidFolder("Assets/" + HDProjectSettings.projectSettingsFolderPath)) AssetDatabase.CreateFolder("Assets", HDProjectSettings.projectSettingsFolderPath); @@ -497,6 +500,9 @@ VolumeProfile CreateDefaultVolumeProfileIfNeeded(VolumeProfile defaultSettingsVo { string defaultSettingsVolumeProfilePath = "Assets/" + HDProjectSettings.projectSettingsFolderPath + '/' + defaultSettingsVolumeProfileInPackage.name + ".asset"; + if (!AssetDatabase.IsValidFolder("Assets/" + HDProjectSettings.projectSettingsFolderPath)) + AssetDatabase.CreateFolder("Assets", HDProjectSettings.projectSettingsFolderPath); + //try load one if one already exist VolumeProfile defaultSettingsVolumeProfile = AssetDatabase.LoadAssetAtPath(defaultSettingsVolumeProfilePath); if (defaultSettingsVolumeProfile == null || defaultSettingsVolumeProfile.Equals(null)) diff --git a/com.unity.render-pipelines.high-definition/Runtime/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 1c0c2f8f3a3..1f75e99841b 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 @@ -108,13 +108,10 @@ 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 ad9d629bc68..4366ae8b08e 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/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs index ede91a95c1f..f9bc192d79f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs @@ -1035,6 +1035,7 @@ void RefreshDecalsDebug(DebugUI.Field field, T value) void RefreshRenderingDebug(DebugUI.Field field, T value) { + // Explicitly invoke the render debug unregister to handle render graph items. UnregisterDebugItems(k_PanelRendering, m_DebugRenderingItems); RegisterRenderingDebug(); } 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 7bf43324b78..492bb8e4ee7 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; @@ -1203,6 +1204,11 @@ 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); } @@ -1829,7 +1835,9 @@ internal bool GetEnvLightData(CommandBuffer cmd, HDCamera hdCamera, in Processed //capturedForwardWS.z *= -1; // Transform to RHS standard m_TextureCaches.env2DCaptureForward[fetchIndex] = new Vector4(capturedForwardWS.x, capturedForwardWS.y, capturedForwardWS.z, 0.0f); - if (probe.frameSettings.IsEnabled(FrameSettingsField.ExposureControl)) + //We must use the setting resolved from the probe, not from the frameSettings. + //Using the frmaeSettings from the probe is wrong because it can be disabled (not ticking on using custom frame settings in the probe reflection component) + if (probe.ExposureControlEnabled) envLightData.rangeCompressionFactorCompensation = 1.0f / probe.ProbeExposureValue(); else envLightData.rangeCompressionFactorCompensation = Mathf.Max(probe.rangeCompressionFactor, 1e-6f); 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 63ff08cd65e..a7e9e168744 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/Reflection/HDProbe.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs index 6eb0c95c855..7199b232c3f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs @@ -1,6 +1,4 @@ using System; -using System.Collections.Generic; -using Unity.Collections; using UnityEngine.Serialization; #if UNITY_EDITOR using UnityEditor; @@ -133,6 +131,23 @@ float aspect // Array of names that will be used in the Render Loop to name the probes in debug internal string[] probeName = new string[6]; + //This probe object is dumb, its the caller / pipelines responsability + //to calculate its exposure values, since this requires frame data. + float m_ProbeExposureValue = 1.0f; + + //Set and used by the pipeline, depending on the resolved configuration of a probe. + public bool ExposureControlEnabled { set; get; } + + internal void SetProbeExposureValue(float exposure) + { + m_ProbeExposureValue = exposure; + } + + internal float ProbeExposureValue() + { + return m_ProbeExposureValue; + } + internal bool requiresRealtimeUpdate { get @@ -153,40 +168,6 @@ internal bool requiresRealtimeUpdate } } - // This member and function allow us to fetch the exposure value that was used to render the realtime HDProbe - // without forcing a sync between the c# and the GPU code. For the moment it shall only be used for planar reflections. - private Queue probeExposureAsyncRequest = new Queue(); - internal void RequestProbeExposureValue(RTHandle exposureTexture) - { - AsyncGPUReadbackRequest singleReadBack = AsyncGPUReadback.Request(exposureTexture.rt, 0, 0, 1, 0, 1, 0, 1); - probeExposureAsyncRequest.Enqueue(singleReadBack); - } - - // This float allows us to keep the previous exposure value in case all the finished requests were already dequeued. - private float previousExposure = 1.0f; - - // This function processes the asynchronous read-back requests for the exposure and updates the last known exposure value. - internal float ProbeExposureValue() - { - while (probeExposureAsyncRequest.Count != 0) - { - AsyncGPUReadbackRequest request = probeExposureAsyncRequest.Peek(); - if (!request.done && !probeExposureAsyncRequest.Peek().hasError) - break; - - // If this has an error, just skip it - if (!request.hasError) - { - // Grab the native array from this readback - NativeArray exposureValue = probeExposureAsyncRequest.Peek().GetData(); - previousExposure = exposureValue[0]; - } - probeExposureAsyncRequest.Dequeue(); - } - - return previousExposure; - } - internal bool HasValidRenderedData() { bool hasValidTexture = texture != null; 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 7c429e9023b..f4ac5f31223 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 108f7d376c8..d785529bf9d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl @@ -537,8 +537,8 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal if (decalSurfaceData.normalWS.w < 1.0) { // Affect both normal and clearcoat normal - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); - surfaceData.clearcoatNormalWS = normalize(surfaceData.clearcoatNormalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.clearcoatNormalWS = SafeNormalize(surfaceData.clearcoatNormalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } #ifdef DECALS_4RT // only smoothness in 3RT mode diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl index 6d5bc6229f4..619fa2d5132 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl @@ -82,6 +82,7 @@ void DecodeFromDBuffer( // Range goes from -0.99607 to 1.0039 surfaceData.normalWS.xyz = inDBuffer1.xyz * 2.0 - (254.0 / 255.0); surfaceData.normalWS.w = inDBuffer1.w; + surfaceData.mask = inDBuffer2; #ifdef DECALS_4RT surfaceData.MAOSBlend = inDBuffer3; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl index 2ec0165034d..af6e087cf2a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl @@ -8,7 +8,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, float3 vtxNormal // Always test the normal as we can have decompression artifact if (decalSurfaceData.normalWS.w < 1.0) { - surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + surfaceData.normalWS.xyz = SafeNormalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } #ifdef DECALS_4RT // only smoothness in 3RT mode diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl index 8bf42e1cb80..26b525a4e56 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 { @@ -909,6 +912,15 @@ void GetSurfaceDataDebug(uint paramId, SurfaceData surfaceData, inout float3 res result = IsNormalized(vsGeomNormal) ? vsGeomNormal * 0.5 + 0.5 : float3(1.0, 0.0, 0.0); break; } + case DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_COLOR: + { + if (!HasFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_SPECULAR_COLOR)) + { + // Derive the specular/fresnel0 term from the metallic parameter + result = ComputeFresnel0(surfaceData.baseColor, surfaceData.metallic.x, IorToFresnel0(surfaceData.dielectricIor)); + } + break; + } } } @@ -4199,18 +4211,31 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, // if the coat exist, ConvertSurfaceDataToNormalData will output the roughness of the coat and we don't need // a boost of sharp reflections from a potentially rough bottom layer. - float3 reflectanceFactor = (float3)0.0; - - if (IsVLayeredEnabled(bsdfData)) + if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_COAT)) { - reflectanceFactor = preLightData.specularFGD[COAT_LOBE_IDX]; - reflectanceFactor *= preLightData.hemiSpecularOcclusion[COAT_LOBE_IDX]; // TODOENERGY: If vlayered, should be done in ComputeAdding with FGD formulation for non dirac lights. // Incorrect, but for now: - reflectanceFactor *= preLightData.energyCompensationFactor[COAT_LOBE_IDX]; + float3 reflectanceFactorC = preLightData.specularFGD[COAT_LOBE_IDX]; + reflectanceFactorC *= preLightData.hemiSpecularOcclusion[COAT_LOBE_IDX]; + reflectanceFactorC *= preLightData.energyCompensationFactor[COAT_LOBE_IDX]; + + float3 reflectanceFactorB = (float3)0.0; + for(int i = 0; i < TOTAL_NB_LOBES; i++) + { + float3 lobeFactor = preLightData.specularFGD[i]; // note: includes the lobeMix factor, see PreLightData. + lobeFactor *= preLightData.hemiSpecularOcclusion[i]; + // TODOENERGY: If vlayered, should be done in ComputeAdding with FGD formulation for non dirac lights. + // Incorrect, but for now: + lobeFactor *= preLightData.energyCompensationFactor[i]; + reflectanceFactorB += lobeFactor; + } + + lighting.specularReflected = ssrLighting.rgb * lerp(reflectanceFactorB, reflectanceFactorC, bsdfData.coatMask); + reflectionHierarchyWeight = lerp(ssrLighting.a, ssrLighting.a * reflectanceFactorC, bsdfData.coatMask); } else { + float3 reflectanceFactor = (float3)0.0; for(int i = 0; i < TOTAL_NB_LOBES; i++) { float3 lobeFactor = preLightData.specularFGD[i]; // note: includes the lobeMix factor, see PreLightData. @@ -4220,12 +4245,11 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, lobeFactor *= preLightData.energyCompensationFactor[i]; reflectanceFactor += lobeFactor; } + // Note: RGB is already premultiplied by A. + lighting.specularReflected = ssrLighting.rgb * reflectanceFactor; + reflectionHierarchyWeight = ssrLighting.a; } - // Note: RGB is already premultiplied by A. - lighting.specularReflected = ssrLighting.rgb * reflectanceFactor; - reflectionHierarchyWeight = ssrLighting.a; - return lighting; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/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 993874d61ef..c56e662c484 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 @@ -154,7 +154,9 @@ 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/PostProcessing/PostProcessSystem.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.RenderGraph.cs index 34b07fcb558..56ea367d6d9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.RenderGraph.cs @@ -269,7 +269,7 @@ TextureHandle DynamicExposurePass(RenderGraph renderGraph, HDCamera hdCamera, Te { // Dynamic exposure - will be applied in the next frame // Not considered as a post-process so it's not affected by its enabled state - if (!IsExposureFixed(hdCamera) && m_ExposureControlFS) + if (!IsExposureFixed(hdCamera) && hdCamera.exposureControlFS) { var exposureParameters = PrepareExposureParameters(hdCamera); diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs index 0270cf4de2d..04a184418a8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs @@ -21,7 +21,7 @@ private enum SMAAStage GraphicsFormat m_ColorFormat = GraphicsFormat.B10G11R11_UFloatPack32; const GraphicsFormat k_CoCFormat = GraphicsFormat.R16_SFloat; - const GraphicsFormat k_ExposureFormat = GraphicsFormat.R32G32_SFloat; + internal const GraphicsFormat k_ExposureFormat = GraphicsFormat.R32G32_SFloat; readonly RenderPipelineResources m_Resources; Material m_FinalPassMaterial; @@ -91,7 +91,6 @@ private enum SMAAStage PathTracing m_PathTracing; // Prefetched frame settings (updated on every frame) - bool m_ExposureControlFS; bool m_StopNaNFS; bool m_DepthOfFieldFS; bool m_MotionBlurFS; @@ -135,7 +134,7 @@ private enum SMAAStage HDRenderPipeline m_HDInstance; - static void SetExposureTextureToEmpty(RTHandle exposureTexture) + internal static void SetExposureTextureToEmpty(RTHandle exposureTexture) { var tex = new Texture2D(1, 1, TextureFormat.RGHalf, false, true); tex.SetPixel(0, 0, new Color(1f, ColorUtils.ConvertExposureToEV100(1f), 0f, 0f)); @@ -281,7 +280,6 @@ public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdIn // Prefetch frame settings - these aren't free to pull so we want to do it only once // per frame var frameSettings = camera.frameSettings; - m_ExposureControlFS = frameSettings.IsEnabled(FrameSettingsField.ExposureControl); m_StopNaNFS = frameSettings.IsEnabled(FrameSettingsField.StopNaN); m_DepthOfFieldFS = frameSettings.IsEnabled(FrameSettingsField.DepthOfField); m_MotionBlurFS = frameSettings.IsEnabled(FrameSettingsField.MotionBlur); @@ -304,35 +302,19 @@ public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdIn CheckRenderTexturesValidity(); // Handle fixed exposure & disabled pre-exposure by forcing an exposure multiplier of 1 - if (!m_ExposureControlFS) - { - cmd.SetGlobalTexture(HDShaderIDs._ExposureTexture, m_EmptyExposureTexture); - cmd.SetGlobalTexture(HDShaderIDs._PrevExposureTexture, m_EmptyExposureTexture); - } - else { // Fix exposure is store in Exposure Textures at the beginning of the frame as there is no need for color buffer // Dynamic exposure (Auto, curve) is store in Exposure Textures at the end of the frame (as it rely on color buffer) // Texture current and previous are swapped at the beginning of the frame. - bool isFixedExposure = IsExposureFixed(camera); - if (isFixedExposure) + if (CanRunFixedExposurePass(camera)) { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.FixedExposure))) { - RTHandle prevExposure; - GrabExposureHistoryTextures(camera, out prevExposure, out _); - DoFixedExposure(PrepareExposureParameters(camera), cmd, prevExposure); + DoFixedExposure(PrepareExposureParameters(camera), cmd, camera.currentExposureTextures.current); } } - // Note: GetExposureTexture(camera) must be call AFTER the call of DoFixedExposure to be correctly taken into account - // When we use Dynamic Exposure and we reset history we can't use pre-exposure (as there is no information) - // For this reasons we put neutral value at the beginning of the frame in Exposure textures and - // apply processed exposure from color buffer at the end of the Frame, only for a single frame. - // After that we re-use the pre-exposure system - RTHandle currentExposureTexture = (camera.resetPostProcessingHistory && !isFixedExposure) ? m_EmptyExposureTexture : GetExposureTexture(camera); - - cmd.SetGlobalTexture(HDShaderIDs._ExposureTexture, currentExposureTexture); + cmd.SetGlobalTexture(HDShaderIDs._ExposureTexture, GetExposureTexture(camera)); cmd.SetGlobalTexture(HDShaderIDs._PrevExposureTexture, GetPreviousExposureTexture(camera)); } } @@ -746,21 +728,39 @@ bool IsExposureFixed(HDCamera camera) => m_Exposure.mode.value == ExposureMode.F #endif ; + //if exposure comes from the parent camera, it means we dont have to calculate / force it. + //Its already been done in the parent camera. + [MethodImpl(MethodImplOptions.AggressiveInlining)] + bool CanRunFixedExposurePass(HDCamera camera) => IsExposureFixed(camera) + && camera.exposureControlFS && camera.currentExposureTextures.useCurrentCamera + && camera.currentExposureTextures.current != null; + public RTHandle GetExposureTexture(HDCamera camera) { + // Note: GetExposureTexture(camera) must be call AFTER the call of DoFixedExposure to be correctly taken into account + // When we use Dynamic Exposure and we reset history we can't use pre-exposure (as there is no information) + // For this reasons we put neutral value at the beginning of the frame in Exposure textures and + // apply processed exposure from color buffer at the end of the Frame, only for a single frame. + // After that we re-use the pre-exposure system + if (m_Exposure != null && (camera.resetPostProcessingHistory && camera.currentExposureTextures.useCurrentCamera) && !IsExposureFixed(camera)) + return m_EmptyExposureTexture; + // 1x1 pixel, holds the current exposure multiplied in the red channel and EV100 value // in the green channel // One frame delay + history RTs being flipped at the beginning of the frame means we // have to grab the exposure marked as "previous" - var rt = camera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.Exposure); + return GetExposureTextureHandle(camera.currentExposureTextures.current); + } + + public RTHandle GetExposureTextureHandle(RTHandle rt) + { return rt ?? m_EmptyExposureTexture; } public RTHandle GetPreviousExposureTexture(HDCamera camera) { // See GetExposureTexture - var rt = camera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Exposure); - return rt ?? m_EmptyExposureTexture; + return GetExposureTextureHandle(camera.currentExposureTextures.previous); } internal RTHandle GetExposureDebugData() @@ -837,26 +837,6 @@ void DoFixedExposure(in ExposureParameters parameters, CommandBuffer cmd, RTHand cmd.DispatchCompute(cs, kernel, 1, 1, 1); } - static void GrabExposureHistoryTextures(HDCamera camera, out RTHandle previous, out RTHandle next) - { - RTHandle Allocator(string id, int frameIndex, RTHandleSystem rtHandleSystem) - { - // r: multiplier, g: EV100 - var rt = rtHandleSystem.Alloc(1, 1, colorFormat: k_ExposureFormat, - enableRandomWrite: true, name: $"{id} Exposure Texture {frameIndex}" - ); - SetExposureTextureToEmpty(rt); - return rt; - } - - // We rely on the RT history system that comes with HDCamera, but because it is swapped - // at the beginning of the frame and exposure is applied with a one-frame delay it means - // that 'current' and 'previous' are swapped - next = camera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Exposure) - ?? camera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.Exposure, Allocator, 2); - previous = camera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.Exposure); - } - void PrepareExposureCurveData(out float min, out float max) { var curve = m_Exposure.curveMap.value; @@ -912,7 +892,8 @@ void PrepareExposureCurveData(out float min, out float max) void GrabExposureRequiredTextures(HDCamera camera, out RTHandle prevExposure, out RTHandle nextExposure) { - GrabExposureHistoryTextures(camera, out prevExposure, out nextExposure); + prevExposure = camera.currentExposureTextures.current; + nextExposure = camera.currentExposureTextures.previous; if (camera.resetPostProcessingHistory) { // For Dynamic Exposure, we need to undo the pre-exposure from the color buffer to calculate the correct one diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs index bc0087105fc..4ebb56d87ef 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs @@ -343,6 +343,7 @@ public enum TAAQualityLevel public GameObject exposureTarget = null; internal float probeCustomFixedExposure = 1.0f; + internal float deExposureMultiplier = 1.0f; [SerializeField, FormerlySerializedAs("renderingPathCustomFrameSettings")] FrameSettings m_RenderingPathCustomFrameSettings = FrameSettings.NewDefaultCamera(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index c37818873bd..fd3b58b867d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -4,6 +4,7 @@ using System.Linq; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.RenderGraphModule; +using Unity.Collections; namespace UnityEngine.Rendering.HighDefinition { @@ -223,7 +224,36 @@ internal struct HistoryEffectValidity internal uint cameraFrameCount = 0; internal bool animateMaterials; internal float lastTime; - internal Camera parentCamera = null; // Used for recursive rendering, e.g. a reflection in a scene view. + + private Camera m_parentCamera = null; // Used for recursive rendering, e.g. a reflection in a scene view. + internal Camera parentCamera { get { return m_parentCamera; } } + + //Setting a parent camera also tries to use the parent's camera exposure textures. + //One example is planar reflection probe volume being pre exposed. + internal void SetParentCamera(HDCamera parentHdCam) + { + if (parentHdCam == null) + { + m_ExposureTextures.clear(); + m_ExposureTextures.useCurrentCamera = true; + m_parentCamera = null; + return; + } + + m_parentCamera = parentHdCam.camera; + + if (!m_ExposureControlFS) + { + m_ExposureTextures.clear(); + m_ExposureTextures.useCurrentCamera = true; + return; + } + + m_ExposureTextures.clear(); + m_ExposureTextures.useCurrentCamera = false; + m_ExposureTextures.previous = parentHdCam.currentExposureTextures.previous; + m_ExposureTextures.current = parentHdCam.currentExposureTextures.current; + } // This property is ray tracing specific. It allows us to track for the RayTracingShadow history which light was using which slot. // This avoid ghosting and many other problems that may happen due to an unwanted history usage @@ -337,6 +367,134 @@ internal GameObject exposureTarget } } + private float m_GpuExposureValue = 1.0f; + private float m_GpuDeExposureValue = 1.0f; + + private struct ExposureGpuReadbackRequest + { + public bool isDeExposure; + public AsyncGPUReadbackRequest request; + } + + // This member and function allow us to fetch the exposure value that was used to render the realtime HDProbe + // without forcing a sync between the c# and the GPU code. + private Queue m_ExposureAsyncRequest = new Queue(); + + internal void RequestGpuExposureValue(RTHandle exposureTexture) + { + RequestGpuTexelValue(exposureTexture, false); + } + + internal void RequestGpuDeExposureValue(RTHandle exposureTexture) + { + RequestGpuTexelValue(exposureTexture, true); + } + + private void RequestGpuTexelValue(RTHandle exposureTexture, bool isDeExposure) + { + var readbackRequest = new ExposureGpuReadbackRequest(); + readbackRequest.request = AsyncGPUReadback.Request(exposureTexture.rt, 0, 0, 1, 0, 1, 0, 1); + readbackRequest.isDeExposure = isDeExposure; + m_ExposureAsyncRequest.Enqueue(readbackRequest); + } + + private void PumpReadbackQueue() + { + while (m_ExposureAsyncRequest.Count != 0) + { + ExposureGpuReadbackRequest requestState = m_ExposureAsyncRequest.Peek(); + ref AsyncGPUReadbackRequest request = ref requestState.request; +#if UNITY_EDITOR + //HACK: when we are in the unity editor, requests get updated very very infrequently + // by the runtime. This can cause the m_ExposureAsyncRequest to become super bloated: + // sometimes up to 800 requests get accumulated. + // This hack forces an update of the request when in editor mode, now the m_ExposureAsyncRequest averages + // 3 elements. Not necesary when running in player mode, since the requests get updated properly (due to swap chain complexities) + request.Update(); +#endif + if (!request.done && !request.hasError) + break; + + // If this has an error, just skip it + if (!request.hasError) + { + // Grab the native array from this readback + NativeArray exposureValue = request.GetData(); + if (requestState.isDeExposure) + m_GpuDeExposureValue = exposureValue[0]; + else + m_GpuExposureValue = exposureValue[0]; + } + m_ExposureAsyncRequest.Dequeue(); + } + } + + // This function processes the asynchronous read-back requests for the exposure and updates the last known exposure value. + internal float GpuExposureValue() + { + PumpReadbackQueue(); + return m_GpuExposureValue; + } + + // This function processes the asynchronous read-back requests for the exposure and updates the last known exposure value. + internal float GpuDeExposureValue() + { + PumpReadbackQueue(); + return m_GpuDeExposureValue; + } + + internal struct ExposureTextures + { + public bool useCurrentCamera; + public RTHandle current; + public RTHandle previous; + + public void clear() + { + current = null; + previous = null; + } + } + + private bool m_ExposureControlFS = false; + internal bool exposureControlFS { get { return m_ExposureControlFS; } } + private ExposureTextures m_ExposureTextures = new ExposureTextures(){ useCurrentCamera = true, current = null, previous = null}; + internal ExposureTextures currentExposureTextures { get { return m_ExposureTextures; } } + + internal void SetupExposureTextures() + { + if (!m_ExposureTextures.useCurrentCamera) + return; + + if (!m_ExposureControlFS) + { + m_ExposureTextures.current = null; + m_ExposureTextures.previous = null; + return; + } + + var currentTexture = GetCurrentFrameRT((int)HDCameraFrameHistoryType.Exposure); + if (currentTexture == null) + { + RTHandle Allocator(string id, int frameIndex, RTHandleSystem rtHandleSystem) + { + // r: multiplier, g: EV100 + var rt = rtHandleSystem.Alloc(1, 1, colorFormat: PostProcessSystem.k_ExposureFormat, + enableRandomWrite: true, name: $"{id} Exposure Texture {frameIndex}" + ); + PostProcessSystem.SetExposureTextureToEmpty(rt); + return rt; + } + + currentTexture = AllocHistoryFrameRT((int)HDCameraFrameHistoryType.Exposure, Allocator, 2); + } + + // One frame delay + history RTs being flipped at the beginning of the frame means we + // have to grab the exposure marked as "previous" + m_ExposureTextures.current = GetPreviousFrameRT((int)HDCameraFrameHistoryType.Exposure); + m_ExposureTextures.previous = currentTexture; + } + // This value will always be correct for the current camera, no need to check for // game view / scene view / preview in the editor, it's handled automatically internal AntialiasingMode antialiasing { get; private set; } = AntialiasingMode.None; @@ -505,6 +663,8 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, xr = xrPass; frameSettings = currentFrameSettings; + m_ExposureControlFS = frameSettings.IsEnabled(FrameSettingsField.ExposureControl); + UpdateAntialiasing(); // Handle memory allocation. @@ -540,6 +700,8 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, m_HistoryRTSystem.Dispose(); m_HistoryRTSystem = new BufferedRTHandleSystem(); + m_ExposureTextures.clear(); + if (numColorPyramidBuffersRequired != 0) { AllocHistoryFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain, HistoryBufferAllocatorFunction, numColorPyramidBuffersRequired); @@ -617,6 +779,8 @@ internal void BeginRender(CommandBuffer cmd) m_RecorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera); SetupCurrentMaterialQuality(cmd); + + SetupExposureTextures(); } internal void UpdateAllViewConstants(bool jitterProjectionMatrix) @@ -753,6 +917,8 @@ unsafe internal void UpdateShaderVariablesGlobalCB(ref ShaderVariablesGlobal cb, float exposureMultiplierForProbes = 1.0f / Mathf.Max(probeRangeCompressionFactor, 1e-6f); cb._ProbeExposureScale = exposureMultiplierForProbes; + cb._DeExposureMultiplier = m_AdditionalCameraData == null ? 1.0f : m_AdditionalCameraData.deExposureMultiplier; + cb._TransparentCameraOnlyMotionVectors = (frameSettings.IsEnabled(FrameSettingsField.MotionVectors) && !frameSettings.IsEnabled(FrameSettingsField.TransparentsWriteMotionVector)) ? 1 : 0; } 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 8090ff7e6d3..bac071ab2f8 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 @@ -498,13 +498,14 @@ 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); @@ -526,10 +527,17 @@ TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cu { passData.debugGBufferMaterial = m_currentDebugViewMaterialGBuffer; passData.outputColor = builder.WriteTexture(output); + passData.gbuffer = ReadGBuffer(gbuffer, builder); builder.SetRenderFunc( (DebugViewMaterialData data, RenderGraphContext context) => { + var gbufferHandles = data.gbuffer; + for (int i = 0; i < gbufferHandles.gBufferCount; ++i) + { + data.debugGBufferMaterial.SetTexture(HDShaderIDs._GBufferTexture[i], gbufferHandles.mrt[i]); + } + HDUtils.DrawFullScreen(context.cmd, data.debugGBufferMaterial, data.outputColor); }); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs index 1c8f0c46024..6557fc5bc2c 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 @@ -543,6 +543,15 @@ static void BindDBufferGlobalData(in DBufferOutput dBufferOutput, in RenderGraph ctx.cmd.SetGlobalTexture(HDShaderIDs._DBufferTexture[i], dBufferOutput.mrt[i]); } + static GBufferOutput ReadGBuffer(GBufferOutput gBufferOutput, RenderGraphBuilder builder) + { + // We do the reads "in place" because we don't want to allocate a struct with dynamic arrays each time we do that and we want to keep loops for code sanity. + for (int i = 0; i < gBufferOutput.gBufferCount; ++i) + gBufferOutput.mrt[i] = builder.ReadTexture(gBufferOutput.mrt[i]); + + return gBufferOutput; + } + // RenderGBuffer do the gbuffer pass. This is only called with deferred. If we use a depth prepass, then the depth prepass will perform the alpha testing for opaque alpha tested and we don't need to do it anymore // during Gbuffer pass. This is handled in the shader and the depth test (equal and no depth write) is done here. void RenderGBuffer(RenderGraph renderGraph, TextureHandle sssBuffer, TextureHandle vtFeedbackBuffer, ref PrepassOutput prepassOutput, CullingResults cull, HDCamera hdCamera) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index 5a30405e535..854165d5c0e 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 @@ -84,7 +84,7 @@ 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.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index 98232ce705a..b6322f553b4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -1498,7 +1498,7 @@ float ComputeVisibility(int visibleInIndex, HDProbe visibleProbe) // render requests var isViewDependent = visibleProbe.type == ProbeSettings.ProbeType.PlanarProbe; - Camera parentCamera; + HDCamera hdParentCamera; if (isViewDependent) { @@ -1512,7 +1512,7 @@ float ComputeVisibility(int visibleInIndex, HDProbe visibleProbe) var visibleInRenderRequest = renderRequests[visibleInIndex]; var viewerTransform = visibleInRenderRequest.hdCamera.camera.transform; - parentCamera = visibleInRenderRequest.hdCamera.camera; + hdParentCamera = visibleInRenderRequest.hdCamera; var renderDatas = ListPool.Get(); @@ -1521,7 +1521,7 @@ float ComputeVisibility(int visibleInIndex, HDProbe visibleProbe) viewerTransform, new List<(int index, float weight)> {visibility}, HDUtils.GetSceneCullingMaskFromCamera(visibleInRenderRequest.hdCamera.camera), - parentCamera, + hdParentCamera, visibleInRenderRequest.hdCamera.camera.fieldOfView, visibleInRenderRequest.hdCamera.camera.aspect, ref renderDatas @@ -1538,7 +1538,7 @@ ref renderDatas else { // No single parent camera for view dependent probes. - parentCamera = null; + hdParentCamera = null; bool visibleInOneViewer = false; for (int i = 0; i < visibilities.Count && !visibleInOneViewer; ++i) @@ -1549,7 +1549,7 @@ ref renderDatas if (visibleInOneViewer) { var renderDatas = ListPool.Get(); - AddHDProbeRenderRequests(visibleProbe, null, visibilities, 0, parentCamera, referenceFieldOfView: 90, referenceAspect: 1, ref renderDatas); + AddHDProbeRenderRequests(visibleProbe, null, visibilities, 0, hdParentCamera, referenceFieldOfView: 90, referenceAspect: 1, ref renderDatas); ListPool.Release(renderDatas); } } @@ -1564,7 +1564,7 @@ void AddHDProbeRenderRequests( Transform viewerTransform, List<(int index, float weight)> visibilities, ulong overrideSceneCullingMask, - Camera parentCamera, + HDCamera hdParentCamera, float referenceFieldOfView, float referenceAspect, ref List renderDatas @@ -1678,15 +1678,31 @@ ref _cullingResults visibleProbe.ForceRenderingNextUpdate(); } - hdCamera.parentCamera = parentCamera; // Used to inherit the properties of the view + hdCamera.SetParentCamera(hdParentCamera); // Used to inherit the properties of the view - if (visibleProbe.type == ProbeSettings.ProbeType.PlanarProbe && hdCamera.frameSettings.IsEnabled(FrameSettingsField.ExposureControl)) + if (visibleProbe.type == ProbeSettings.ProbeType.PlanarProbe) { - RTHandle exposureTexture = GetExposureTexture(hdCamera); - visibleProbe.RequestProbeExposureValue(exposureTexture); - // If the planar is under exposure control, all the pixels will be de-exposed, for the other skies it is handeled in a shader. - // For the clear color, we need to do it manually here. - additionalCameraData.backgroundColorHDR = additionalCameraData.backgroundColorHDR * visibleProbe.ProbeExposureValue(); + //cache the resolved settings. Otherwise if we use the internal probe settings, it will be the wrong resolved result. + visibleProbe.ExposureControlEnabled = hdCamera.exposureControlFS; + if (visibleProbe.ExposureControlEnabled) + { + RTHandle exposureTexture = GetExposureTexture(hdParentCamera); + hdParentCamera.RequestGpuExposureValue(exposureTexture); + visibleProbe.SetProbeExposureValue(hdParentCamera.GpuExposureValue()); + additionalCameraData.deExposureMultiplier = 1.0f; + + // If the planar is under exposure control, all the pixels will be de-exposed, for the other skies it is handeled in a shader. + // For the clear color, we need to do it manually here. + additionalCameraData.backgroundColorHDR = additionalCameraData.backgroundColorHDR * visibleProbe.ProbeExposureValue(); + } + else + { + //the de-exposure multiplier must be used for anything rendering flatly, for example UI or Unlit. + //this will cause them to blow up, but will match the standard nomralized exposure. + hdParentCamera.RequestGpuDeExposureValue(m_PostProcessSystem.GetExposureTextureHandle(hdParentCamera.currentExposureTextures.previous)); + visibleProbe.SetProbeExposureValue(1.0f); + additionalCameraData.deExposureMultiplier = 1.0f / hdParentCamera.GpuDeExposureValue(); + } } HDAdditionalCameraData hdCam; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl index 1dc009239e5..77185a4f72a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl @@ -100,8 +100,7 @@ void Frag( PackedVaryingsToPS packedInput, // edges of the projection(any partial quads get bad partial derivatives //regardless of whether they are computed implicitly or explicitly). ZERO_INITIALIZE(DecalSurfaceData, surfaceData); // Require to quiet compiler warning with Metal - if (clipValue > 0.0) - { + // Note we can't used dynamic branching here to avoid to pay the cost of texture fetch otherwise we need to calculate derivatives ourselves. #endif input.texCoord0.xy = positionDS.xz; input.texCoord1.xy = positionDS.xz; @@ -145,8 +144,6 @@ void Frag( PackedVaryingsToPS packedInput, GetSurfaceData(input, V, posInput, angleFadeFactor, surfaceData); #if ((SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)) && defined(SHADER_API_METAL) - } // if (clipValue > 0.0) - clip(clipValue); #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl index 8627bbae2f3..66cf2247af9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl @@ -63,6 +63,15 @@ PackedVaryingsToPS VertTesselation(VaryingsToDS input) #define EXTRA_BUFFER_TARGET SV_Target1 #endif +float GetDeExposureMultiplier() +{ +#if defined(DISABLE_UNLIT_DEEXPOSURE) + return 1.0; +#else + return _DeExposureMultiplier; +#endif +} + void Frag(PackedVaryingsToPS packedInput, out float4 outColor : SV_Target0 #ifdef UNITY_VIRTUAL_TEXTURING @@ -108,7 +117,7 @@ void Frag(PackedVaryingsToPS packedInput, #endif // Note: we must not access bsdfData in shader pass, but for unlit we make an exception and assume it should have a color field - float4 outResult = ApplyBlendMode(bsdfData.color + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity); + float4 outResult = ApplyBlendMode(bsdfData.color*GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity); outResult = EvaluateAtmosphericScattering(posInput, V, outResult); #ifdef DEBUG_DISPLAY 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); diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs index 3e989c7fdf5..aeca030c6c3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs @@ -269,6 +269,6 @@ unsafe struct ShaderVariablesGlobal public float _GlobalTessellationFactorMultiplier; public float _SpecularOcclusionBlend; - public float _Pad9; + public float _DeExposureMultiplier; } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl index bfaaba4b65d..cf8fc0032ce 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl @@ -152,7 +152,7 @@ GLOBAL_CBUFFER_START(ShaderVariablesGlobal, b0) int _TransparentCameraOnlyMotionVectors; float _GlobalTessellationFactorMultiplier; float _SpecularOcclusionBlend; - float _Pad9; + float _DeExposureMultiplier; CBUFFER_END