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b/TestProjects/UniversalGraphicsTest/Assets/Scenes/130_UnityMatrixIVP/WorldReconstruction.shader new file mode 100644 index 00000000000..5127e048aa6 --- /dev/null +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/130_UnityMatrixIVP/WorldReconstruction.shader @@ -0,0 +1,71 @@ +Shader "Unlit/WorldPos" +{ + Properties + { + [HideInInspector] _Color("Color", Color) = (1,1,1) + } + SubShader + { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent+100" "DisableBatching" = "True" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" } + Blend One OneMinusSrcAlpha + ZTest Always + ZWrite Off + + Pass + { + Tags { "LightMode" = "UniversalForward" } + HLSLPROGRAM + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + struct appdata + { + float4 vertex : POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 scrPos : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert(appdata v) + { + v2f o; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.pos = TransformObjectToHClip(v.vertex.xyz); + o.scrPos = ComputeScreenPos(o.pos); + + return o; + } + + half4 frag(v2f i) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + + float2 uv = i.scrPos.xy / i.scrPos.w; + float depth = SampleSceneDepth(uv); + float4 raw = mul(UNITY_MATRIX_I_VP, float4(uv * 2 - 1, depth, 1)); + float3 wpos = raw.xyz / raw.w; + if (distance(wpos, _WorldSpaceCameraPos) > 8.0) return half4(0,0,1,1); + return 0; + + } + ENDHLSL + } + + } +} diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/130_UnityMatrixIVP/WorldReconstruction.shader.meta b/TestProjects/UniversalGraphicsTest/Assets/Scenes/130_UnityMatrixIVP/WorldReconstruction.shader.meta new file mode 100644 index 00000000000..f0d362d8b13 --- /dev/null +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/130_UnityMatrixIVP/WorldReconstruction.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7a64e588f85704ec9b9d5b882d521438 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTests.cs b/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTests.cs index 599c3bc7f86..19174450b7e 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTests.cs +++ b/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTests.cs @@ -6,6 +6,8 @@ using UnityEngine.XR; using UnityEngine.TestTools.Graphics; using UnityEngine.SceneManagement; +using UnityEngine.Rendering.Universal; +using UnityEngine.Experimental.Rendering.Universal; public class UniversalGraphicsTests { @@ -85,22 +87,27 @@ public IEnumerator Run(GraphicsTestCase testCase) ImageAssert.AreEqual(testCase.ReferenceImage, cameras.Where(x => x != null), settings.ImageComparisonSettings); -#if CHECK_ALLOCATIONS_WHEN_RENDERING // Does it allocate memory when it renders what's on the main camera? bool allocatesMemory = false; var mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent(); - try - { - ImageAssert.AllocatesMemory(mainCamera, settings?.ImageComparisonSettings); - } - catch (AssertionException) + + // 2D Renderer is currently allocating memory, skip it as it will always fail GC alloc tests. + var additionalCameraData = mainCamera.GetUniversalAdditionalCameraData(); + bool is2DRenderer = additionalCameraData.scriptableRenderer is Renderer2D; + + if (!is2DRenderer) { - allocatesMemory = true; + try + { + ImageAssert.AllocatesMemory(mainCamera, settings?.ImageComparisonSettings); + } + catch (AssertionException) + { + allocatesMemory = true; + } + if (allocatesMemory) + Assert.Fail("Allocated memory when rendering what is on main camera"); } - if (allocatesMemory) - Assert.Fail("Allocated memory when rendering what is on main camera"); -#endif - } #if UNITY_EDITOR diff --git a/TestProjects/UniversalGraphicsTest/Assets/Test/TestFilters/TestCaseFilters.asset b/TestProjects/UniversalGraphicsTest/Assets/Test/TestFilters/TestCaseFilters.asset index 7567308c61f..257b85c7e66 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Test/TestFilters/TestCaseFilters.asset +++ b/TestProjects/UniversalGraphicsTest/Assets/Test/TestFilters/TestCaseFilters.asset @@ -91,3 +91,10 @@ MonoBehaviour: XrSdk: None StereoModes: 0 Reason: OSX Standalone won't work with back buffer capure + - FilteredScene: {fileID: 102900000, guid: 716466bc92f8e4eeeb3c138524b04021, type: 3} + ColorSpace: -1 + BuildPlatform: 13 + GraphicsDevice: 4 + XrSdk: None + StereoModes: 0 + Reason: OpenGL shader error in trunk diff --git a/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset b/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset index b32dd9ee934..4fbdf99edad 100644 --- a/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset @@ -239,4 +239,10 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/126_SampleDepth.unity guid: d66b74ae4e7264d62bdb2c4f56261030 + - enabled: 1 + path: Assets/Scenes/127_ClearRenderTexture.unity + guid: ecb4f57b7a1788b4b85f618d4cbc6677 + - enabled: 1 + path: Assets/Scenes/130_UnityMatrixIVP.unity + guid: 716466bc92f8e4eeeb3c138524b04021 m_configObjects: {} diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index af9886dac13..91499c367d8 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -54,6 +54,7 @@ The version number for this package has increased due to a version update of a r - Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file - Fixed the texture curve being destroyed from another thread than main (case 1211754) - Fixed unreachable code in TextureXR.useTexArray +- Fixed GC pressure caused by `VolumeParameter.GetHashCode()` ### Changed - Restored usage of ENABLE_VR to fix compilation errors on some platforms. @@ -151,4 +152,3 @@ The version number for this package has increased due to a version update of a r ### Changed - Moved root files into folders for easier maintenance - diff --git a/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs b/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs index 8fa9e1078e9..074e00306ee 100644 --- a/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs +++ b/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs @@ -234,7 +234,7 @@ public override int GetHashCode() int hash = 17; hash = hash * 23 + overrideState.GetHashCode(); - if (!ReferenceEquals(value, null)) + if (!EqualityComparer.Default.Equals(value, default)) // Catches null for references with boxing of value types hash = hash * 23 + value.GetHashCode(); return hash; diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index 4d4f696d7cf..373f47e934b 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -17,6 +17,11 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue where the emission value in particle shaders would not update in the editor without entering playmode. - Fixed SceneView Draw Modes not being properly updated after opening new scene view panels or changing the editor layout. - Fixed an issue where preset button could still be used, when it is not supposed to. [case 1246261](https://issuetracker.unity3d.com/issues/urp-reset-functionality-does-not-work-for-renderobject-preset-asset) +- Fixed an issue that causes viewport to not work correctly when rendering to textures. [case 1225103](https://issuetracker.unity3d.com/issues/urp-the-viewport-rect-isnt-correctly-applied-when-the-camera-is-outputting-into-a-rendertexture) +- Fixed an issue that caused incorrect sampling of HDR reflection probe textures. +- Fixed UI text of RenderObjects feature to display LightMode tag instead of Shader Pass Name. [case 1201696](https://issuetracker.unity3d.com/issues/render-feature-slash-pass-ui-has-a-field-for-shader-pass-name-when-it-actually-expects-shader-pass-lightmode) +- Fixed an issue that caused memory allocations when sorting cameras. [case 1226448](https://issuetracker.unity3d.com/issues/2d-renderer-using-more-than-one-camera-that-renders-out-to-a-render-texture-creates-gc-alloc-every-frame) +- Fixed an issue that caused the inverse view and projection matrix to output wrong values in some platforms. [case 1243990](https://issuetracker.unity3d.com/issues/urp-8-dot-1-breaks-unity-matrix-i-vp) ## [8.1.0] - 2020-04-21 diff --git a/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs b/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs index 56f9996a970..47a6b8bf5ba 100644 --- a/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs @@ -21,7 +21,7 @@ internal class Styles //Filters public static GUIContent renderQueueFilter = new GUIContent("Queue", "Only render objects in the selected render queue range."); public static GUIContent layerMask = new GUIContent("Layer Mask", "Only render objects in a layer that match the given layer mask."); - public static GUIContent shaderPassFilter = new GUIContent("Shader Passes", "Controls which shader passes to use when rendering objects. The name given here must match the LightMode tag in a shader pass."); + public static GUIContent shaderPassFilter = new GUIContent("LightMode Tags", "Controls which shader passes to render by filtering by LightMode tag."); //Render Options public static GUIContent overrideMaterial = new GUIContent("Material", "Choose an override material, every renderer will be rendered with this material."); @@ -33,7 +33,7 @@ internal class Styles public static GUIContent depthState = new GUIContent("Depth Test", "Choose a new depth test function."); //Camera Settings - public static GUIContent overrideCamera = new GUIContent("Camera", "Override camera matrices."); + public static GUIContent overrideCamera = new GUIContent("Camera", "Override camera matrices. Toggling this setting will make camera use perspective projection."); public static GUIContent cameraFOV = new GUIContent("Field Of View", "The camera's view angle measured in degrees along vertical axis."); public static GUIContent positionOffset = new GUIContent("Position Offset", "Position offset to apply to the original camera's position."); public static GUIContent restoreCamera = new GUIContent("Restore", "Restore to the original camera matrices after the execution of the render passes added by this feature."); diff --git a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs index 7c6f1ebe23e..4fa1c028178 100644 --- a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs @@ -417,6 +417,9 @@ void CreateCameraRenderTarget(ScriptableRenderContext context, ref CameraData ca void SetupBackbufferFormat(int msaaSamples, bool stereo) { #if ENABLE_VR && ENABLE_VR_MODULE + if (!stereo) + return; + bool msaaSampleCountHasChanged = false; int currentQualitySettingsSampleCount = QualitySettings.antiAliasing; if (currentQualitySettingsSampleCount != msaaSamples && @@ -429,10 +432,11 @@ void SetupBackbufferFormat(int msaaSamples, bool stereo) // By settings antiAliasing we match what the amount of samples in camera data with backbuffer // We only do this for the main camera and this only takes effect in the beginning of next frame. // This settings should not be changed on a frame basis so that's fine. - QualitySettings.antiAliasing = msaaSamples; - - if (stereo && msaaSampleCountHasChanged) + if (msaaSampleCountHasChanged) + { + QualitySettings.antiAliasing = msaaSamples; XR.XRDevice.UpdateEyeTextureMSAASetting(); + } #endif } @@ -464,12 +468,12 @@ bool RequiresIntermediateColorTexture(ref CameraData cameraData) isCompatibleBackbufferTextureDimension = UnityEngine.XR.XRSettings.deviceEyeTextureDimension == cameraTargetDescriptor.dimension; #endif - bool requiresBlitForOffscreenCamera = cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || requiresExplicitMsaaResolve; + bool requiresBlitForOffscreenCamera = cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || requiresExplicitMsaaResolve || !cameraData.isDefaultViewport; if (isOffscreenRender) return requiresBlitForOffscreenCamera; return requiresBlitForOffscreenCamera || isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled || - !isCompatibleBackbufferTextureDimension || !cameraData.isDefaultViewport || isCapturing || + !isCompatibleBackbufferTextureDimension || isCapturing || (Display.main.requiresBlitToBackbuffer && !isStereoEnabled); } diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs index efaba7bb9a6..c0f02d73c6a 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs @@ -645,7 +645,7 @@ void DoBokehDepthOfField(CommandBuffer cmd, int source, int destination, Rect pi cmd.SetGlobalVector(ShaderConstants._CoCParams, new Vector4(P, maxCoC, maxRadius, rcpAspect)); // Prepare the bokeh kernel constant buffer - int hash = m_DepthOfField.GetHashCode(); // TODO: GC fix + int hash = m_DepthOfField.GetHashCode(); if (hash != m_BokehHash) { m_BokehHash = hash; diff --git a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index a145f4f44d9..f3e837899ab 100644 --- a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -66,18 +66,15 @@ public static void SetCameraMatrices(CommandBuffer cmd, ref CameraData cameraDat // for now using cmd.SetViewProjecionMatrices //SetViewAndProjectionMatrices(cmd, viewMatrix, cameraData.GetDeviceProjectionMatrix(), setInverseMatrices); cmd.SetViewProjectionMatrices(viewMatrix, projectionMatrix); - - // unity_MatrixInvVP is not set by cmd.SetViewProjectionMatrices, we set it here - Matrix4x4 viewAndProjectionMatrix = projectionMatrix * viewMatrix; - Matrix4x4 inverseViewProjection = Matrix4x4.Inverse(viewAndProjectionMatrix); - cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewAndProjectionMatrix, inverseViewProjection); - - cmd.SetGlobalMatrix(ShaderPropertyId.worldToCameraMatrix, viewMatrix); - + if (setInverseMatrices) { Matrix4x4 inverseViewMatrix = Matrix4x4.Inverse(viewMatrix); cmd.SetGlobalMatrix(ShaderPropertyId.cameraToWorldMatrix, inverseViewMatrix); + + Matrix4x4 viewAndProjectionMatrix = cameraData.GetGPUProjectionMatrix() * viewMatrix; + Matrix4x4 inverseViewProjection = Matrix4x4.Inverse(viewAndProjectionMatrix); + cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewAndProjectionMatrix, inverseViewProjection); } // TODO: missing unity_CameraWorldClipPlanes[6], currently set by context.SetupCameraProperties diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs index 25b79956e8a..b7d340acf7f 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs @@ -204,14 +204,6 @@ public struct PostProcessingData public int lutSize; } - class CameraDataComparer : IComparer - { - public int Compare(Camera lhs, Camera rhs) - { - return (int)lhs.depth - (int)rhs.depth; - } - } - public static class ShaderKeywordStrings { public static readonly string MainLightShadows = "_MAIN_LIGHT_SHADOWS"; @@ -312,11 +304,11 @@ static bool IsMultiPassStereoEnabled(Camera camera) #endif } + Comparison cameraComparison = (camera1, camera2) => { return (int) camera1.depth - (int) camera2.depth; }; void SortCameras(Camera[] cameras) { - if (cameras.Length <= 1) - return; - Array.Sort(cameras, new CameraDataComparer()); + if (cameras.Length > 1) + Array.Sort(cameras, cameraComparison); } static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, float renderScale, diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl index 1cc29343172..ccbbe2d2ca9 100644 --- a/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl +++ b/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl @@ -473,7 +473,7 @@ half3 GlossyEnvironmentReflection(half3 reflectVector, half perceptualRoughness, #if !defined(UNITY_USE_NATIVE_HDR) half3 irradiance = DecodeHDREnvironment(encodedIrradiance, unity_SpecCube0_HDR); #else - half3 irradiance = encodedIrradiance.rbg; + half3 irradiance = encodedIrradiance.rgb; #endif return irradiance * occlusion;