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serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index a92d6ed3994..600394b6df9 100644 --- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -506,6 +506,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/4x_PostProcessing/4053_TAA-FP16Alpha.unity guid: f1d648a459637e342b078667ecd64f74 + - enabled: 1 + path: Assets/GraphicTests/Scenes/4x_PostProcessing/4054_FXAA-FP16Alpha.unity + guid: fc37e20eb082d6944a895596faa6f019 - enabled: 1 path: Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess.unity guid: cf78ea2211e5e6c45b8a85261bb291dd diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 976c1e96b4c..e682975a5c2 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -44,6 +44,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added Global settings check in Wizard - Added localization on Wizard window - Added an info box for micro shadow editor (case 1322830). +- Added support for alpha channel in FXAA (case 1323941). ### Fixed - Fixed Intensity Multiplier not affecting realtime global illumination. @@ -146,6 +147,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue with the color space of AOVs (case 1324759) - Fixed issue with history buffers when using multiple AOVs (case 1323684). - Fixed camera preview with multi selection (case 1324126). +- Fix potential NaN on apply distortion pass. +- Fixed the camera controller in the template with the old input system (case 1326816). +- Fixed broken Lanczos filter artifacts on ps4, caused by a very aggressive epsilon (case 1328904) ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard @@ -209,6 +213,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - UI for Frame Settings has been updated: default values in the HDRP Settings and Custom Frame Settings are always editable - Updated Light's shadow layer name in Editor. - Increased path tracing max samples from 4K to 16K (case 1327729). +- Film grain does not affect the alpha channel. ## [11.0.0] - 2020-10-21 diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.compute index dba67b737ef..a62d9d19eb3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.compute @@ -1,13 +1,14 @@ // Each #kernel tells which function to compile; you can have many kernels #pragma kernel FXAA +#pragma multi_compile _ ENABLE_ALPHA #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl" - -RW_TEXTURE2D_X(float3, _OutputTexture); +RW_TEXTURE2D_X(CTYPE, _OutputTexture); TEXTURE2D_X(_InputTexture); [numthreads(8,8,1)] @@ -17,9 +18,15 @@ void FXAA(uint3 dispatchThreadId : SV_DispatchThreadID) uint2 positionSS = dispatchThreadId.xy; float2 positionNDC = positionSS * _ScreenSize.zw + (0.5 * _ScreenSize.zw); - float3 outColor = Load(_InputTexture, positionSS, 0, 0); + CTYPE outColor = Load(_InputTexture, positionSS, 0, 0).CTYPE_SWIZZLE; + CTYPE beforeFXAA = outColor; RunFXAA(_InputTexture, s_linear_clamp_sampler, outColor, positionSS, positionNDC); +#if defined(ENABLE_ALPHA) + // When alpha processing is enabled, FXAA should not affect pixels with zero alpha + outColor.xyz = outColor.a > 0 ? outColor.xyz : beforeFXAA.xyz; +#endif + _OutputTexture[COORD_TEXTURE2D_X(positionSS)] = outColor; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl index 3e6c80d5759..8909601a03f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl @@ -1,4 +1,5 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl" #define FXAA_HDR_MAPUNMAP 0 #define FXAA_SPAN_MAX (8.0) @@ -11,33 +12,39 @@ float3 Fetch(TEXTURE2D_X_PARAM(_InputTexture, _InputTextureSampler), float2 coor return SAMPLE_TEXTURE2D_X_LOD(_InputTexture, _InputTextureSampler, uv, 0.0).xyz; } -float3 Load(TEXTURE2D_X(_InputTexture), int2 icoords, int idx, int idy) +CTYPE Load(TEXTURE2D_X(_InputTexture), int2 icoords, int idx, int idy) { - return LOAD_TEXTURE2D_X(_InputTexture, min(icoords + int2(idx, idy), _ScreenSize.xy - 1.0)).xyz; + return LOAD_TEXTURE2D_X(_InputTexture, min(icoords + int2(idx, idy), _ScreenSize.xy - 1.0)).CTYPE_SWIZZLE; } -void RunFXAA(TEXTURE2D_X_PARAM(_InputTexture, _InputTextureSampler), inout float3 outColor, uint2 positionSS, float2 positionNDC) +float FetchAlpha(TEXTURE2D_X_PARAM(_InputTexture, _InputTextureSampler), float2 coords, float2 offset) +{ + float2 uv = saturate(coords + offset) * _RTHandleScale.xy; + return SAMPLE_TEXTURE2D_X_LOD(_InputTexture, _InputTextureSampler, uv, 0.0).w; +} + +void RunFXAA(TEXTURE2D_X_PARAM(_InputTexture, _InputTextureSampler), inout CTYPE outColor, uint2 positionSS, float2 positionNDC) { { // Edge detection - float3 rgbNW = Load(_InputTexture, positionSS, -1, -1); - float3 rgbNE = Load(_InputTexture, positionSS, 1, -1); - float3 rgbSW = Load(_InputTexture, positionSS, -1, 1); - float3 rgbSE = Load(_InputTexture, positionSS, 1, 1); + CTYPE rgbNW = Load(_InputTexture, positionSS, -1, -1); + CTYPE rgbNE = Load(_InputTexture, positionSS, 1, -1); + CTYPE rgbSW = Load(_InputTexture, positionSS, -1, 1); + CTYPE rgbSE = Load(_InputTexture, positionSS, 1, 1); #if !FXAA_HDR_MAPUNMAP - rgbNW = saturate(rgbNW); - rgbNE = saturate(rgbNE); - rgbSW = saturate(rgbSW); - rgbSE = saturate(rgbSE); - outColor = saturate(outColor); + rgbNW.xyz = saturate(rgbNW.xyz); + rgbNE.xyz = saturate(rgbNE.xyz); + rgbSW.xyz = saturate(rgbSW.xyz); + rgbSE.xyz = saturate(rgbSE.xyz); + outColor.xyz = saturate(outColor.xyz); #endif - float lumaNW = Luminance(rgbNW); - float lumaNE = Luminance(rgbNE); - float lumaSW = Luminance(rgbSW); - float lumaSE = Luminance(rgbSE); - float lumaM = Luminance(outColor); + float lumaNW = Luminance(rgbNW.xyz); + float lumaNE = Luminance(rgbNE.xyz); + float lumaSW = Luminance(rgbSW.xyz); + float lumaSE = Luminance(rgbSE.xyz); + float lumaM = Luminance(outColor.xyz); float2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); @@ -78,9 +85,48 @@ void RunFXAA(TEXTURE2D_X_PARAM(_InputTexture, _InputTextureSampler), inout float float3 rgb = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? rgbA : rgbB; #if FXAA_HDR_MAPUNMAP - outColor = FastTonemapInvert(rgb); + outColor.xyz = FastTonemapInvert(rgb); #else - outColor = rgb; + outColor.xyz = rgb; #endif + +#ifdef ENABLE_ALPHA + // FXAA for the alpha channel: alpha can be completely decorelated from the RGB channels, so we might fetch different neighbors for the alpha! + // For this reason we have to recompute the fetch direction + lumaNW = rgbNW.w; + lumaNE = rgbNE.w; + lumaSW = rgbSW.w; + lumaSE = rgbSE.w; + lumaM = outColor.w; + + dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); + dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); + + lumaSum = lumaNW + lumaNE + lumaSW + lumaSE; + dirReduce = max(lumaSum * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); + rcpDirMin = rcp(min(abs(dir.x), abs(dir.y)) + dirReduce); + + dir = min((FXAA_SPAN_MAX).xx, max((-FXAA_SPAN_MAX).xx, dir * rcpDirMin)) * _ScreenSize.zw; + + // Blur + float a03 = FetchAlpha(TEXTURE2D_X_ARGS(_InputTexture, _InputTextureSampler), positionNDC, dir * (0.0 / 3.0 - 0.5)); + float a13 = FetchAlpha(TEXTURE2D_X_ARGS(_InputTexture, _InputTextureSampler), positionNDC, dir * (1.0 / 3.0 - 0.5)); + float a23 = FetchAlpha(TEXTURE2D_X_ARGS(_InputTexture, _InputTextureSampler), positionNDC, dir * (2.0 / 3.0 - 0.5)); + float a33 = FetchAlpha(TEXTURE2D_X_ARGS(_InputTexture, _InputTextureSampler), positionNDC, dir * (3.0 / 3.0 - 0.5)); + + a03 = saturate(a03); + a13 = saturate(a13); + a23 = saturate(a23); + a33 = saturate(a33); + + float A = 0.5 * (a13 + a23); + float B = A * 0.5 + 0.25 * (a03 + a33); + + lumaMin = Min3(lumaM, lumaNW, Min3(lumaNE, lumaSW, lumaSE)); + lumaMax = Max3(lumaM, lumaNW, Max3(lumaNE, lumaSW, lumaSE)); + + outColor.w = ((lumaB < lumaMin) || (lumaB > lumaMax)) ? A : B; +#endif + } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader index b1fc0df495b..93d99ec8de4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader @@ -103,8 +103,14 @@ Shader "Hidden/HDRP/FinalPass" #endif #if FXAA - RunFXAA(_InputTexture, sampler_LinearClamp, outColor.rgb, positionSS, positionNDC); + CTYPE beforeFXAA = outColor; + RunFXAA(_InputTexture, sampler_LinearClamp, outColor, positionSS, positionNDC); + + #if defined(ENABLE_ALPHA) + // When alpha processing is enabled, FXAA should not affect pixels with zero alpha + outColor.xyz = outColor.a > 0 ? outColor.xyz : beforeFXAA.xyz; #endif + #endif //FXAA // Saturate is only needed for dither or grain to work. Otherwise we don't saturate because output might be HDR #if defined(GRAIN) || defined(DITHER) @@ -124,7 +130,7 @@ Shader "Hidden/HDRP/FinalPass" float lum = 1.0 - sqrt(Luminance(outColor)); lum = lerp(1.0, lum, _GrainParams.y); - outColor += outColor * grain * _GrainParams.x * lum; + outColor.xyz += outColor.xyz * grain * _GrainParams.x * lum; } #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl index 6f81a264682..7a0ff2b6257 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl @@ -43,7 +43,7 @@ void WeightedAcc(CTYPE value, float weight, inout CTYPE accumulated, inout float // TODO: Revisit derivation. CTYPE Lanczos(TEXTURE2D_X(_InputTexture), float2 inUV, float2 textureSize) { - const float epsilon = 0.0000000001; + const float epsilon = 1e-6; const float a = 3.0; // Lanczos 3 float2 TexSize = textureSize.xy; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs index e46bc0ee803..9e68add632c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs @@ -3903,6 +3903,10 @@ TextureHandle FXAAPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle passData.source = builder.ReadTexture(source); passData.destination = builder.WriteTexture(GetPostprocessOutputHandle(renderGraph, "FXAA Destination"));; + passData.fxaaCS.shaderKeywords = null; + if (m_EnableAlpha) + passData.fxaaCS.EnableKeyword("ENABLE_ALPHA"); + builder.SetRenderFunc( (FXAAData data, RenderGraphContext ctx) => { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader index bf9b5c4fb26..e9826d586b1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader @@ -92,9 +92,15 @@ Shader "Hidden/HDRP/ApplyDistortion" float mip = (_ColorPyramidLodCount - 1) * saturate(distortionBlur) * _RoughDistortion; uint mipCeiled = ceil(mip); - float texelsToClamp = (1u << mipCeiled); - float2 uv = ClampAndScaleUV(distordedUV, _Size.zw, texelsToClamp); + int2 mipSize = int2(_Size.xy) >> mipCeiled; + // Clamp to the max size that is safe on the lowest mip. Note we recompute the full size this way to account for the + // rounding that can happen to sizes (and that _RTHandleScale won't represent correctly as we descend the mip chain) + float2 maxCoord = (mipSize << mipCeiled) * _Size.zw; + // Take of the half pixel for bilinear + maxCoord -= 0.5 * rcp(mipSize); + + float2 uv = min(distordedUV, maxCoord) * _RTHandleScale.xy; float4 sampled = SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv, mip); return sampled; } diff --git a/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/SimpleCameraController.cs b/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/SimpleCameraController.cs index 231bb20c3d0..5bb58871577 100644 --- a/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/SimpleCameraController.cs +++ b/com.unity.template-hd/Assets/SampleSceneAssets/Scripts/SimpleCameraController.cs @@ -65,6 +65,9 @@ public void UpdateTransform(Transform t) public float positionLerpTime = 0.2f; [Header("Rotation Settings")] + [Tooltip("Multiplier for the sensitivity of the rotation.")] + public float mouseSensitivity = 60.0f; + [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); @@ -188,7 +191,7 @@ void Update() // Rotation if (IsCameraRotationAllowed()) { - var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5; + var mouseMovement = GetInputLookRotation() * Time.deltaTime * mouseSensitivity; if (invertY) mouseMovement.y = -mouseMovement.y; @@ -225,7 +228,6 @@ void Update() float GetBoostFactor() { #if ENABLE_INPUT_SYSTEM - // TODO return boostFactorAction.ReadValue().y * 0.01f; #else return Input.mouseScrollDelta.y * 0.01f; @@ -234,8 +236,12 @@ float GetBoostFactor() Vector2 GetInputLookRotation() { + // try to compensate the diff between the two input systems by multiplying with empirical values #if ENABLE_INPUT_SYSTEM - return lookAction.ReadValue(); + var delta = lookAction.ReadValue(); + delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system. + delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes. + return delta; #else return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); #endif @@ -268,7 +274,7 @@ bool IsCameraRotationAllowed() canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false; return canRotate; #else - return Input.GetMouseButtonDown(1); + return Input.GetMouseButton(1); #endif }