From 5bdb4565512eeacfb51a8e9ea91375044d76f9d8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Fr=C3=A9d=C3=A9ric=20Vauchelles?= Date: Tue, 27 Apr 2021 09:39:47 +0200 Subject: [PATCH 01/16] Added define for new reflection probe API update (case 1290521) --- .../Unity.RenderPipelines.HighDefinition.Runtime.asmdef | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Unity.RenderPipelines.HighDefinition.Runtime.asmdef b/com.unity.render-pipelines.high-definition/Runtime/Unity.RenderPipelines.HighDefinition.Runtime.asmdef index 4f8bc3ce8d6..7ec1570dc49 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Unity.RenderPipelines.HighDefinition.Runtime.asmdef +++ b/com.unity.render-pipelines.high-definition/Runtime/Unity.RenderPipelines.HighDefinition.Runtime.asmdef @@ -28,6 +28,11 @@ "name": "com.unity.modules.xr", "expression": "1.0.0", "define": "ENABLE_XR_MODULE" + }, + { + "name": "Unity", + "expression": "2021.2.0a16", + "define": "REFLECTION_PROBE_UPDATE_CACHED_DATA_AVAILABLE" } ], "noEngineReferences": false From 05ec7838a19e29273ab64fd4f6a9b0776c501657 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Fr=C3=A9d=C3=A9ric=20Vauchelles?= Date: Tue, 27 Apr 2021 09:47:22 +0200 Subject: [PATCH 02/16] Updated changelog --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a0f0029cc18..04d538881f9 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -159,6 +159,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture. - Fixed ResourceReloader that was not call anymore at pipeline construction - Fixed undo of some properties on light editor. +- Use the new API for updating Reflection Probe state (fixes garbage allocation, case 1290521) ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard From ceb796c0115597ed2eed26f96c03d5e05693404f Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Tue, 27 Apr 2021 11:23:01 +0200 Subject: [PATCH 03/16] Fix null exception on Raytracing SSS volume component (#4322) * Add null check * changelog --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../RenderPipeline/Raytracing/SubSurfaceScatteringEditor.cs | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a0f0029cc18..a67a929d83b 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -159,6 +159,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture. - Fixed ResourceReloader that was not call anymore at pipeline construction - Fixed undo of some properties on light editor. +- Fixed null reference exception in Raytracing SSS volume component. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/SubSurfaceScatteringEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/SubSurfaceScatteringEditor.cs index 2b83edeb1b0..734f153dc94 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/SubSurfaceScatteringEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/SubSurfaceScatteringEditor.cs @@ -29,7 +29,7 @@ public override void OnInspectorGUI() } // If ray tracing is supported display the content of the volume component - if ((RenderPipelineManager.currentPipeline as HDRenderPipeline).rayTracingSupported) + if (RenderPipelineManager.currentPipeline != null && (RenderPipelineManager.currentPipeline as HDRenderPipeline).rayTracingSupported) { PropertyField(m_RayTracing); if (m_RayTracing.overrideState.boolValue && m_RayTracing.value.boolValue) From 4765118e9bddfdaabda5300ed96a6e69f69b6149 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Tue, 27 Apr 2021 12:07:48 +0200 Subject: [PATCH 04/16] Fix issue with Eye shader and area light (#4310) --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/Material/Eye/Eye.hlsl | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a67a929d83b..4bb4ac37c96 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -160,6 +160,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed ResourceReloader that was not call anymore at pipeline construction - Fixed undo of some properties on light editor. - Fixed null reference exception in Raytracing SSS volume component. +- Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl index 8656ecefa19..48e061bc501 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl @@ -323,7 +323,7 @@ PreLightData GetPreLightData(float3 V, PositionInputs posInput, inout BSDFData b preLightData.ltcTransformSpecular._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, s_linear_clamp_sampler, uv, LTCLIGHTINGMODEL_GGX, 0); // Construct a right-handed view-dependent orthogonal basis around the normal - preLightData.orthoBasisViewDiffuseNormal = GetOrthoBasisViewNormal(V, bsdfData.diffuseNormalWS, preLightData.NdotV); + preLightData.orthoBasisViewDiffuseNormal = GetOrthoBasisViewNormal(V, bsdfData.diffuseNormalWS, dot(V, bsdfData.diffuseNormalWS)); preLightData.orthoBasisViewNormal = GetOrthoBasisViewNormal(V, N, preLightData.NdotV); return preLightData; From b0ccfb37852d07a8d090fea5aec9448b0e7e80aa Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Tue, 27 Apr 2021 12:43:31 +0200 Subject: [PATCH 05/16] Fix Ray Tracing Light Cluster debug mode (#4327) * Remove unneeded position from input layout of light cluster * Changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../RenderPipeline/Raytracing/Shaders/DebugLightCluster.shader | 2 -- 2 files changed, 1 insertion(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 4bb4ac37c96..f8243c4079e 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -161,6 +161,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed undo of some properties on light editor. - Fixed null reference exception in Raytracing SSS volume component. - Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights +- Fixed LightCluster debug view for ray tracing. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/DebugLightCluster.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/DebugLightCluster.shader index ab4766a9585..4abe5ae2e59 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/DebugLightCluster.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/DebugLightCluster.shader @@ -109,7 +109,6 @@ Shader "Hidden/HDRP/DebugLightCluster" struct AttributesDefault { - float3 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -180,7 +179,6 @@ Shader "Hidden/HDRP/DebugLightCluster" struct AttributesDefault { - float3 positionOS : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; From f09d66124f401bf0eed691233557cad5a4825e7d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Chapelain?= <57442369+remi-chapelain@users.noreply.github.com> Date: Tue, 27 Apr 2021 15:58:48 +0200 Subject: [PATCH 06/16] Skip adding the LOD's renderer to the checked renderer if it's null (#4313) * Skip adding the LOD's renderer to the checked renderer if it's null * changelog * Add LODgroup missing renderer to "check scene content for ray tracing" * formatting test * formatting Co-authored-by: sebastienlagarde --- .../CHANGELOG.md | 1 + .../HDRenderPipelineMenuItems.cs | 24 ++++++++++++++++++- .../Raytracing/HDRaytracingManager.cs | 2 ++ 3 files changed, 26 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index f8243c4079e..a818fb50823 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -162,6 +162,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed null reference exception in Raytracing SSS volume component. - Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights - Fixed LightCluster debug view for ray tracing. +- Fixed issue with RAS build fail when LOD was missing a renderer ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs index 5a46e678b4a..71dd1126b1e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs @@ -476,6 +476,7 @@ static void CheckSceneContentForRayTracing(MenuCommand menuCommand) // Flag that holds bool generalErrorFlag = false; var rendererArray = UnityEngine.GameObject.FindObjectsOfType(); + var lodGroupArray = UnityEngine.GameObject.FindObjectsOfType(); List materialArray = new List(32); ReflectionProbe reflectionProbe = new ReflectionProbe(); @@ -573,10 +574,31 @@ static void CheckSceneContentForRayTracing(MenuCommand menuCommand) if (!singleSided && hasSingleSided) { - Debug.LogWarning("The object " + currentRenderer.name + " has both double sided and single sided sub-meshes. The double sided flag will be ignored."); + Debug.LogWarning("The object " + currentRenderer.name + " has both double sided and single sided sub-meshes. All materials will be considered double-sided for ray-traced effects."); generalErrorFlag = true; } } + + //Check if one LOD is missing a renderer + for (var i = 0; i < lodGroupArray.Length; i++) + { + // Grab the current LOD group + LODGroup lodGroup = lodGroupArray[i]; + LOD[] lodArray = lodGroup.GetLODs(); + for (int lodIdx = 0; lodIdx < lodArray.Length; ++lodIdx) + { + + LOD currentLOD = lodArray[lodIdx]; + for (int rendererIdx = 0; rendererIdx < currentLOD.renderers.Length; ++rendererIdx) + { + if(currentLOD.renderers[rendererIdx] == null) + { + Debug.LogWarning("The LOD Group " + lodGroup.gameObject.name + " has at least one missing renderer in its children."); + generalErrorFlag = true; + } + } + } + } if (!generalErrorFlag) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs index 1a32a5ae97e..1eb9162e3a2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs @@ -492,6 +492,8 @@ internal void BuildRayTracingAccelerationStructure(HDCamera hdCamera) for (int rendererIdx = 0; rendererIdx < currentLOD.renderers.Length; ++rendererIdx) { Renderer currentRenderer = currentLOD.renderers[rendererIdx]; + if(currentRenderer == null) continue; + // Add this fella to the renderer list // Unfortunately, we need to check that this renderer was not already pushed into the list (happens if the user uses the same mesh renderer // for two LODs) From d2a8bb582261b7cfc997ef28f0c9e57e4b89dba0 Mon Sep 17 00:00:00 2001 From: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Date: Tue, 27 Apr 2021 16:03:14 +0200 Subject: [PATCH 07/16] Update doc of transparent motion vectors to specify TAA of object behind will be impacted (#4325) * Update doc * Fix doc --- .../Documentation~/Motion-Vectors.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 59b4d0f9032..29e3bc56bfd 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Motion-Vectors.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Motion-Vectors.md @@ -34,7 +34,7 @@ The options are: ## 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. +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. In this example, since the bird's motion vectors are now invalid, if you used [temporal anti-aliasing](Anti-Aliasing.md#temporal-anti-aliasing-taa), the bird would produce ghosting. To make HDRP render motion vectors for transparent Materials, see the steps in [Using motion vectors](#using-motion-vectors) and enable **Transparent Object Motion**. From 8377c682670c837d73107a84301f2cc87d4927c6 Mon Sep 17 00:00:00 2001 From: JulienIgnace-Unity Date: Tue, 27 Apr 2021 16:06:10 +0200 Subject: [PATCH 08/16] Fixed Look Dev breaking when docked and rendered at zero size. (#4331) * Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. * Update changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss | 1 + com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 2 files changed, 2 insertions(+) diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss index 58fea9f2a1c..2580ded63a1 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss +++ b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss @@ -17,6 +17,7 @@ #viewContainer { + min-width: 50px; flex-shrink: 0; } diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a818fb50823..ed2d7f24b47 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -163,6 +163,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights - Fixed LightCluster debug view for ray tracing. - Fixed issue with RAS build fail when LOD was missing a renderer +- Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard From 68e3da1eeb0edcbfd479589077b97c349e6f8268 Mon Sep 17 00:00:00 2001 From: Antoine Lelievre Date: Tue, 27 Apr 2021 17:26:54 +0200 Subject: [PATCH 09/16] [HDRP] Added a bit about scaling issues when dealing with history buffers (#4333) * Updated troubleshooting custom pass doc * Update Custom-Pass-Troubleshooting.md --- .../Documentation~/Custom-Pass-Troubleshooting.md | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Troubleshooting.md b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Troubleshooting.md index c5d36492061..1f713a93a6a 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Troubleshooting.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Troubleshooting.md @@ -16,6 +16,13 @@ To fix the causes in these cases: - Use `CoreUtils.SetRenderTarget` instead of `CommandBuffer.SetRenderTarget`. - Use `_RTHandleScale.xy` in your shader code when sampling an `RTHandle` buffer. +## History buffer scaling issues + +Scaling issues can happen when you write a custom pass that uses or modifies a history buffer. This is because history buffers use different scale properties from RTHandles (_RTHandleScale.xy). To avoid scaling issues, use _RTHandleScaleHistory.xy to sample a history buffer. + +If you bind another buffer instead of a history buffer, make sure you allocate the buffer using the correct render texture size. The render texture size can be different for every camera. To get the correct size of the render texture to use for a history buffer, use HDCamera.historyRTHandleProperties.currentRenderTargetSize. + + ## Opaque objects disappear in build If GameObjects with an opaque material in your scene disappear when you build your program, you might need to reconfigure your HDRP Asset settings. From e2da67617749052d40cbfcaf0c31f0817bca6fbb Mon Sep 17 00:00:00 2001 From: JulienIgnace-Unity Date: Tue, 27 Apr 2021 17:37:37 +0200 Subject: [PATCH 10/16] Fixed an issue where runtime debug window UI would leak game objects. (#4337) * Fixed an issue where runtime debug window UI would leak game objects. * Update changelog --- .../Debugging/Prefabs/Scripts/DebugUIHandlerBitField.cs | 6 ++++-- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerBitField.cs b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerBitField.cs index faba2cbe0a5..5c3522d4f1a 100644 --- a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerBitField.cs +++ b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerBitField.cs @@ -4,7 +4,7 @@ namespace UnityEngine.Rendering.UI { /// - /// DebugUIHandler for Bitfield widget. Require the enum to have a None field set to 0 in it's values. + /// DebugUIHandler for Bitfield widget. Require the enum to have a None field set to 0 in its values. /// public class DebugUIHandlerBitField : DebugUIHandlerWidget { @@ -45,9 +45,11 @@ internal override void SetWidget(DebugUI.Widget widget) } ; + // Destroy the remaining toggles outside of the range of the displayed enum. for (; toggleIndex < toggles.Count; ++toggleIndex) { - toggles[toggleIndex].transform.SetParent(null); + CoreUtils.Destroy(toggles[toggleIndex].gameObject); + toggles[toggleIndex] = null; } } diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ed2d7f24b47..4aeae06592e 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -164,6 +164,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed LightCluster debug view for ray tracing. - Fixed issue with RAS build fail when LOD was missing a renderer - Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. +- Fixed an issue where runtime debug window UI would leak game objects. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard From 395c85da30d9244d34947d1c62bef36876c8fe84 Mon Sep 17 00:00:00 2001 From: Lewis Jordan Date: Tue, 27 Apr 2021 17:04:52 +0100 Subject: [PATCH 11/16] Updated documentation to support https://github.com/Unity-Technologies/Graphics/pull/4313 (#4336) Co-authored-by: Sebastien Lagarde --- .../Documentation~/Menu-Items.md | 2 +- .../Documentation~/Ray-Tracing-Getting-Started.md | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md b/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md index 3869aac4090..6a7bbf03134 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md @@ -39,6 +39,6 @@ This section includes all the menu items directly under the **Edit > Rendering** | ------------------------------------------------------------ | ------------------------------------------------------------ | | **Render Selected HDRP Camera to Log EXR** | Exports the current [Camera](HDRP-Camera.md)'s view to a log-encoded EXR file. This is useful when [authoring lookup textures](Authoring-LUTs.md). | | **Export HDRP Sky to Image** | Exports the current sky as a static HDRI. | -| **Check Scene Content for HDRP Ray Tracing** | Checks every GameObject in the current scene and throws warnings if:
• A Mesh Filter references a null Mesh.
• A Mesh Renderer references a null Material.
• A sub-mesh within a single Renderer reference both a transparent and opaque Material.
• A Mesh has more than 32 sub-meshes.
• A Mesh contains both double-sided and single-sided sub-meshes. | +| **Check Scene Content for HDRP Ray Tracing** | Checks every GameObject in the current scene and throws warnings if:
• A Mesh Filter references a null Mesh.
• A Mesh Renderer references a null Material.
• A sub-mesh within a single Renderer reference both a transparent and opaque Material.
• A Mesh has more than 32 sub-meshes.
• A Mesh contains both double-sided and single-sided sub-meshes.
• An LODGroup has a missing Renderer in one of its children. | | **Fix Warning 'referenced script in (Game Object 'SceneIDMap') is missing' in loaded scenes** | Fixes an issue that occurs if you enter Play Mode with Reflection Probes that Unity baked prior to 2019.3. This is useful when upgrading your HDRP project from Unity 2019.2 to 2019.3. | | **Generate Shader Includes** | Generates HLSL code based on C# structs to synchronize data and constants between shaders and C#. For more information on this feature, see [Synchronizing shader code and C#](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest?subfolder=/manual/generating-shader-includes.html). | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md index b58ef3c301d..68be855591b 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md @@ -182,7 +182,7 @@ To build your Project to a Unity Player, ray tracing requires that the build use #### Scene validation -To check whether it is possible to use ray tracing in a Scene, HDRP includes a menu option that validates each GameObject in the Scene. If you do not setup GameObjects correctly, this process throws warnings in the Console window. To use it: +To check whether it is possible to use ray tracing in a Scene, HDRP includes a menu option that validates each GameObject in the Scene. If you do not setup GameObjects correctly, this process throws warnings in the Console window. For the list of things this option checks for, see [Menu items](Menu-Items.md#other). To use it: 1. Click **Edit > Rendering > Check Scene Content for HDRP Ray Tracing**. 2. In the Console window (menu: **Window > General > Console**), check if there are any warnings. From 76ca2d330d95fec5e562407d8a9280c90a12aa5c Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Wed, 28 Apr 2021 09:34:13 +0200 Subject: [PATCH 12/16] Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (#4342) Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Raytracing/Shaders/Denoising/DenoisingUtils.hlsl | 3 ++- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index b807e81c3aa..d29b7633109 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -166,6 +166,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue with RAS build fail when LOD was missing a renderer - Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. - Fixed an issue where runtime debug window UI would leak game objects. +- Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (case 1329624). ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl index f9acfbac2b9..14fac1340f9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl @@ -1,12 +1,13 @@ #define MAX_REPROJECTION_DISTANCE 0.1 #define MAX_PIXEL_TOLERANCE 4 +#define PROJECTION_EPSILON 0.000001 float ComputeMaxReprojectionWorldRadius(float3 positionWS, float3 normalWS, float pixelSpreadAngleTangent, float maxDistance, float pixelTolerance) { const float3 viewWS = GetWorldSpaceNormalizeViewDir(positionWS); float parallelPixelFootPrint = pixelSpreadAngleTangent * length(positionWS); - float realPixelFootPrint = parallelPixelFootPrint / abs(dot(normalWS, viewWS)); + float realPixelFootPrint = parallelPixelFootPrint / max(abs(dot(normalWS, viewWS)), PROJECTION_EPSILON); return max(maxDistance, realPixelFootPrint * pixelTolerance); } From d7fd360846d67316d62656577471da26e8b4484e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Chapelain?= <57442369+remi-chapelain@users.noreply.github.com> Date: Wed, 28 Apr 2021 09:36:14 +0200 Subject: [PATCH 13/16] updated tooltip (#4334) --- .../Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs index 6e27fdc220a..129582ff7d0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs @@ -98,7 +98,7 @@ internal static class Styles public static GUIContent transparentSortPriorityText = new GUIContent("Sorting Priority", "Sets the sort priority (from -100 to 100) of transparent meshes using this Material. HDRP uses this value to calculate the sorting order of all transparent meshes on screen."); public static GUIContent enableTransparentFogText = new GUIContent("Receive fog", "When enabled, this Material can receive fog."); public static GUIContent transparentCullModeText = new GUIContent("Cull Mode", "For transparent objects, change the cull mode of the object."); - public static GUIContent enableBlendModePreserveSpecularLightingText = new GUIContent("Preserve specular lighting", "When enabled, blending only affects diffuse lighting, allowing for correct specular lighting on transparent meshes that use this Material."); + public static GUIContent enableBlendModePreserveSpecularLightingText = new GUIContent("Preserve specular lighting", "When enabled, blending only affects diffuse lighting, allowing for correct specular lighting on transparent meshes that use this Material. This parameter is only supported when the material's refraction model is set to None."); // Lit properties public static GUIContent doubleSidedNormalModeText = new GUIContent("Normal Mode", "Specifies the method HDRP uses to modify the normal base.\nMirror: Mirrors the normals with the vertex normal plane.\nFlip: Flips the normal."); From 7f1fc47980399b72ed80f6237ba75a9d5d98fdf4 Mon Sep 17 00:00:00 2001 From: Adrien de Tocqueville Date: Wed, 28 Apr 2021 12:38:32 +0200 Subject: [PATCH 14/16] Doc for custom matrix for fog (#4352) --- .../Documentation~/Override-Fog.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md index a63ec6907fe..90eaa26d951 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md @@ -15,6 +15,8 @@ At this point, the Scene contains global fog. However, the effect might not suit The High Definition Render Pipeline evaluates volumetric lighting on a 3D grid mapped to the volumetric section of the frustum. The resolution of the grid is quite low (it is 240x135x64 using the default quality setting at 1080p), so it's important to keep the dimensions of the frustum as small as possible to maintain high quality. Adjust the **Depth Extent** parameter to define the maximum range for the volumetric fog relative to the Camera’s frustum. +The Fog may not work when using a custom camera projection matrix, like an off-axis projection. + [!include[](snippets/volume-override-api.md)] From f33d33cf6ecec41da679323643c50a8c533b845c Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Wed, 28 Apr 2021 06:40:11 -0400 Subject: [PATCH 15/16] [Fogbugz 1324000] Fixing unlit emissive reflections (#4340) * Fix ray tracing unlit emissive exposure. Changelog * Automated tests coverage * update scenes Co-authored-by: Remi Chapelain Co-authored-by: sebastienlagarde --- ...108_ReflectionEmissive_Perf_Exposure_0.png | 3 + ...eflectionEmissive_Perf_Exposure_0.png.meta | 109 + ...08_ReflectionEmissive_Perf_Exposure_12.png | 3 + ...flectionEmissive_Perf_Exposure_12.png.meta | 97 + ..._ReflectionEmissive_Quality_Exposure_0.png | 3 + ...ectionEmissive_Quality_Exposure_0.png.meta | 97 + ...ReflectionEmissive_Quality_Exposure_12.png | 3 + ...ctionEmissive_Quality_Exposure_12.png.meta | 97 + ...108_ReflectionEmissive_Perf_Exposure_0.png | 3 + ...eflectionEmissive_Perf_Exposure_0.png.meta | 97 + ...08_ReflectionEmissive_Perf_Exposure_12.png | 3 + ...flectionEmissive_Perf_Exposure_12.png.meta | 97 + ..._ReflectionEmissive_Quality_Exposure_0.png | 3 + ...ectionEmissive_Quality_Exposure_0.png.meta | 97 + ...ReflectionEmissive_Quality_Exposure_12.png | 3 + ...ctionEmissive_Quality_Exposure_12.png.meta | 97 + 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b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset @@ -35,6 +35,18 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/107_ReflectionLodBias.unity guid: 90aecc5cbceb3d848aa073e5163fb936 + - enabled: 1 + path: Assets/Scenes/108_ReflectionEmissive_Perf_Exposure_0.unity + guid: 84d0d38a16a53224e9a6612392dafaa7 + - enabled: 1 + path: Assets/Scenes/108_ReflectionEmissive_Perf_Exposure_12.unity + guid: 9256657e1a6d16c4ba20bef7ab633c92 + - enabled: 1 + path: Assets/Scenes/108_ReflectionEmissive_Quality_Exposure_0.unity + guid: 12bcdb701fced1643b60e5e4f1cedcbe + - enabled: 1 + path: Assets/Scenes/108_ReflectionEmissive_Quality_Exposure_12.unity + guid: b458f5a4df209624aa568bb522890c6a - enabled: 1 path: Assets/Scenes/201_LargeAmbientOcclusion.unity guid: 41a04a0db6c8e4e4eb54296e4521c3e5 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index d29b7633109..4980a7900a7 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -167,6 +167,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. - Fixed an issue where runtime debug window UI would leak game objects. - Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (case 1329624). +- Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitRaytracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitRaytracing.hlsl index 4e5503666c0..5dd790a78c2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitRaytracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitRaytracing.hlsl @@ -10,7 +10,10 @@ void FitToStandardLit( SurfaceData surfaceData ZERO_INITIALIZE(StandardBSDFData, outStandardlit); // Output is not to be lit - outStandardlit.emissiveAndBaked = surfaceData.color * GetInverseCurrentExposureMultiplier() + builtinData.emissiveColor; + //Note: we have to multiply everything with the inverse exposure, since the result buffer expects everything to be 'pre exposed'. + //Is important to know too that we are applying InverseCurrentExposure twice (since this is just for reflections). Once when generating the material emissive value, + //and once more for render target storage. + outStandardlit.emissiveAndBaked = (surfaceData.color + builtinData.emissiveColor) * GetInverseCurrentExposureMultiplier(); outStandardlit.isUnlit = 1; // Be cause this will not be lit, we need to apply atmospheric scattering right away From 1d82f19bca86d8303ca6774a73382eed506a3dc6 Mon Sep 17 00:00:00 2001 From: Kleber Garcia Date: Wed, 28 Apr 2021 06:42:09 -0400 Subject: [PATCH 16/16] [Fogbugz 1329173] Fixing wrong pyramid color dimensions when hardware DRS is on. (#4346) * Fixing bad pyramid color source texture size. DRS hanlder must be queried since the mip levels depend on the source hardware resolution * Changelog Co-authored-by: sebastienlagarde --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Runtime/RenderPipeline/RenderPass/MipGenerator.cs | 9 +++++++-- 2 files changed, 8 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 4980a7900a7..6ff40a07cad 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -168,6 +168,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue where runtime debug window UI would leak game objects. - Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (case 1329624). - Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness. +- Fixed pyramid color being incorrect when hardware dynamic resolution is enabled. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs index 4c38acc9baa..37b1e975ffd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs @@ -165,8 +165,13 @@ public int RenderColorGaussianPyramid(CommandBuffer cmd, Vector2Int size, Textur cmd.ClearRenderTarget(false, true, Color.black); } - float sourceScaleX = (float)size.x / source.width; - float sourceScaleY = (float)size.y / source.height; + bool isHardwareDrsOn = DynamicResolutionHandler.instance.HardwareDynamicResIsEnabled(); + var hardwareTextureSize = new Vector2Int(source.width, source.height); + if (isHardwareDrsOn) + hardwareTextureSize = DynamicResolutionHandler.instance.ApplyScalesOnSize(hardwareTextureSize); + + float sourceScaleX = (float)size.x / (float)hardwareTextureSize.x; + float sourceScaleY = (float)size.y / (float)hardwareTextureSize.y; // Copies src mip0 to dst mip0 m_PropertyBlock.SetTexture(HDShaderIDs._BlitTexture, source);