diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4054_FXAA-FP16Alpha.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4054_FXAA-FP16Alpha.unity
new file mode 100644
index 00000000000..60547bb1755
--- /dev/null
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4054_FXAA-FP16Alpha.unity
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+ 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 68950298a43..324ccb4efb2 100644
--- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
+++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
@@ -488,6 +488,9 @@ 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.core/Runtime/Textures/RTHandle.cs b/com.unity.render-pipelines.core/Runtime/Textures/RTHandle.cs
index 7e0979b7b96..d9b3ea7fc5f 100644
--- a/com.unity.render-pipelines.core/Runtime/Textures/RTHandle.cs
+++ b/com.unity.render-pipelines.core/Runtime/Textures/RTHandle.cs
@@ -141,6 +141,9 @@ public void Release()
/// Input size scaled by the RTHandle scale factor.
public Vector2Int GetScaledSize(Vector2Int refSize)
{
+ if (!useScaling)
+ return refSize;
+
if (scaleFunc != null)
{
return scaleFunc(refSize);
diff --git a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs
index 72bab51a2db..eb84a243ed9 100644
--- a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs
+++ b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs
@@ -92,6 +92,7 @@ public static TextureDimension dimension
/// The default magenta texture.
public static RTHandle GetMagentaTexture() { return useTexArray ? m_MagentaTexture2DArrayRTH : m_MagentaTextureRTH; }
+ static Texture2D m_BlackTexture;
static Texture3D m_BlackTexture3D;
static Texture2DArray m_BlackTexture2DArray;
static RTHandle m_BlackTexture2DArrayRTH;
@@ -161,9 +162,12 @@ public static void Initialize(CommandBuffer cmd, ComputeShader clearR32_UIntShad
// Black
RTHandles.Release(m_BlackTextureRTH);
- m_BlackTextureRTH = RTHandles.Alloc(Texture2D.blackTexture);
+ m_BlackTexture = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_SRGB, TextureCreationFlags.None) { name = "Black Texture" };
+ m_BlackTexture.SetPixel(0, 0, Color.black);
+ m_BlackTexture.Apply();
+ m_BlackTextureRTH = RTHandles.Alloc(m_BlackTexture);
RTHandles.Release(m_BlackTexture2DArrayRTH);
- m_BlackTexture2DArray = CreateTexture2DArrayFromTexture2D(Texture2D.blackTexture, "Black Texture2DArray");
+ m_BlackTexture2DArray = CreateTexture2DArrayFromTexture2D(m_BlackTexture, "Black Texture2DArray");
m_BlackTexture2DArrayRTH = RTHandles.Alloc(m_BlackTexture2DArray);
RTHandles.Release(m_BlackTexture3DRTH);
m_BlackTexture3D = CreateBlackTexture3D("Black Texture3D");
diff --git a/com.unity.render-pipelines.core/ShaderLibrary/AreaLighting.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/AreaLighting.hlsl
index 368095cdaa1..95a53c3e993 100644
--- a/com.unity.render-pipelines.core/ShaderLibrary/AreaLighting.hlsl
+++ b/com.unity.render-pipelines.core/ShaderLibrary/AreaLighting.hlsl
@@ -21,7 +21,8 @@ real3 ComputeEdgeFactor(real3 V1, real3 V2)
if (V1oV2 < 0)
{
// Undo range reduction.
- y = PI * rsqrt(saturate(1 - V1oV2 * V1oV2)) - y;
+ const float epsilon = 1e-5f;
+ y = PI * rsqrt(max(epsilon, saturate(1 - V1oV2 * V1oV2))) - y;
}
return V1xV2 * y;
diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 1749fbd5785..2a722d28d33 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -31,6 +31,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- 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).
- Added an info box for micro shadow editor (case 1322830).
+- Added support for alpha channel in FXAA (case 1323941).
### Fixed
- Fixed probe volumes debug views.
@@ -160,6 +161,13 @@ 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)
+- Fixed GBuffer clear option in FrameSettings not working
+- Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers.
+- Fixed a NaN generating in Area light code.
+- Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture.
### Changed
- Removed the material pass probe volumes evaluation mode.
@@ -197,6 +205,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Assets going through the migration system are now dirtied.
- Changed ray tracing acceleration structure build, so that only meshes with HDRP materials are included (case 1322365).
- Increased path tracing max samples from 4K to 16K (case 1327729).
+- Film grain does not affect the alpha channel.
+- Disable TAA sharpening on alpha channel.
+- Default black texture XR is now opaque (alpha = 1).
+- Changed default sidedness to double, when a mesh with a mix of single and double-sided materials is added to the ray tracing acceleration structure (case 1323451).
## [10.3.0] - 2020-12-01
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Injection-Points.md b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Injection-Points.md
index 840ef7effbb..c01a37c7093 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Injection-Points.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Injection-Points.md
@@ -25,4 +25,4 @@ Unity triggers the following injection points in a frame, in order from top to b
The following diagram describes where Unity injects Custom Passes into an HDRP frame:
-
+[](Images/HDRP-frame-graph-diagram.png)
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 f6e6880134f..0264e1618d5 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
@@ -1,8 +1,6 @@
# Getting started with ray tracing
-The High Definition Render Pipeline (HDRP) includes preview ray tracing support from Unity 2019.3. Ray tracing is a feature that allows you to access data that is not on screen. For example, you can use it to request position data, normal data, or lighting data, and then use this data to compute quantities that are hard to approximate using classic rasterization techniques.
-
-While film production uses ray tracing extensively, its resource intensity has limited its use to offline rendering for a long time. Now, with recent advances in GPU hardware, you can make use of ray tracing effect in real time.
+The High Definition Render Pipeline (HDRP) includes preview ray tracing support from Unity 2019.3. Ray tracing allows you to access data that is not on screen. For example, you can use it to request position data, normal data, or lighting data, and then use this data to compute quantities that are hard to approximate using classic rasterization techniques.
This document covers:
@@ -161,7 +159,7 @@ Now that your HDRP Project supports ray tracing, there are a few steps you must
#### Frame Settings
-To make HDRP calculates ray tracing effects for [Cameras](HDRP-Camera.md) in your Scene, make sure your Cameras use [Frame Settings](Frame-Settings.md) that have ray tracing enabled. You can enable ray tracing for all Cameras by default, or you can enable ray tracing for specific Cameras in your Scene.
+To make HDRP calculate ray tracing effects for [Cameras](HDRP-Camera.md) in your Scene, make sure your Cameras use [Frame Settings](Frame-Settings.md) that have ray tracing enabled. You can enable ray tracing for all Cameras by default, or you can enable ray tracing for specific Cameras in your Scene.
To enable ray tracing by default:
@@ -188,6 +186,20 @@ To check whether it is possible to use ray tracing in a Scene, HDRP includes a m
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.
+
+
+# Ray tracing and Meshes
+
+HDRP changes how it handles Meshes in your scene when you integrate a ray traced effect into your project.
+
+When you enable ray tracing, HDRP automatically creates a ray tracing acceleration structure. This structure allows Unity to calculate ray tracing for Meshes in your scene efficiently in real time.
+
+As a result, ray tracing can change how some Meshes appear in your scene in the following ways:
+
+- If your Mesh has a Material assigned that does not have the HDRenderPipeline tag, HDRP does not add it to the acceleration structure and does not apply any ray traced effects to the mesh as a result.
+- If your Mesh has a Decal Material assigned, HDRP does not add it to the acceleration structure and the Mesh does not appear in your scene.
+- If a Mesh has a combination of Materials that are single and double-sided, HDRP flags all Materials you have assigned to this mesh as double-sided.
+
## Ray tracing effects overview
@@ -209,7 +221,7 @@ HDRP includes two ray tracing modes that define how it evaluates certain ray-tra
* **Performance**: This mode targets real-time applications. If you select this mode, ray-traced effects include presets that you can change to balance performance with quality.
* **Quality**: This mode targets technical demos and applications that want the best quality results.
-Depending on which ray tracing mode you select, HDRP may expose difference properties for some ray-traced effects.
+Depending on which ray tracing mode you select, HDRP may expose different properties for some ray-traced effects.
You can change which ray tracing mode HDRP uses on either a Project level or effect level. To change it for your entire Project:
@@ -224,7 +236,7 @@ If you select **Both**, you can change the ray tracing mode for each ray-traced
## Ray tracing project
-You can find a small ray tracing project that contains all the effects mention above here:
+You can find a small ray tracing project that contains all the effects mentioned above here:
https://github.com/Unity-Technologies/SmallOfficeRayTracing
This Project is already set up with ray tracing support.
@@ -238,7 +250,7 @@ There is no support for ray tracing on platforms other than DX12 for now.
HDRP ray tracing in Unity 2020.2 has the following limitations:
- Does not support vertex animation.
-- Does not supports decals.
+- Does not support decals.
- Does not support tessellation.
- Does not support per pixel displacement (parallax occlusion mapping, height map, depth offset).
- Does not support VFX and Terrain.
@@ -247,6 +259,7 @@ HDRP ray tracing in Unity 2020.2 has the following limitations:
- For renderers that have [LODs](https://docs.unity3d.com/2019.3/Documentation/Manual/LevelOfDetail.html), the ray tracing acceleration structure only includes the highest level LOD and ignores the lower LODs.
- Does not support [Graphics.DrawMesh](https://docs.unity3d.com/ScriptReference/Graphics.DrawMesh.html).
- Ray tracing is not supported when rendering [Reflection Probes](Reflection-Probe.md).
+- HDRP does not support [orthographic projection](HDRP-Camera.md). If you enable orthographic projection mode, you might experience rendering problems for Transparent Materials, volumetrics and planar reflections.
### Unsupported shader graph nodes for ray tracing
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md
index 4d46e34ebb4..7244cec8e87 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Path-Tracing.md
@@ -1,6 +1,6 @@
# Path tracing
-Path tracing is a ray tracing algorithm that sends rays from the Camera and, when a ray hits a reflective or refractive surface, recurses the process until it reaches a light source. The series of rays from the Camera to the Light forms a "path".
+Path tracing is a ray tracing algorithm that sends rays from the Camera and, when a ray hits a reflective or refractive surface, recurses the process until it reaches a light source. The series of rays from the Camera to the Light form a "path".
It enables HDRP to compute many different effects (such as hard or soft shadows, mirror or glossy reflections and refractions, and indirect illumination) in one single unified process.
@@ -14,7 +14,7 @@ Noisy image with **Maximum Samples** set to 1
Clean image with **Maximum Samples** set to 256
-The current implementation for path tracing in the High Definition Render Pipeline (HDRP) accumulates paths for every pixel up to a maximum count, unless the Camera moves. If the Camera moves, HDRP restarts the path accumulation. Path tracing supports Lit, LayeredLit and Unlit materials, and area, point, directional and environment lights.
+The current implementation for path tracing in the High Definition Render Pipeline (HDRP) accumulates paths for every pixel up to a maximum count unless the Camera moves. If the Camera moves, HDRP restarts the path accumulation. Path tracing supports Lit, LayeredLit, and Unlit materials, and area, point, directional, and environment lights.
## Set up path tracing
@@ -62,11 +62,12 @@ There is no support for path tracing on platforms other than DX12 for now.
HDRP path tracing in Unity 2020.2 has the following limitations:
+- If a Mesh in your scene has a Material assigned that does not have the `HDRenderPipeline` tag, the mesh will not appear in your scene. For more information, see [Ray tracing and Meshes](Ray-Tracing-Getting-Started.md#RayTracingMeshes).
- Does not support 3D Text and TextMeshPro.
-- Does not support Shader Graph nodes that use derivatives (ex : normal from textures).
+- Does not support Shader Graph nodes that use derivatives (for example, a normal map that derives from a texture).
- Does not support decals.
- Does not support tessellation.
-- Does not support Tube and Disc shaped Area Light.
+- Does not support Tube and Disc-shaped Area Lights.
- Does not support Translucent Opaque Materials.
- Does not support several of HDRP's Materials. This includes Fabric, Eye, StackLit, Hair, Decal.
- Does not support per-pixel displacement (parallax occlusion mapping, height map, depth offset).
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs
index aa17ab98da3..52fe96d7a00 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs
@@ -15,10 +15,10 @@ static partial class HDCameraUI
static readonly GUIContent clearModeContent = EditorGUIUtility.TrTextContent("Background Type", "Specifies the type of background the Camera applies when it clears the screen before rendering a frame. Be aware that when setting this to None, the background is never cleared and since HDRP shares render texture between cameras, you may end up with garbage from previous rendering.");
static readonly GUIContent backgroundColorContent = EditorGUIUtility.TrTextContent("Background Color", "The Background Color used to clear the screen when selecting Background Color before rendering.");
- static readonly GUIContent cullingMaskContent = EditorGUIUtility.TrTextContent("Culling Mask");
+ static readonly GUIContent cullingMaskContent = EditorGUIUtility.TrTextContent("Culling Mask", "Specifies the list of layers the camera should render.");
static readonly GUIContent volumeLayerMaskContent = EditorGUIUtility.TrTextContent("Volume Layer Mask");
static readonly GUIContent volumeAnchorOverrideContent = EditorGUIUtility.TrTextContent("Volume Anchor Override");
- static readonly GUIContent occlusionCullingContent = EditorGUIUtility.TrTextContent("Occlusion Culling");
+ static readonly GUIContent occlusionCullingContent = EditorGUIUtility.TrTextContent("Occlusion Culling", "When enabled, the camera does not render objects that are being obscured by other geometry.");
static readonly GUIContent exposureTargetContent = EditorGUIUtility.TrTextContent("Exposure Target", "The object used as a target for centering the Exposure's Procedural Mask metering mode when target object option is set (See Exposure Volume Component).");
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 04a184418a8..0e6986bc64c 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
@@ -3163,6 +3163,8 @@ FXAAParameters PrepareFXAAParameters(HDCamera camera)
{
FXAAParameters parameters = new FXAAParameters();
parameters.fxaaCS = m_Resources.shaders.FXAACS;
+ parameters.fxaaCS.shaderKeywords = null;
+ CoreUtils.SetKeyword(parameters.fxaaCS, "ENABLE_ALPHA", m_EnableAlpha);
parameters.fxaaKernel = parameters.fxaaCS.FindKernel("FXAA");
parameters.width = camera.actualWidth;
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 ce772432ee5..c80e756f262 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/PaniniProjection.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute
index e1f03a8a5c8..bf637fd8e1f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute
@@ -1,15 +1,17 @@
#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/PostProcessing/Shaders/PostProcessDefines.hlsl"
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma kernel KMain
#pragma multi_compile GENERIC UNITDISTANCE
+#pragma multi_compile _ ENABLE_ALPHA
TEXTURE2D_X(_InputTexture);
-RW_TEXTURE2D_X(float3, _OutputTexture);
+RW_TEXTURE2D_X(CTYPE, _OutputTexture);
SAMPLER(sampler_LinearClamp);
@@ -125,7 +127,7 @@ void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
}
else
{
- float3 smp = SAMPLE_TEXTURE2D_X_LOD(_InputTexture, sampler_LinearClamp, ClampAndScaleUVForBilinear(coords), 0.0).xyz;
+ CTYPE smp = SAMPLE_TEXTURE2D_X_LOD(_InputTexture, sampler_LinearClamp, ClampAndScaleUVForBilinear(coords), 0.0).CTYPE_SWIZZLE;
_OutputTexture[COORD_TEXTURE2D_X(posInputs.positionSS)] = smp;
}
}
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/PostProcessing/Shaders/TemporalAntialiasing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl
index ebb6d9dbc35..a17d7891173 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl
@@ -11,7 +11,6 @@
#define CTYPE_SWIZZLE xyz
#endif
-
#if UNITY_REVERSED_Z
#define COMPARE_DEPTH(a, b) step(b, a)
#else
@@ -49,6 +48,8 @@ float4 Fetch4Array(Texture2DArray tex, uint slot, float2 coords, float2 offset,
// Options
// ---------------------------------------------------
+#define SHARPEN_ALPHA 0 // switch to 1 if you want to enable TAA sharpenning on alpha channel
+
// History sampling options
#define BILINEAR 0
#define BICUBIC_5TAP 1
@@ -717,5 +718,11 @@ CTYPE SharpenColor(NeighbourhoodSamples samples, CTYPE color, float sharpenStren
linearC = linearC + (linearC - linearAvg) * sharpenStrength * 3;
linearC = clamp(linearC, 0, CLAMP_MAX);
#endif
- return linearC * PerceptualWeight(linearC);
+ CTYPE outputSharpened = linearC * PerceptualWeight(linearC);
+
+#if (SHARPEN_ALPHA == 0 && defined(ENABLE_ALPHA))
+ outputSharpened.a = color.a;
+#endif
+
+ return outputSharpened;
}
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 6557fc5bc2c..e89d4f6c819 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
@@ -44,10 +44,9 @@ void CleanupPrepass()
CoreUtils.Destroy(m_DepthResolveMaterial);
}
- bool NeedClearGBuffer()
+ bool NeedClearGBuffer(HDCamera hdCamera)
{
- // TODO: Add an option to force clear
- return m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled();
+ return m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() || hdCamera.frameSettings.IsEnabled(FrameSettingsField.ClearGBuffers);
}
HDUtils.PackedMipChainInfo GetDepthBufferMipChainInfo()
@@ -108,7 +107,7 @@ TextureHandle CreateDepthBuffer(RenderGraph renderGraph, bool clear, bool msaa)
return renderGraph.CreateTexture(depthDesc);
}
- TextureHandle CreateNormalBuffer(RenderGraph renderGraph, bool msaa)
+ TextureHandle CreateNormalBuffer(RenderGraph renderGraph, HDCamera hdCamera, bool msaa)
{
#if UNITY_2020_2_OR_NEWER
FastMemoryDesc fastMemDesc;
@@ -119,7 +118,7 @@ TextureHandle CreateNormalBuffer(RenderGraph renderGraph, bool msaa)
TextureDesc normalDesc = new TextureDesc(Vector2.one, true, true)
{
- colorFormat = GraphicsFormat.R8G8B8A8_UNorm, clearBuffer = NeedClearGBuffer(), clearColor = Color.black, bindTextureMS = msaa, enableMSAA = msaa, enableRandomWrite = !msaa, name = msaa ? "NormalBufferMSAA" : "NormalBuffer"
+ colorFormat = GraphicsFormat.R8G8B8A8_UNorm, clearBuffer = NeedClearGBuffer(hdCamera), clearColor = Color.black, bindTextureMS = msaa, enableMSAA = msaa, enableRandomWrite = !msaa, name = msaa ? "NormalBufferMSAA" : "NormalBuffer"
#if UNITY_2020_2_OR_NEWER
, fastMemoryDesc = fastMemDesc
#endif
@@ -316,7 +315,7 @@ bool RenderDepthPrepass(RenderGraph renderGraph, CullingResults cull, HDCamera h
decalBuffer = renderGraph.defaultResources.blackTextureXR;
output.depthAsColor = renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
{ colorFormat = GraphicsFormat.R32_SFloat, clearBuffer = true, clearColor = Color.black, bindTextureMS = true, enableMSAA = true, name = "DepthAsColorMSAA" });
- output.normalBuffer = CreateNormalBuffer(renderGraph, msaa);
+ output.normalBuffer = CreateNormalBuffer(renderGraph, hdCamera, msaa);
return false;
}
@@ -328,7 +327,7 @@ bool RenderDepthPrepass(RenderGraph renderGraph, CullingResults cull, HDCamera h
passData.hasDepthDeferredPass = depthPrepassParameters.hasDepthDeferredPass;
passData.depthBuffer = builder.UseDepthBuffer(output.depthBuffer, DepthAccess.ReadWrite);
- passData.normalBuffer = builder.WriteTexture(CreateNormalBuffer(renderGraph, msaa));
+ passData.normalBuffer = builder.WriteTexture(CreateNormalBuffer(renderGraph, hdCamera, msaa));
if (decalLayersEnabled)
passData.decalBuffer = builder.WriteTexture(CreateDecalPrepassBuffer(renderGraph, msaa));
// This texture must be used because reading directly from an MSAA Depth buffer is way to expensive.
@@ -476,7 +475,7 @@ struct GBufferOutput
void SetupGBufferTargets(RenderGraph renderGraph, HDCamera hdCamera, GBufferPassData passData, TextureHandle sssBuffer, TextureHandle vtFeedbackBuffer, ref PrepassOutput prepassOutput, FrameSettings frameSettings, RenderGraphBuilder builder)
{
- bool clearGBuffer = NeedClearGBuffer();
+ bool clearGBuffer = NeedClearGBuffer(hdCamera);
bool lightLayers = frameSettings.IsEnabled(FrameSettingsField.LightLayers);
bool shadowMasks = frameSettings.IsEnabled(FrameSettingsField.Shadowmask);
@@ -621,7 +620,7 @@ void ResolvePrepassBuffers(RenderGraph renderGraph, HDCamera hdCamera, ref Prepa
passData.depthBuffer = builder.UseDepthBuffer(CreateDepthBuffer(renderGraph, true, false), DepthAccess.Write);
passData.depthValuesBuffer = builder.UseColorBuffer(depthValuesBuffer, 0);
- passData.normalBuffer = builder.UseColorBuffer(CreateNormalBuffer(renderGraph, false), 1);
+ passData.normalBuffer = builder.UseColorBuffer(CreateNormalBuffer(renderGraph, hdCamera, false), 1);
if (passData.needMotionVectors)
passData.motionVectorsBuffer = builder.UseColorBuffer(CreateMotionVectorBuffer(renderGraph, false, false), 2);
else
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 854165d5c0e..9835c58ddad 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
@@ -57,7 +57,7 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest,
LightingBuffers lightingBuffers = new LightingBuffers();
lightingBuffers.diffuseLightingBuffer = CreateDiffuseLightingBuffer(m_RenderGraph, msaa);
- lightingBuffers.sssBuffer = CreateSSSBuffer(m_RenderGraph, msaa);
+ lightingBuffers.sssBuffer = CreateSSSBuffer(m_RenderGraph, hdCamera, msaa);
var prepassOutput = RenderPrepass(m_RenderGraph, colorBuffer, lightingBuffers.sssBuffer, vtFeedbackBuffer, cullingResults, customPassCullingResults, hdCamera, aovRequest, aovBuffers);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.SubsurfaceScattering.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.SubsurfaceScattering.cs
index 25c248674c0..07b65992638 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.SubsurfaceScattering.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.SubsurfaceScattering.cs
@@ -7,7 +7,7 @@ public partial class HDRenderPipeline
{
// Albedo + SSS Profile and mask / Specular occlusion (when no SSS)
// This will be used during GBuffer and/or forward passes.
- TextureHandle CreateSSSBuffer(RenderGraph renderGraph, bool msaa)
+ TextureHandle CreateSSSBuffer(RenderGraph renderGraph, HDCamera hdCamera, bool msaa)
{
#if UNITY_2020_2_OR_NEWER
FastMemoryDesc fastMemDesc;
@@ -22,7 +22,7 @@ TextureHandle CreateSSSBuffer(RenderGraph renderGraph, bool msaa)
enableRandomWrite = !msaa,
bindTextureMS = msaa,
enableMSAA = msaa,
- clearBuffer = NeedClearGBuffer(),
+ clearBuffer = NeedClearGBuffer(hdCamera),
clearColor = Color.clear,
name = msaa ? "SSSBufferMSAA" : "SSSBuffer"
#if UNITY_2020_2_OR_NEWER
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 3b85c6a0004..4899d3ce341 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
@@ -188,7 +188,7 @@ AccelerationStructureStatus AddInstanceToRAS(Renderer currentRenderer,
// We need to build the instance flag for this renderer
uint instanceFlag = 0x00;
- bool singleSided = false;
+ bool doubleSided = false;
bool materialIsOnlyTransparent = true;
bool hasTransparentSubMaterial = false;
@@ -228,9 +228,9 @@ AccelerationStructureStatus AddInstanceToRAS(Renderer currentRenderer,
|| (HDRenderQueue.k_RenderQueue_OpaqueAlphaTest.lowerBound <= currentMaterial.renderQueue
&& HDRenderQueue.k_RenderQueue_OpaqueAlphaTest.upperBound >= currentMaterial.renderQueue);
- // Force it to be non single sided if it has the keyword if there is a reason
- bool doubleSided = currentMaterial.doubleSidedGI || currentMaterial.IsKeywordEnabled("_DOUBLESIDED_ON");
- singleSided |= !doubleSided;
+ // Check if we want to enable double-sidedness for the mesh
+ // (note that a mix of single and double-sided materials will result in a double-sided mesh in the AS)
+ doubleSided |= currentMaterial.doubleSidedGI || currentMaterial.IsKeywordEnabled("_DOUBLESIDED_ON");
// Check if the material has changed since last time we were here
if (!m_MaterialsDirty)
@@ -250,12 +250,11 @@ AccelerationStructureStatus AddInstanceToRAS(Renderer currentRenderer,
}
}
- // If the mesh was not valid, exclude it
+ // If the mesh was not valid, exclude it (without affecting sidedness)
if (!validMesh)
{
subMeshFlagArray[meshIdx] = false;
subMeshCutoffArray[meshIdx] = false;
- singleSided = true;
}
}
@@ -326,7 +325,7 @@ AccelerationStructureStatus AddInstanceToRAS(Renderer currentRenderer,
if (instanceFlag == 0) return AccelerationStructureStatus.Added;
// Add it to the acceleration structure
- m_CurrentRAS.AddInstance(currentRenderer, subMeshMask: subMeshFlagArray, subMeshTransparencyFlags: subMeshCutoffArray, enableTriangleCulling: singleSided, mask: instanceFlag);
+ m_CurrentRAS.AddInstance(currentRenderer, subMeshMask: subMeshFlagArray, subMeshTransparencyFlags: subMeshCutoffArray, enableTriangleCulling: !doubleSided, mask: instanceFlag);
// Indicates that a transform has changed in our scene (mesh or light)
m_TransformDirty |= currentRenderer.transform.hasChanged;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs
index 15943383beb..23e55037b27 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs
@@ -568,7 +568,11 @@ internal static void SetRenderTargetWithScaleBias(in CustomPassContext ctx, Mate
{
// viewport with RT handle scale and scale factor:
Rect viewport = new Rect();
- Vector2 destSize = viewport.size = destination.GetScaledSize(destination.rtHandleProperties.currentViewportSize);
+ if (destination.useScaling)
+ viewport.size = destination.GetScaledSize(destination.rtHandleProperties.currentViewportSize);
+ else
+ viewport.size = new Vector2Int(destination.rt.width, destination.rt.height);
+ Vector2 destSize = viewport.size;
viewport.position = new Vector2(viewport.size.x * destScaleBias.z, viewport.size.y * destScaleBias.w);
viewport.size *= new Vector2(destScaleBias.x, destScaleBias.y);
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
}