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a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5010_CloudLayer.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5010_CloudLayer.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8a87f04aae29392a286b618630430184f21c566d81b9af5ab5a0a757b93302c3 -size 233300 +oid sha256:35ff1830c77c9e65fc7f7d0dbccf95f47c3ae4398fb7341d7a95e2425538c134 +size 233075 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ee696e68e20..2359b27a175 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -179,6 +179,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed contact shadows tile coordinates calculations. - Fixed issue with history buffer allocation for AOVs when the request does not come in first frame. - Fix Clouds on Metal or platforms that don't support RW in same shader of R11G11B10 textures. +- Fixed blocky looking bloom when dynamic resolution scaling was used. ### 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/HDRenderPipeline.PostProcess.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs index 8a364795a1a..e7480ac8593 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 @@ -3165,6 +3165,16 @@ void PrepareBloomData(RenderGraph renderGraph, in RenderGraphBuilder builder, Bl // the mip up 0 will be used by uber, so not allocated as transient. m_BloomBicubicParams = new Vector4(passData.bloomMipInfo[0].x, passData.bloomMipInfo[0].y, 1.0f / passData.bloomMipInfo[0].x, 1.0f / passData.bloomMipInfo[0].y); var mip0Scale = new Vector2(passData.bloomMipInfo[0].z, passData.bloomMipInfo[0].w); + + // We undo the scale here, because bloom uses these parameters for its bicubic filtering offset. + // The bicubic filtering function is SampleTexture2DBicubic, and it requires the underlying texture's + // unscaled pixel sizes to compute the offsets of the samples. + // For more info please see the implementation of SampleTexture2DBicubic + m_BloomBicubicParams.x /= RTHandles.rtHandleProperties.rtHandleScale.x; + m_BloomBicubicParams.y /= RTHandles.rtHandleProperties.rtHandleScale.y; + m_BloomBicubicParams.z *= RTHandles.rtHandleProperties.rtHandleScale.x; + m_BloomBicubicParams.w *= RTHandles.rtHandleProperties.rtHandleScale.y; + passData.mipsUp[0] = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(mip0Scale, true, true) { name = "Bloom final mip up",