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path: Assets/Scenes/201_LargeAmbientOcclusion.unity
guid: 41a04a0db6c8e4e4eb54296e4521c3e5
diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2306_Contact_Shadow_SpotLight.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2306_Contact_Shadow_SpotLight.unity
index 3d3d7b47749..8d7e871762e 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2306_Contact_Shadow_SpotLight.unity
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2306_Contact_Shadow_SpotLight.unity
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- data: 000000000000803f
- - format: 3
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- sunDiskSize: 1
- sunHaloSize: 0.1
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- spotLightShape: 0
- shapeWidth: 0.5
- shapeHeight: 0.5
- aspectRatio: 1
- shapeRadius: 0
- maxSmoothness: 1
- applyRangeAttenuation: 1
+ m_ShadowAlgorithm: 0
+ m_ShadowVariant: 3
+ m_ShadowPrecision: 0
useOldInspector: 0
+ useVolumetric: 1
featuresFoldout: 1
- showAdditionalSettings: 1
- displayLightIntensity: 100000
- displayAreaLightEmissiveMesh: 0
- lightLayers: 1
- shadowSoftness: 0.5
- blockerSampleCount: 24
- filterSampleCount: 32
+ m_AreaLightEmissiveMeshShadowCastingMode: 0
+ m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0
+ m_AreaLightEmissiveMeshLayer: -1
+ m_Version: 11
+ m_ObsoleteShadowResolutionTier: 1
+ m_ObsoleteUseShadowQualitySettings: 0
+ m_ObsoleteCustomShadowResolution: 32
+ m_ObsoleteContactShadows: 1
+ m_PointlightHDType: 0
+ m_SpotLightShape: 0
+ m_AreaLightShape: 0
--- !u!108 &2109195975
Light:
m_ObjectHideFlags: 0
@@ -1022,12 +1185,14 @@ Light:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2109195972}
m_Enabled: 1
- serializedVersion: 8
+ serializedVersion: 10
m_Type: 0
+ m_Shape: 0
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Intensity: 7957.747
- m_Range: 100
- m_SpotAngle: 30
+ m_Range: 52.09
+ m_SpotAngle: 36.4
+ m_InnerSpotAngle: 16.6
m_CookieSize: 10
m_Shadows:
m_Type: 1
@@ -1037,6 +1202,24 @@ Light:
m_Bias: 0.05
m_NormalBias: 0.4
m_NearPlane: 0.2
+ m_CullingMatrixOverride:
+ e00: 1
+ e01: 0
+ e02: 0
+ e03: 0
+ e10: 0
+ e11: 1
+ e12: 0
+ e13: 0
+ e20: 0
+ e21: 0
+ e22: 1
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+ e30: 0
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+ e32: 0
+ e33: 1
+ m_UseCullingMatrixOverride: 0
m_Cookie: {fileID: 0}
m_DrawHalo: 0
m_Flare: {fileID: 0}
@@ -1044,12 +1227,16 @@ Light:
m_CullingMask:
serializedVersion: 2
m_Bits: 4294967295
+ m_RenderingLayerMask: 1
m_Lightmapping: 4
m_LightShadowCasterMode: 2
- m_AreaSize: {x: 1, y: 1}
+ m_AreaSize: {x: 0.5, y: 0.5}
m_BounceIntensity: 1
m_ColorTemperature: 6570
m_UseColorTemperature: 0
+ m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0}
+ m_UseBoundingSphereOverride: 0
+ m_UseViewFrustumForShadowCasterCull: 1
m_ShadowRadius: 0
m_ShadowAngle: 0
--- !u!4 &2109195976
@@ -1097,7 +1284,8 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Profile: {fileID: 11400000, guid: ea87feeda9e135c4fb0873cb0be2356e, type: 2}
- m_BakingSkyUniqueID: 0
+ m_StaticLightingSkyUniqueID: 0
+ m_StaticLightingCloudsUniqueID: 0
--- !u!114 &2143934766
MonoBehaviour:
m_ObjectHideFlags: 0
diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2222_ReflectionProbeDistanceBased.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2222_ReflectionProbeDistanceBased.png
index b6dc9f90c38..81941583343 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2222_ReflectionProbeDistanceBased.png
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2222_ReflectionProbeDistanceBased.png
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index a47268651a8..b22c8172988 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2306_Contact_Shadow_SpotLight.png
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2306_Contact_Shadow_SpotLight.png
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index 59e4dc6cc0a..e6d8469da36 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/2222_ReflectionProbeDistanceBased.png
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/2222_ReflectionProbeDistanceBased.png
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index 0a5750d07ce..90dd7088005 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/2306_Contact_Shadow_SpotLight.png
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/2306_Contact_Shadow_SpotLight.png
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index c240e4c2d17..8873077d507 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/2222_ReflectionProbeDistanceBased.png
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index f6edebaf081..195d0f00875 100644
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index b6dc9f90c38..81941583343 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2222_ReflectionProbeDistanceBased.png
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--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2306_Contact_Shadow_SpotLight.png
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diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss
index 04cdd7e6368..1d7d40102d1 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.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerBitField.cs b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerBitField.cs
index 23fdb5088bf..ef13232de0c 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
{
@@ -44,9 +44,11 @@ internal override void SetWidget(DebugUI.Widget widget)
toggleIndex++;
};
+ // 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.core/Runtime/Textures/BufferedRTHandleSystem.cs b/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs
index 51888e2e4aa..f97d1015ede 100644
--- a/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs
+++ b/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs
@@ -144,6 +144,17 @@ public void ResetReferenceSize(int width, int height)
m_RTHandleSystem.ResetReferenceSize(width, height);
}
+ ///
+ /// Queries the number of RT handle buffers allocated for a buffer ID.
+ ///
+ /// The buffer ID to query.
+ public int GetNumFramesAllocated(int bufferId)
+ {
+ if (!m_RTHandles.ContainsKey(bufferId))
+ return 0;
+
+ return m_RTHandles[bufferId].Length;
+ }
void Swap()
{
diff --git a/com.unity.render-pipelines.core/ShaderLibrary/VolumeRendering.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/VolumeRendering.hlsl
index b44c2357d20..cc8aa7eb356 100644
--- a/com.unity.render-pipelines.core/ShaderLibrary/VolumeRendering.hlsl
+++ b/com.unity.render-pipelines.core/ShaderLibrary/VolumeRendering.hlsl
@@ -142,7 +142,7 @@ real OpticalDepthHeightFog(real baseExtinction, real baseHeight, real2 heightExp
real H = heightExponents.y;
real rcpH = heightExponents.x;
real Z = cosZenith;
- real absZ = max(abs(cosZenith), REAL_EPS);
+ real absZ = max(abs(cosZenith), 0.001f);
real rcpAbsZ = rcp(absZ);
real endHeight = startHeight + intervalLength * Z;
diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index ac87247842e..6e53c0ffcfc 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -211,6 +211,19 @@ The version number for this package has increased due to a version update of a r
- Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking
- Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.
- Fixed generation of the packed depth pyramid when hardware Dynamic Resolution Scaling is enabled.
+- 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
+- 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.
+- Fixed pyramid color being incorrect when hardware dynamic resolution is enabled.
+- Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera
+- Fixed fog precision in some camera positions (case 1329603).
+- Fixed contact shadows tile coordinates calculations.
+- Fixed blocky looking bloom when dynamic resolution scaling was used.
### Changed
- Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection.
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.
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 f6d6bebf80c..2c6e48fd85a 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md
@@ -33,8 +33,13 @@ This group of menu items is useful when you upgrade your Unity Project from usin
### Other items
-| **Item** | **Description** |
-| --------------------------------------- | ------------------------------------------------------------ |
-| **Render Selected 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 Sky to Image** | Exports the current sky as a static HDRI. |
-| **Check Scene Content for 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 Submesh within a single Renderer reference both a transparent and opaque Material. |
\ No newline at end of file
+This section includes all the menu items directly under the **Edit > Rendering** menu fold-out.
+
+| **Item** | **Description** |
+| ------------------------------------------------------------ | ------------------------------------------------------------ |
+| **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.
• 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~/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**.
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)]
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 8da48315928..c708c27b472 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.
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 42a6b526433..5950b81a19b 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
@@ -73,7 +73,7 @@ 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.");
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 df7cda3fb33..9dd63bd2135 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs
@@ -428,6 +428,7 @@ 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();
@@ -525,10 +526,31 @@ 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/Editor/RenderPipeline/Raytracing/SubSurfaceScatteringEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/SubSurfaceScatteringEditor.cs
index d52b97da209..657395a9e0f 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)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute
index 59b248826a0..8206440f6d4 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute
@@ -687,8 +687,10 @@ void ScreenSpaceReflectionsAccumulate(uint3 dispatchThreadId : SV_DispatchThread
DecodeFromNormalBuffer(hitSS, hitNormalData);
float3 hitN = hitNormalData.normalWS;
+ float2 prevHistoryScale = _RTHandleScaleHistory.zw / _RTHandleScaleHistory.xy;
+
float4 original = _SSRAccumTexture[COORD_TEXTURE2D_X(positionSS)];
- float4 previous = _SsrAccumPrev[COORD_TEXTURE2D_X(positionSS * _RTHandleScaleHistory.zw / _RTHandleScaleHistory.xy)];
+ float4 previous = _SsrAccumPrev[COORD_TEXTURE2D_X(positionSS * prevHistoryScale + 0.5f / prevHistoryScale)];
float2 motionVectorNDC;
DecodeMotionVector(SAMPLE_TEXTURE2D_X_LOD(_CameraMotionVectorsTexture, s_linear_clamp_sampler, min(hitPositionNDC.xy, 1.0f - 0.5f * _ScreenSize.zw) * _RTHandleScale.xy, 0), motionVectorNDC);
@@ -698,7 +700,7 @@ void ScreenSpaceReflectionsAccumulate(uint3 dispatchThreadId : SV_DispatchThread
float2 positionNDC = positionSS * _ScreenSize.zw + (0.5 * _ScreenSize.zw);
DecodeMotionVector(SAMPLE_TEXTURE2D_X_LOD(_CameraMotionVectorsTexture, s_linear_clamp_sampler, min(positionNDC, 1.0f - 0.5f * _ScreenSize.zw) * _RTHandleScale.xy, 0), motionVectorCenterNDC);
float speedSrc = length(motionVectorCenterNDC);
- float speed = saturate((speedDst + speedDst) * 128.0f); // 128 is arbitrary
+ float speed = saturate((speedDst + speedSrc) * 128.0f); // 128 is arbitrary
float coefExpAvg = lerp(_SsrAccumulationAmount, 1.0f, speed);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute
index 973106b89ed..c83acba684f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute
@@ -170,7 +170,7 @@ void DeferredContactShadow(uint2 groupThreadId : SV_GroupThreadID, uint2 groupId
uint2 pixelCoord = groupId * DEFERRED_SHADOW_TILE_SIZE + groupThreadId;
// There might be a mismatch between the size of a tile and the group size of this shader.
- uint2 tileCoord = groupId * (DEFERRED_SHADOW_TILE_SIZE / TILE_SIZE_FPTL);
+ uint2 tileCoord = (groupId * DEFERRED_SHADOW_TILE_SIZE) / (TILE_SIZE_FPTL);
#ifdef ENABLE_MSAA
float depth = LOAD_TEXTURE2D_X(_CameraDepthValues, pixelCoord.xy).z;
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 f1609102420..c6acb487158 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
@@ -322,7 +322,7 @@ 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, LTC_GGX_MATRIX_INDEX, 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;
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 573dd63a298..7035868605e 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
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 84f4e2d0e8f..a5d68db1a4a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
@@ -3277,6 +3277,15 @@ void PrepareUberBloomParameters(ref UberPostParameters parameters, HDCamera came
parameters.bloomDirtTileOffset = dirtTileOffset;
parameters.bloomThreshold = GetBloomThresholdParams();
parameters.bloomBicubicParams = new Vector4(m_BloomMipsInfo[0].x, m_BloomMipsInfo[0].y, 1.0f / m_BloomMipsInfo[0].x, 1.0f / m_BloomMipsInfo[0].y);
+
+ // 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
+ parameters.bloomBicubicParams.x /= RTHandles.rtHandleProperties.rtHandleScale.x;
+ parameters.bloomBicubicParams.y /= RTHandles.rtHandleProperties.rtHandleScale.y;
+ parameters.bloomBicubicParams.z *= RTHandles.rtHandleProperties.rtHandleScale.x;
+ parameters.bloomBicubicParams.w *= RTHandles.rtHandleProperties.rtHandleScale.y;
}
void AllocateBloomMipTextures()
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 fec0c8402f0..956e3de8e2f 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
@@ -540,6 +540,8 @@ 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)
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 8a07205cea0..76cd54511e7 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
};
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);
}
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 29a4553b4b9..ec12885940e 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
@@ -167,8 +167,13 @@ 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);