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\\\"Normal\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_Labels\\\": [\\n \\\"X\\\",\\n \\\"Y\\\",\\n \\\"Z\\\"\\n ],\\n \\\"m_Space\\\": 3\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.NormalMaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 3,\\n \\\"m_DisplayName\\\": \\\"BentNormal\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"BentNormal\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_Labels\\\": [\\n \\\"X\\\",\\n \\\"Y\\\",\\n \\\"Z\\\"\\n ],\\n \\\"m_Space\\\": 3\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 11,\\n \\\"m_DisplayName\\\": \\\"CoatMask\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"CoatMask\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": 0.0,\\n \\\"m_DefaultValue\\\": 0.0,\\n \\\"m_Labels\\\": [\\n \\\"X\\\"\\n ]\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 12,\\n \\\"m_DisplayName\\\": \\\"Metallic\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Metallic\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": 0.0,\\n \\\"m_DefaultValue\\\": 0.0,\\n \\\"m_Labels\\\": [\\n \\\"X\\\"\\n ]\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 14,\\n \\\"m_DisplayName\\\": \\\"Smoothness\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Smoothness\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": 0.5,\\n \\\"m_DefaultValue\\\": 0.5,\\n \\\"m_Labels\\\": [\\n \\\"X\\\"\\n ]\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 15,\\n \\\"m_DisplayName\\\": \\\"AmbientOcclusion\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Occlusion\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": 1.0,\\n \\\"m_DefaultValue\\\": 1.0,\\n \\\"m_Labels\\\": [\\n \\\"X\\\"\\n ]\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.ColorRGBMaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 13,\\n \\\"m_DisplayName\\\": \\\"Emission\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Emission\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_DefaultValue\\\": {\\n \\\"x\\\": 0.0,\\n \\\"y\\\": 0.0,\\n \\\"z\\\": 0.0\\n },\\n \\\"m_Labels\\\": [\\n \\\"X\\\",\\n \\\"Y\\\",\\n \\\"Z\\\"\\n ],\\n \\\"m_ColorMode\\\": 1\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 16,\\n \\\"m_DisplayName\\\": \\\"Alpha\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Alpha\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": 1.0,\\n \\\"m_DefaultValue\\\": 1.0,\\n \\\"m_Labels\\\": [\\n \\\"X\\\"\\n ]\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 17,\\n \\\"m_DisplayName\\\": \\\"AlphaClipThreshold\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"AlphaClipThreshold\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": 0.5,\\n \\\"m_DefaultValue\\\": 0.5,\\n \\\"m_Labels\\\": [\\n \\\"X\\\"\\n ]\\n}\"\n },\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 19,\\n \\\"m_DisplayName\\\": \\\"AlphaClipThresholdDepthPostpass\\\",\\n \\\"m_SlotType\\\": 0,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"AlphaClipThresholdDepthPostpass\\\",\\n \\\"m_StageCapability\\\": 2,\\n \\\"m_Value\\\": 0.5,\\n \\\"m_DefaultValue\\\": 0.5,\\n \\\"m_Labels\\\": [\\n \\\"X\\\"\\n ]\\n}\"\n }\n ],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\": true,\n \"m_CustomColors\": {\n \"m_SerializableColors\": []\n },\n \"m_RayTracing\": false,\n \"m_SurfaceType\": 1,\n \"m_AlphaMode\": 0,\n \"m_RenderingPass\": 4,\n \"m_BlendPreserveSpecular\": true,\n \"m_TransparencyFog\": true,\n \"m_DrawBeforeRefraction\": false,\n \"m_RefractionModel\": 0,\n \"m_Distortion\": false,\n \"m_DistortionMode\": 0,\n \"m_DistortionDepthTest\": true,\n \"m_AlphaTest\": true,\n \"m_AlphaTestDepthPrepass\": false,\n \"m_AlphaTestDepthPostpass\": true,\n \"m_TransparentWritesMotionVec\": false,\n \"m_AlphaTestShadow\": false,\n \"m_BackThenFrontRendering\": true,\n \"m_SortPriority\": 0,\n \"m_DoubleSidedMode\": 0,\n \"m_NormalDropOffSpace\": 0,\n \"m_MaterialType\": 0,\n \"m_SSSTransmission\": true,\n \"m_ReceiveDecals\": true,\n \"m_ReceivesSSR\": true,\n \"m_ReceivesSSRTransparent\": false,\n \"m_AddPrecomputedVelocity\": false,\n \"m_EnergyConservingSpecular\": true,\n \"m_SpecularAA\": false,\n \"m_SpecularAAScreenSpaceVariance\": 0.0,\n \"m_SpecularAAThreshold\": 0.0,\n \"m_SpecularOcclusionMode\": 0,\n \"m_DiffusionProfile\": 0,\n \"m_overrideBakedGI\": false,\n \"m_depthOffset\": false,\n \"m_ZWrite\": false,\n \"m_transparentCullMode\": 2,\n \"m_ZTest\": 4,\n \"m_SupportLodCrossFade\": false,\n \"m_DOTSInstancing\": false,\n \"m_MaterialNeedsUpdateHash\": 18,\n \"m_ShaderGUIOverride\": \"\",\n \"m_OverrideEnabled\": false\n}" }, { "typeInfo": { diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/Materials/Shader Graphs_AlphaTest_HDRP_LitSG_transparent_post.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/Materials/Shader Graphs_AlphaTest_HDRP_LitSG_transparent_post.mat index 3646961d954..61ec519ba74 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/Materials/Shader Graphs_AlphaTest_HDRP_LitSG_transparent_post.mat +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/Materials/Shader Graphs_AlphaTest_HDRP_LitSG_transparent_post.mat @@ -10,7 +10,8 @@ Material: m_Name: Shader Graphs_AlphaTest_HDRP_LitSG_transparent_post m_Shader: {fileID: -6465566751694194690, guid: 924090ed89ad3b944b9cc4f7e7384344, type: 3} - m_ShaderKeywords: _ALPHATEST_ON _BLENDMODE_ALPHA _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT + m_ShaderKeywords: _ALPHATEST_ON _BLENDMODE_ALPHA _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT + _SURFACE_TYPE_TRANSPARENT m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -22,6 +23,7 @@ Material: - MOTIONVECTORS - TransparentBackface - RayTracingPrepass + - TransparentDepthPrepass m_SavedProperties: serializedVersion: 3 m_TexEnvs: @@ -37,6 +39,7 @@ Material: - _AlphaCutoffEnable: 1 - _AlphaDstBlend: 10 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _BlendMode: 0 - _CullMode: 2 - _CullModeForward: 2 @@ -46,15 +49,15 @@ Material: - _EnableFogOnTransparent: 1 - _RayTracing: 0 - _ReceivesSSR: 1 - - _ReceivesSSRTransparent: 1 + - _ReceivesSSRTransparent: 0 - _RenderQueueType: 4 - _RequireSplitLighting: 0 - _SrcBlend: 1 - _StencilRef: 0 - - _StencilRefDepth: 8 + - _StencilRefDepth: 0 - _StencilRefDistortionVec: 4 - - _StencilRefGBuffer: 10 - - _StencilRefMV: 40 + - _StencilRefGBuffer: 2 + - _StencilRefMV: 32 - _StencilWriteMask: 6 - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 4 @@ -63,6 +66,8 @@ Material: - _SurfaceType: 1 - _TransparentBackfaceEnable: 0 - _TransparentCullMode: 2 + - _TransparentDepthPostpassEnable: 1 + - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentZWrite: 0 - _UseShadowThreshold: 0 diff --git a/TestProjects/HDRP_Tests/Assets/Tests.meta b/TestProjects/HDRP_Tests/Assets/Tests.meta new file mode 100644 index 00000000000..de998f6483c --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/Tests.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1f4fa1fda5b964e41a6a2180b513ecee +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 11de7c0bdb5..479815915dc 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -123,6 +123,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added support for AxF measurements importing into texture resources tilings. - Added Layer parameter on Area Light to modify Layer of generated Emissive Mesh - Added a flow map parameter to HDRI Sky +- Implemented ray traced reflections for transparent objects. +- Add a new parameter to control reflections in recursive rendering. ### Fixed - Fix when rescale probe all direction below zero (1219246) @@ -586,6 +588,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed issue with post process when running in RGBA16 and an object with additive blending is in the scene. - Fixed corrupted values on LayeredLit when using Vertex Color multiply mode to multiply and MSAA is activated. - Fix conflicts with Handles manipulation when performing a Reset in DecalComponent (case 1238833) +- Fixed depth prepass and postpass being disabled after changing the shader in the material UI. ### Changed - Improve MIP selection for decals on Transparents @@ -711,6 +714,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Made the StaticLightingSky class public so that users can change it by script for baking purpose. - Shadowmask and realtime reflectoin probe property are hide in Quality settings - Improved performance of reflection probe management when using a lot of probes. +- Ignoring the disable SSR flags for recursive rendering. ## [7.1.1] - 2019-09-05 diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeMasterNode.cs index a66bb31bfca..1edd17c94c1 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeMasterNode.cs @@ -878,7 +878,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), receiveSSR.isOn); + HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), receiveSSR.isOn, receiveSSR.isOn, false); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -893,6 +893,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricGUI.cs index adf7cf976e7..5f6a6d7df02 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricGUI.cs @@ -38,14 +38,14 @@ public static void SetupMaterialKeywordsAndPass(Material material) BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); - bool receiveSSR = material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false; + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); bool useSplitLighting = material.HasProperty(kUseSplitLighting) ? material.GetInt(kUseSplitLighting) != 0: false; BaseLitGUI.SetupStencil(material, receiveSSR, useSplitLighting); if (material.HasProperty(kAddPrecomputedVelocity)) { CoreUtils.SetKeyword(material, "_ADD_PRECOMPUTED_VELOCITY", material.GetInt(kAddPrecomputedVelocity) != 0); } - } protected override void SetupMaterialKeywordsAndPassInternal(Material material) => SetupMaterialKeywordsAndPass(material); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricMasterNode.cs index b4fefee9e2d..c95c1714506 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricMasterNode.cs @@ -250,6 +250,38 @@ public ToggleData alphaToMask } } + [SerializeField] + bool m_AlphaTestDepthPrepass; + + public ToggleData alphaTestDepthPrepass + { + get { return new ToggleData(m_AlphaTestDepthPrepass); } + set + { + if (m_AlphaTestDepthPrepass == value.isOn) + return; + m_AlphaTestDepthPrepass = value.isOn; + UpdateNodeAfterDeserialization(); + Dirty(ModificationScope.Topological); + } + } + + [SerializeField] + bool m_AlphaTestDepthPostpass; + + public ToggleData alphaTestDepthPostpass + { + get { return new ToggleData(m_AlphaTestDepthPostpass); } + set + { + if (m_AlphaTestDepthPostpass == value.isOn) + return; + m_AlphaTestDepthPostpass = value.isOn; + UpdateNodeAfterDeserialization(); + Dirty(ModificationScope.Topological); + } + } + [SerializeField] int m_SortPriority; @@ -327,6 +359,20 @@ public ToggleData receiveSSR } } + [SerializeField] + bool m_ReceivesSSRTransparent = false; + public ToggleData receiveSSRTransparent + { + get { return new ToggleData(m_ReceivesSSRTransparent); } + set + { + if (m_ReceivesSSR == value.isOn) + return; + m_ReceivesSSR = value.isOn; + Dirty(ModificationScope.Graph); + } + } + [SerializeField] bool m_AddPrecomputedVelocity = false; @@ -763,6 +809,7 @@ public ConditionalField[] GetConditionalFields(PassDescriptor pass) new ConditionalField(HDFields.BlendPreserveSpecular, surfaceType != SurfaceType.Opaque && blendPreserveSpecular.isOn), new ConditionalField(HDFields.DisableDecals, !receiveDecals.isOn), new ConditionalField(HDFields.DisableSSR, !receiveSSR.isOn), + new ConditionalField(HDFields.DisableSSRTransparent, !receiveSSRTransparent.isOn), new ConditionalField(Fields.VelocityPrecomputed, addPrecomputedVelocity.isOn), new ConditionalField(HDFields.BentNormal, IsSlotConnected(BentNormalSlotId) && pass.pixelPorts.Contains(BentNormalSlotId)), @@ -893,7 +940,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), receiveSSR.isOn); + HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), surfaceType == SurfaceType.Opaque ? receiveSSR.isOn : receiveSSRTransparent.isOn, receiveSSR.isOn, receiveSSRTransparent.isOn); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -908,6 +955,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, false, false); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs index b3f07f59c12..c579c950974 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs @@ -74,6 +74,24 @@ public FabricSettingsView(FabricMasterNode node) : base(node) }); }); + ps.Add(new PropertyRow(CreateLabel("Transparent Depth Prepass", indentLevel)), (row) => + { + row.Add(new Toggle(), (toggle) => + { + toggle.value = m_Node.alphaTestDepthPrepass.isOn; + toggle.OnToggleChanged(ChangeAlphaTestPrepass); + }); + }); + + ps.Add(new PropertyRow(CreateLabel("Transparent Depth Postpass", indentLevel)), (row) => + { + row.Add(new Toggle(), (toggle) => + { + toggle.value = m_Node.alphaTestDepthPostpass.isOn; + toggle.OnToggleChanged(ChangeAlphaTestPostpass); + }); + }); + ps.Add(new PropertyRow(CreateLabel("Depth Write", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => @@ -187,12 +205,20 @@ public FabricSettingsView(FabricMasterNode node) : base(node) }); }); - ps.Add(new PropertyRow(CreateLabel("Receive SSR", indentLevel)), (row) => + ps.Add(new PropertyRow(CreateLabel((m_Node.surfaceType == SurfaceType.Transparent) ? "Receive SSR Transparent" : "Receive SSR", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => { - toggle.value = m_Node.receiveSSR.isOn; - toggle.OnToggleChanged(ChangeSSR); + if (m_Node.surfaceType == SurfaceType.Transparent) + { + toggle.value = m_Node.receiveSSRTransparent.isOn; + toggle.OnToggleChanged(ChangeSSRTransparent); + } + else + { + toggle.value = m_Node.receiveSSR.isOn; + toggle.OnToggleChanged(ChangeSSR); + } }); }); @@ -342,6 +368,22 @@ void ChangeAlphaTest(ChangeEvent evt) td.isOn = evt.newValue; m_Node.alphaTest = td; } + + void ChangeAlphaTestPrepass(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("Alpha Test Depth Prepass Change"); + ToggleData td = m_Node.alphaTestDepthPrepass; + td.isOn = evt.newValue; + m_Node.alphaTestDepthPrepass = td; + } + + void ChangeAlphaTestPostpass(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("Alpha Test Depth Postpass Change"); + ToggleData td = m_Node.alphaTestDepthPostpass; + td.isOn = evt.newValue; + m_Node.alphaTestDepthPostpass = td; + } void ChangeAlphaToMask(ChangeEvent evt) { @@ -367,6 +409,14 @@ void ChangeSSR(ChangeEvent evt) m_Node.receiveSSR = td; } + void ChangeSSRTransparent(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("SSR Transparent Change"); + ToggleData td = m_Node.receiveSSRTransparent; + td.isOn = evt.newValue; + m_Node.receiveSSR = td; + } + void ChangeAddPrecomputedVelocity(ChangeEvent evt) { m_Node.owner.owner.RegisterCompleteObjectUndo("Add Precomputed Velocity"); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/HDFabricSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/HDFabricSubTarget.cs index 141f56d4e5f..d551a46f286 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/HDFabricSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/HDFabricSubTarget.cs @@ -35,7 +35,17 @@ static class SubShaders { FabricPasses.SceneSelection }, { FabricPasses.DepthForwardOnly }, { FabricPasses.MotionVectors }, + { FabricPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, true) }}, + { FabricPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, + { FabricPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, false), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, { FabricPasses.ForwardOnly }, + { FabricPasses.TransparentDepthPostpass, new FieldCondition(HDFields.TransparentDepthPostPass, true) }, }, }; @@ -188,6 +198,32 @@ public static class FabricPasses includes = FabricIncludes.MotionVectors, }; + public static PassDescriptor TransparentDepthPrepass = new PassDescriptor() + { + // Definition + displayName = "TransparentDepthPrepass", + referenceName = "SHADERPASS_DEPTH_ONLY", + lightMode = "TransparentDepthPrepass", + useInPreview = true, + + // Template + passTemplatePath = passTemplatePath, + sharedTemplateDirectory = HDTarget.sharedTemplateDirectory, + + // Port Mask + vertexPorts = FabricPortMasks.Vertex, + pixelPorts = FabricPortMasks.FragmentTransparentDepthPrepass, + + // Collections + structs = CoreStructCollections.Default, + fieldDependencies = CoreFieldDependencies.Default, + renderStates = FabricRenderStates.TransparentDepthPrePass, + pragmas = CorePragmas.DotsInstancedInV2Only, + defines = CoreDefines.TransparentDepthPrepass, + keywords = CoreKeywords.HDBase, + includes = FabricIncludes.DepthOnly, + }; + public static PassDescriptor ForwardOnly = new PassDescriptor() { // Definition @@ -215,6 +251,32 @@ public static class FabricPasses includes = FabricIncludes.ForwardOnly, }; + public static PassDescriptor TransparentDepthPostpass = new PassDescriptor() + { + // Definition + displayName = "TransparentDepthPostpass", + referenceName = "SHADERPASS_DEPTH_ONLY", + lightMode = "TransparentDepthPostpass", + useInPreview = true, + + // Template + passTemplatePath = passTemplatePath, + sharedTemplateDirectory = HDTarget.sharedTemplateDirectory, + + // Port Mask + vertexPorts = FabricPortMasks.Vertex, + pixelPorts = FabricPortMasks.FragmentTransparentDepthPostpass, + + // Collections + structs = CoreStructCollections.Default, + fieldDependencies = CoreFieldDependencies.Default, + renderStates = CoreRenderStates.TransparentDepthPrePostPass, + pragmas = CorePragmas.DotsInstancedInV2Only, + defines = CoreDefines.ShaderGraphRaytracingHigh, + keywords = CoreKeywords.HDBase, + includes = FabricIncludes.DepthOnly, + }; + public static PassDescriptor RaytracingIndirect = new PassDescriptor() { // Definition @@ -391,6 +453,15 @@ static class FabricPortMasks FabricMasterNode.DepthOffsetSlotId, }; + public static int[] FragmentTransparentDepthPrepass = new int[] + { + FabricMasterNode.AlphaSlotId, + FabricMasterNode.AlphaClipThresholdSlotId, + FabricMasterNode.DepthOffsetSlotId, + FabricMasterNode.NormalSlotId, + FabricMasterNode.SmoothnessSlotId, + }; + public static int[] FragmentForward = new int[] { FabricMasterNode.AlbedoSlotId, @@ -412,6 +483,32 @@ static class FabricPortMasks FabricMasterNode.BackLightingSlotId, FabricMasterNode.DepthOffsetSlotId, }; + + public static int[] FragmentTransparentDepthPostpass = new int[] + { + FabricMasterNode.AlphaSlotId, + FabricMasterNode.AlphaClipThresholdSlotId, + FabricMasterNode.DepthOffsetSlotId, + }; + } +#endregion + +#region RenderStates + static class FabricRenderStates + { + public static RenderStateCollection TransparentDepthPrePass = new RenderStateCollection + { + { RenderState.Blend(Blend.One, Blend.Zero) }, + { RenderState.Cull(CoreRenderStates.Uniforms.cullMode) }, + { RenderState.ZWrite(ZWrite.On) }, + { RenderState.Stencil(new StencilDescriptor() + { + WriteMask = CoreRenderStates.Uniforms.stencilWriteMaskDepth, + Ref = CoreRenderStates.Uniforms.stencilRefDepth, + Comp = "Always", + Pass = "Replace", + }) }, + }; } #endregion diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HDHairSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HDHairSubTarget.cs index 207beca1ca0..14ed168d5dc 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HDHairSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HDHairSubTarget.cs @@ -36,7 +36,15 @@ static class SubShaders { HairPasses.DepthForwardOnly }, { HairPasses.MotionVectors }, { HairPasses.TransparentBackface, new FieldCondition(HDFields.TransparentBackFace, true) }, - { HairPasses.TransparentDepthPrepass, new FieldCondition(HDFields.TransparentDepthPrePass, true) }, + { HairPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, true) }}, + { HairPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, + { HairPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, false), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, { HairPasses.ForwardOnly }, { HairPasses.TransparentDepthPostpass, new FieldCondition(HDFields.TransparentDepthPostPass, true) }, }, @@ -210,7 +218,7 @@ public static class HairPasses // Collections structs = CoreStructCollections.Default, fieldDependencies = CoreFieldDependencies.Default, - renderStates = CoreRenderStates.TransparentDepthPrePostPass, + renderStates = HairRenderStates.TransparentDepthPrePass, pragmas = CorePragmas.DotsInstancedInV2Only, defines = CoreDefines.TransparentDepthPrepass, keywords = CoreKeywords.HDBase, @@ -491,6 +499,8 @@ static class HairPortMasks HairMasterNode.AlphaSlotId, HairMasterNode.AlphaClipThresholdDepthPrepassSlotId, HairMasterNode.DepthOffsetSlotId, + HairMasterNode.NormalSlotId, + HairMasterNode.SmoothnessSlotId, }; public static int[] FragmentTransparentBackface = new int[] @@ -566,6 +576,20 @@ static class HairRenderStates Pass = "Replace", }) }, }; + + public static RenderStateCollection TransparentDepthPrePass = new RenderStateCollection + { + { RenderState.Blend(Blend.One, Blend.Zero) }, + { RenderState.Cull(CoreRenderStates.Uniforms.cullMode) }, + { RenderState.ZWrite(ZWrite.On) }, + { RenderState.Stencil(new StencilDescriptor() + { + WriteMask = CoreRenderStates.Uniforms.stencilWriteMaskDepth, + Ref = CoreRenderStates.Uniforms.stencilRefDepth, + Comp = "Always", + Pass = "Replace", + }) }, + }; } #endregion diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairGUI.cs index fefeb3f5b21..5aae48b1a33 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairGUI.cs @@ -38,7 +38,8 @@ public static void SetupMaterialKeywordsAndPass(Material material) BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); - bool receiveSSR = material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false; + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); bool useSplitLighting = material.HasProperty(kUseSplitLighting) ? material.GetInt(kUseSplitLighting) != 0: false; BaseLitGUI.SetupStencil(material, receiveSSR, useSplitLighting); if (material.HasProperty(kAddPrecomputedVelocity)) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairMasterNode.cs index 51104346d8e..d7d22721524 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairMasterNode.cs @@ -431,6 +431,20 @@ public ToggleData receiveSSR } } + [SerializeField] + bool m_ReceivesSSRTransparent = false; + public ToggleData receiveSSRTransparent + { + get { return new ToggleData(m_ReceivesSSRTransparent); } + set + { + if (m_ReceivesSSRTransparent == value.isOn) + return; + m_ReceivesSSRTransparent = value.isOn; + Dirty(ModificationScope.Graph); + } + } + [SerializeField] bool m_AddPrecomputedVelocity = false; @@ -880,6 +894,7 @@ public ConditionalField[] GetConditionalFields(PassDescriptor pass) new ConditionalField(HDFields.TransparentWritesMotionVec, surfaceType != SurfaceType.Opaque && transparentWritesMotionVec.isOn), new ConditionalField(HDFields.DisableDecals, !receiveDecals.isOn), new ConditionalField(HDFields.DisableSSR, !receiveSSR.isOn), + new ConditionalField(HDFields.DisableSSRTransparent, !receiveSSRTransparent.isOn), new ConditionalField(Fields.VelocityPrecomputed, addPrecomputedVelocity.isOn), new ConditionalField(HDFields.BentNormal, IsSlotConnected(BentNormalSlotId) && pass.pixelPorts.Contains(BentNormalSlotId)), @@ -1016,7 +1031,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, false, receiveSSR.isOn); + HDSubShaderUtilities.AddStencilShaderProperties(collector, false, surfaceType == SurfaceType.Opaque ? receiveSSR.isOn : receiveSSRTransparent.isOn, receiveSSR.isOn, receiveSSRTransparent.isOn); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -1031,6 +1046,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, alphaTestShadow.isOn); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs index 948ffdbdf55..ddaf37ece35 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs @@ -193,12 +193,20 @@ public HairSettingsView(HairMasterNode node) : base(node) }); }); - ps.Add(new PropertyRow(CreateLabel("Receive SSR", indentLevel)), (row) => + ps.Add(new PropertyRow(CreateLabel((m_Node.surfaceType == SurfaceType.Transparent) ? "Receive SSR Transparent" : "Receive SSR", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => { - toggle.value = m_Node.receiveSSR.isOn; - toggle.OnToggleChanged(ChangeSSR); + if (m_Node.surfaceType == SurfaceType.Transparent) + { + toggle.value = m_Node.receiveSSRTransparent.isOn; + toggle.OnToggleChanged(ChangeSSRTransparent); + } + else + { + toggle.value = m_Node.receiveSSR.isOn; + toggle.OnToggleChanged(ChangeSSR); + } }); }); @@ -398,6 +406,14 @@ void ChangeSSR(ChangeEvent evt) m_Node.receiveSSR = td; } + void ChangeSSRTransparent(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("SSR Transparent Change"); + ToggleData td = m_Node.receiveSSRTransparent; + td.isOn = evt.newValue; + m_Node.receiveSSR = td; + } + void ChangeAddPrecomputedVelocity(ChangeEvent evt) { m_Node.owner.owner.RegisterCompleteObjectUndo("Add Precomputed Velocity"); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs index 7fbef7fe79d..ebfafab095c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs @@ -161,7 +161,9 @@ static public void SetupMaterialKeywordsAndPass(Material material) BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); SetupLayersMappingKeywords(material); - BaseLitGUI.SetupStencil(material, material.GetInt(kReceivesSSR) != 0, material.GetMaterialId() == MaterialId.LitSSS); + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); + BaseLitGUI.SetupStencil(material, receiveSSR, material.GetMaterialId() == MaterialId.LitSSS); if (material.HasProperty(kAddPrecomputedVelocity)) { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs index 90d8cc5c33b..628351dbd8e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs @@ -103,7 +103,9 @@ static public void SetupMaterialKeywordsAndPass(Material material) { BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); - BaseLitGUI.SetupStencil(material, material.GetSurfaceType() == SurfaceType.Opaque ? material.GetInt(kReceivesSSR) != 0 : material.GetInt(kReceivesSSRTransparent) != 0, material.GetMaterialId() == MaterialId.LitSSS); + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); + BaseLitGUI.SetupStencil(material, receiveSSR, material.GetMaterialId() == MaterialId.LitSSS); if (material.HasProperty(kNormalMapSpace)) { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitGUI.cs index 513aa54a6a7..e74586f523c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitGUI.cs @@ -14,8 +14,7 @@ class HDLitGUI : HDShaderGUI // For surface option shader graph we only want all unlit features but alpha clip and back then front rendering const SurfaceOptionUIBlock.Features surfaceOptionFeatures = SurfaceOptionUIBlock.Features.Unlit ^ SurfaceOptionUIBlock.Features.AlphaCutoffThreshold - ^ SurfaceOptionUIBlock.Features.BackThenFrontRendering - ^ SurfaceOptionUIBlock.Features.ShowAfterPostProcessPass; + ^ SurfaceOptionUIBlock.Features.BackThenFrontRendering; MaterialUIBlockList uiBlocks = new MaterialUIBlockList { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs index 101c135ae3d..f1ab8f13a6b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs @@ -569,7 +569,7 @@ public ToggleData receiveSSR } [SerializeField] - bool m_ReceivesSSRTransparent = true; + bool m_ReceivesSSRTransparent = false; public ToggleData receiveSSRTransparent { get { return new ToggleData(m_ReceivesSSRTransparent); } @@ -1340,7 +1340,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), receiveSSR.isOn, receiveSSRTransparent.isOn); + HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), surfaceType == SurfaceType.Opaque ? receiveSSR.isOn : receiveSSRTransparent.isOn, receiveSSR.isOn, receiveSSRTransparent.isOn); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -1356,6 +1356,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, alphaTestShadow.isOn); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); HDSubShaderUtilities.AddRayTracingProperty(collector, rayTracing.isOn); + HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs index ca9257ce7dd..8b1b24412c9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs @@ -349,7 +349,7 @@ public HDLitSettingsView(HDLitMasterNode node) : base(node) }); }); - ps.Add(new PropertyRow(CreateLabel("Receive SSR", indentLevel)), (row) => + ps.Add(new PropertyRow(CreateLabel((m_Node.surfaceType == SurfaceType.Transparent) ? "Receive SSR Transparent" : "Receive SSR", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs index f8cb15d14b2..52c723263b7 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs @@ -38,7 +38,15 @@ static class SubShaders { LitPasses.MotionVectors }, { LitPasses.DistortionVectors, new FieldCondition(HDFields.TransparentDistortion, true) }, { LitPasses.TransparentBackface, new FieldCondition(HDFields.TransparentBackFace, true) }, - { LitPasses.TransparentDepthPrepass, new FieldCondition(HDFields.TransparentDepthPrePass, true) }, + { LitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, true) }}, + { LitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, + { LitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, false), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, { LitPasses.Forward }, { LitPasses.TransparentDepthPostpass, new FieldCondition(HDFields.TransparentDepthPostPass, true) }, { LitPasses.RayTracingPrepass, new FieldCondition(HDFields.RayTracing, true) }, diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/HDStackLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/HDStackLitSubTarget.cs index 69380dfaf0c..dea68ea4a56 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/HDStackLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/HDStackLitSubTarget.cs @@ -36,6 +36,16 @@ static class SubShaders { StackLitPasses.DepthForwardOnly }, { StackLitPasses.MotionVectors }, { StackLitPasses.Distortion, new FieldCondition(HDFields.TransparentDistortion, true) }, + { StackLitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, true) }}, + { StackLitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, + { StackLitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, false), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, + { StackLitPasses.TransparentDepthPostpass, new FieldCondition(HDFields.TransparentDepthPostPass, true) }, { StackLitPasses.ForwardOnly }, }, }; @@ -221,6 +231,32 @@ public static class StackLitPasses includes = StackLitIncludes.Distortion, }; + public static PassDescriptor TransparentDepthPrepass = new PassDescriptor() + { + // Definition + displayName = "TransparentDepthPrepass", + referenceName = "SHADERPASS_DEPTH_ONLY", + lightMode = "TransparentDepthPrepass", + useInPreview = true, + + // Template + passTemplatePath = passTemplatePath, + sharedTemplateDirectory = HDTarget.sharedTemplateDirectory, + + // Port Mask + vertexPorts = StackLitPortMasks.Vertex, + pixelPorts = StackLitPortMasks.FragmentTransparentDepthPrepass, + + // Collections + structs = CoreStructCollections.Default, + fieldDependencies = CoreFieldDependencies.Default, + renderStates = StackLitRenderStates.TransparentDepthPrePass, + pragmas = CorePragmas.DotsInstancedInV2Only, + defines = CoreDefines.TransparentDepthPrepass, + keywords = CoreKeywords.HDBase, + includes = StackLitIncludes.DepthOnly, + }; + public static PassDescriptor ForwardOnly = new PassDescriptor() { // Definition @@ -248,6 +284,32 @@ public static class StackLitPasses includes = StackLitIncludes.ForwardOnly, }; + public static PassDescriptor TransparentDepthPostpass = new PassDescriptor() + { + // Definition + displayName = "TransparentDepthPostpass", + referenceName = "SHADERPASS_DEPTH_ONLY", + lightMode = "TransparentDepthPostpass", + useInPreview = true, + + // Template + passTemplatePath = passTemplatePath, + sharedTemplateDirectory = HDTarget.sharedTemplateDirectory, + + // Port Mask + vertexPorts = StackLitPortMasks.Vertex, + pixelPorts = StackLitPortMasks.FragmentTransparentDepthPostpass, + + // Collections + structs = CoreStructCollections.Default, + fieldDependencies = CoreFieldDependencies.Default, + renderStates = CoreRenderStates.TransparentDepthPrePostPass, + pragmas = CorePragmas.DotsInstancedInV2Only, + defines = CoreDefines.ShaderGraphRaytracingHigh, + keywords = CoreKeywords.HDBase, + includes = StackLitIncludes.DepthOnly, + }; + public static PassDescriptor RaytracingIndirect = new PassDescriptor() { // Definition @@ -471,6 +533,16 @@ static class StackLitPortMasks StackLitMasterNode.DepthOffsetSlotId, }; + public static int[] FragmentTransparentDepthPrepass = new int[] + { + StackLitMasterNode.AlphaSlotId, + StackLitMasterNode.AlphaClipThresholdSlotId, + StackLitMasterNode.DepthOffsetSlotId, + StackLitMasterNode.NormalSlotId, + StackLitMasterNode.SmoothnessASlotId, + StackLitMasterNode.SmoothnessBSlotId, + }; + public static int[] FragmentForward = new int[] { StackLitMasterNode.BaseColorSlotId, @@ -515,6 +587,13 @@ static class StackLitPortMasks StackLitMasterNode.BackLightingSlotId, StackLitMasterNode.DepthOffsetSlotId, }; + + public static int[] FragmentTransparentDepthPostpass = new int[] + { + StackLitMasterNode.AlphaSlotId, + StackLitMasterNode.AlphaClipThresholdSlotId, + StackLitMasterNode.DepthOffsetSlotId, + }; } #endregion @@ -547,6 +626,20 @@ static class StackLitRenderStates Pass = "Replace", }) }, }; + + public static RenderStateCollection TransparentDepthPrePass = new RenderStateCollection + { + { RenderState.Blend(Blend.One, Blend.Zero) }, + { RenderState.Cull(CoreRenderStates.Uniforms.cullMode) }, + { RenderState.ZWrite(ZWrite.On) }, + { RenderState.Stencil(new StencilDescriptor() + { + WriteMask = CoreRenderStates.Uniforms.stencilWriteMaskDepth, + Ref = CoreRenderStates.Uniforms.stencilRefDepth, + Comp = "Always", + Pass = "Replace", + }) }, + }; } #endregion diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitGUI.cs index dba83b9b46a..1af452e47e6 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitGUI.cs @@ -38,7 +38,8 @@ public static void SetupMaterialKeywordsAndPass(Material material) BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); - bool receiveSSR = material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false; + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); bool useSplitLighting = material.HasProperty(kUseSplitLighting) ? material.GetInt(kUseSplitLighting) != 0: false; BaseLitGUI.SetupStencil(material, receiveSSR, useSplitLighting); if (material.HasProperty(kAddPrecomputedVelocity)) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitMasterNode.cs index 3e744888761..95d62f287a8 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitMasterNode.cs @@ -376,6 +376,39 @@ public ToggleData alphaToMask } } + [SerializeField] + bool m_AlphaTestDepthPrepass; + + public ToggleData alphaTestDepthPrepass + { + get { return new ToggleData(m_AlphaTestDepthPrepass); } + set + { + if (m_AlphaTestDepthPrepass == value.isOn) + return; + m_AlphaTestDepthPrepass = value.isOn; + UpdateNodeAfterDeserialization(); + Dirty(ModificationScope.Topological); + } + } + + [SerializeField] + bool m_AlphaTestDepthPostpass; + + public ToggleData alphaTestDepthPostpass + { + get { return new ToggleData(m_AlphaTestDepthPostpass); } + set + { + if (m_AlphaTestDepthPostpass == value.isOn) + return; + m_AlphaTestDepthPostpass = value.isOn; + UpdateNodeAfterDeserialization(); + Dirty(ModificationScope.Topological); + } + } + + [SerializeField] int m_SortPriority; @@ -638,6 +671,20 @@ public ToggleData receiveSSR } } + [SerializeField] + bool m_ReceivesSSRTransparent = false; + public ToggleData receiveSSRTransparent + { + get { return new ToggleData(m_ReceivesSSRTransparent); } + set + { + if (m_ReceivesSSRTransparent == value.isOn) + return; + m_ReceivesSSRTransparent = value.isOn; + Dirty(ModificationScope.Graph); + } + } + [SerializeField] bool m_AddPrecomputedVelocity = false; @@ -1470,6 +1517,10 @@ public ConditionalField[] GetConditionalFields(PassDescriptor pass) new ConditionalField(HDFields.DistortionReplace, distortionMode == DistortionMode.Replace), new ConditionalField(HDFields.TransparentDistortion, surfaceType != SurfaceType.Opaque && distortion.isOn), + // Transparency + new ConditionalField(HDFields.TransparentDepthPrePass, surfaceType != SurfaceType.Opaque && alphaTestDepthPrepass.isOn), + new ConditionalField(HDFields.TransparentDepthPostPass, surfaceType != SurfaceType.Opaque && alphaTestDepthPrepass.isOn), + // Base Parametrization // Even though we can just always transfer the present (check with $SurfaceDescription.*) fields like specularcolor // and metallic, we still need to know the baseParametrization in the template to translate into the @@ -1489,6 +1540,7 @@ public ConditionalField[] GetConditionalFields(PassDescriptor pass) new ConditionalField(HDFields.EnergyConservingSpecular, energyConservingSpecular.isOn), new ConditionalField(HDFields.DisableDecals, !receiveDecals.isOn), new ConditionalField(HDFields.DisableSSR, !receiveSSR.isOn), + new ConditionalField(HDFields.DisableSSRTransparent, !receiveSSRTransparent.isOn), new ConditionalField(Fields.VelocityPrecomputed, addPrecomputedVelocity.isOn), new ConditionalField(HDFields.BentNormal, IsSlotConnected(BentNormalSlotId) && pass.pixelPorts.Contains(BentNormalSlotId)), @@ -1747,7 +1799,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), receiveSSR.isOn); + HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), surfaceType == SurfaceType.Opaque ? receiveSSR.isOn : receiveSSRTransparent.isOn, receiveSSR.isOn, receiveSSRTransparent.isOn); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -1762,6 +1814,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, false, false); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs index e95db02bf83..7243f56b749 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs @@ -117,6 +117,24 @@ public StackLitSettingsView(StackLitMasterNode node) : base(node) }); }); + ps.Add(new PropertyRow(CreateLabel("Transparent Depth Prepass", indentLevel)), (row) => + { + row.Add(new Toggle(), (toggle) => + { + toggle.value = m_Node.alphaTestDepthPrepass.isOn; + toggle.OnToggleChanged(ChangeAlphaTestPrepass); + }); + }); + + ps.Add(new PropertyRow(CreateLabel("Transparent Depth Postpass", indentLevel)), (row) => + { + row.Add(new Toggle(), (toggle) => + { + toggle.value = m_Node.alphaTestDepthPostpass.isOn; + toggle.OnToggleChanged(ChangeAlphaTestPostpass); + }); + }); + ps.Add(new PropertyRow(CreateLabel("Depth Write", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => @@ -352,12 +370,20 @@ public StackLitSettingsView(StackLitMasterNode node) : base(node) }); }); - ps.Add(new PropertyRow(CreateLabel("Receive SSR", indentLevel)), (row) => + ps.Add(new PropertyRow(CreateLabel((m_Node.surfaceType == SurfaceType.Transparent) ? "Receive SSR Transparent" : "Receive SSR", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => { - toggle.value = m_Node.receiveSSR.isOn; - toggle.OnToggleChanged(ChangeReceiveSSR); + if (m_Node.surfaceType == SurfaceType.Transparent) + { + toggle.value = m_Node.receiveSSRTransparent.isOn; + toggle.OnToggleChanged(ChangeReceiveSSRTransparent); + } + else + { + toggle.value = m_Node.receiveSSR.isOn; + toggle.OnToggleChanged(ChangeReceiveSSR); + } }); }); @@ -723,6 +749,22 @@ void ChangeAlphaToMask(ChangeEvent evt) m_Node.alphaToMask = td; } + void ChangeAlphaTestPrepass(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("Alpha Test Depth Prepass Change"); + ToggleData td = m_Node.alphaTestDepthPrepass; + td.isOn = evt.newValue; + m_Node.alphaTestDepthPrepass = td; + } + + void ChangeAlphaTestPostpass(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("Alpha Test Depth Postpass Change"); + ToggleData td = m_Node.alphaTestDepthPostpass; + td.isOn = evt.newValue; + m_Node.alphaTestDepthPostpass = td; + } + void ChangeReceiveDecals(ChangeEvent evt) { m_Node.owner.owner.RegisterCompleteObjectUndo("Receive Decals Change"); @@ -738,6 +780,13 @@ void ChangeReceiveSSR(ChangeEvent evt) td.isOn = evt.newValue; m_Node.receiveSSR = td; } + void ChangeReceiveSSRTransparent(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("Receive SSR Transparent Change"); + ToggleData td = m_Node.receiveSSRTransparent; + td.isOn = evt.newValue; + m_Node.receiveSSR = td; + } void ChangeAddPrecomputedVelocity(ChangeEvent evt) { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs index 109e635d735..97f65b3ed73 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs @@ -133,7 +133,9 @@ static public void SetupMaterialKeywordsAndPass(Material material) { BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); - BaseLitGUI.SetupStencil(material, material.GetInt(kReceivesSSR) != 0, material.GetMaterialId() == MaterialId.LitSSS); + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); + BaseLitGUI.SetupStencil(material, receiveSSR, material.GetMaterialId() == MaterialId.LitSSS); // TODO: planar/triplannar support //SetupLayersMappingKeywords(material); 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 0d030662fa1..677dc24ac30 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 @@ -26,6 +26,7 @@ public enum Features ReceiveSSR = 1 << 8, ShowAfterPostProcessPass = 1 << 9, AlphaToMask = 1 << 10, + ShowPrePassAndPostPass = 1 << 11, Unlit = Surface | BlendMode | DoubleSided | DoubleSidedNormalMode | AlphaCutoff | AlphaCutoffShadowThreshold | AlphaCutoffThreshold | BackThenFrontRendering | ShowAfterPostProcessPass | AlphaToMask, Lit = All, All = ~0, @@ -99,6 +100,7 @@ static class Styles // SSR public static GUIContent receivesSSRText = new GUIContent("Receive SSR", "When enabled, this Material can receive screen space reflections."); + public static GUIContent receivesSSRTransparentText = new GUIContent("Receive SSR Transparent", "When enabled, this Material can receive screen space reflections."); public static string afterPostProcessZTestInfoBox = "After post-process material wont be ZTested. Enable the \"ZTest For After PostProcess\" checkbox in the Frame Settings to force the depth-test if the TAA is disabled."; } @@ -508,11 +510,14 @@ void DrawSurfaceGUI() if (transparentBackfaceEnable != null) materialEditor.ShaderProperty(transparentBackfaceEnable, Styles.transparentBackfaceEnableText); - if (transparentDepthPrepassEnable != null) - materialEditor.ShaderProperty(transparentDepthPrepassEnable, Styles.transparentDepthPrepassEnableText); + if ((m_Features & Features.ShowPrePassAndPostPass) != 0) + { + if (transparentDepthPrepassEnable != null) + materialEditor.ShaderProperty(transparentDepthPrepassEnable, Styles.transparentDepthPrepassEnableText); - if (transparentDepthPostpassEnable != null) - materialEditor.ShaderProperty(transparentDepthPostpassEnable, Styles.transparentDepthPostpassEnableText); + if (transparentDepthPostpassEnable != null) + materialEditor.ShaderProperty(transparentDepthPostpassEnable, Styles.transparentDepthPostpassEnableText); + } if (transparentWritingMotionVec != null) materialEditor.ShaderProperty(transparentWritingMotionVec, Styles.transparentWritingMotionVecText); @@ -736,7 +741,7 @@ void DrawLitSurfaceOptions() { // Based on the surface type, display the right recieveSSR option if (surfaceTypeValue == SurfaceType.Transparent) - materialEditor.ShaderProperty(receivesSSRTransparent, Styles.receivesSSRText); + materialEditor.ShaderProperty(receivesSSRTransparent, Styles.receivesSSRTransparentText); else materialEditor.ShaderProperty(receivesSSR, Styles.receivesSSRText); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs index a155bf6c02c..2ce0d3e6f0e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs @@ -300,7 +300,8 @@ static public void SetupBaseUnlitPass(this Material material) if (material.HasProperty(kTransparentDepthPrepassEnable)) { bool depthWriteEnable = (material.GetFloat(kTransparentDepthPrepassEnable) > 0.0f) && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent); - material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrepassStr, depthWriteEnable); + bool ssrTransparent = material.HasProperty(kReceivesSSRTransparent) ? (material.GetFloat(kReceivesSSRTransparent) > 0.0f) && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent) : false; + material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrepassStr, depthWriteEnable || ssrTransparent); } if (material.HasProperty(kTransparentDepthPostpassEnable)) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs index fe2fa6cc7ba..bfdc596a810 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs @@ -90,7 +90,8 @@ protected static void ResetMaterialCustomRenderQueue(Material material) } readonly static string[] floatPropertiesToSynchronize = { - "_UseShadowThreshold", kReceivesSSR, kReceivesSSRTransparent, kUseSplitLighting + "_UseShadowThreshold", kReceivesSSR, kReceivesSSRTransparent, kUseSplitLighting, + kTransparentDepthPrepassEnable, kTransparentDepthPostpassEnable }; protected static void SynchronizeShaderGraphProperties(Material material) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs index 0da9ede6d50..79b49b4cd8e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs @@ -568,7 +568,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, false, false); + HDSubShaderUtilities.AddStencilShaderProperties(collector, false, false, false, false); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -583,6 +583,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSided.isOn ? DoubleSidedMode.Enabled : DoubleSidedMode.Disabled); + HDSubShaderUtilities.AddPrePostPassProperties(collector, false, false); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs index af0b5a5ea59..75d54e0d7c3 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs @@ -12,6 +12,7 @@ class RecursiveRenderingEditor : VolumeComponentEditor SerializedDataParameter m_LayerMask; SerializedDataParameter m_MaxDepth; SerializedDataParameter m_RayLength; + SerializedDataParameter m_MinSmoothness; public override void OnEnable() { @@ -21,6 +22,7 @@ public override void OnEnable() m_LayerMask = Unpack(o.Find(x => x.layerMask)); m_MaxDepth = Unpack(o.Find(x => x.maxDepth)); m_RayLength = Unpack(o.Find(x => x.rayLength)); + m_MinSmoothness = Unpack(o.Find(x => x.minSmoothness)); } public override void OnInspectorGUI() @@ -44,6 +46,7 @@ public override void OnInspectorGUI() PropertyField(m_LayerMask); PropertyField(m_MaxDepth); PropertyField(m_RayLength); + PropertyField(m_MinSmoothness); EditorGUI.indentLevel--; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs index 54228829450..8cd78f4c6ea 100644 --- a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs +++ b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs @@ -65,9 +65,9 @@ static void AddToggleProperty(this PropertyCollector collector, string reference }); } - public static void AddStencilShaderProperties(PropertyCollector collector, bool splitLighting, bool receiveSSR, bool recieveSSRTransparent = false) + public static void AddStencilShaderProperties(PropertyCollector collector, bool splitLighting, bool ssrStencil, bool receiveSSROpaque, bool receiveSSRTransparent) { - BaseLitGUI.ComputeStencilProperties(receiveSSR, splitLighting, out int stencilRef, out int stencilWriteMask, + BaseLitGUI.ComputeStencilProperties(ssrStencil, splitLighting, out int stencilRef, out int stencilWriteMask, out int stencilRefDepth, out int stencilWriteMaskDepth, out int stencilRefGBuffer, out int stencilWriteMaskGBuffer, out int stencilRefMV, out int stencilWriteMaskMV ); @@ -90,8 +90,8 @@ public static void AddStencilShaderProperties(PropertyCollector collector, bool collector.AddIntProperty("_ZTestGBuffer", 4); collector.AddToggleProperty(kUseSplitLighting, splitLighting); - collector.AddToggleProperty(kReceivesSSR, receiveSSR); - collector.AddToggleProperty(kReceivesSSRTransparent, recieveSSRTransparent); + collector.AddToggleProperty(kReceivesSSR, receiveSSROpaque); + collector.AddToggleProperty(kReceivesSSRTransparent, receiveSSRTransparent); } @@ -168,6 +168,12 @@ public static void AddRayTracingProperty(PropertyCollector collector, bool isRay collector.AddToggleProperty("_RayTracing", isRayTracing); } + public static void AddPrePostPassProperties(PropertyCollector collector, bool prepass, bool postpass) + { + collector.AddToggleProperty(kTransparentDepthPrepassEnable, prepass); + collector.AddToggleProperty(kTransparentDepthPostpassEnable, postpass); + } + public static string RenderQueueName(HDRenderQueue.RenderQueueType value) { switch (value) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/FabricRaytracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/FabricRaytracing.hlsl index 4f0cdad8ae4..630961565d9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/FabricRaytracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/FabricRaytracing.hlsl @@ -19,6 +19,11 @@ IndirectLighting EvaluateBSDF_RaytracedRefraction(LightLoopContext lightLoopCont ZERO_INITIALIZE(IndirectLighting, lighting); return lighting; } + +float RecursiveRenderingReflectionPerceptualSmoothness(BSDFData bsdfData) +{ + return PerceptualRoughnessToPerceptualSmoothness(bsdfData.perceptualRoughness); +} #endif #if (SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairRayTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairRayTracing.hlsl index b7821ccbcc1..05ed7fa24b2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairRayTracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairRayTracing.hlsl @@ -19,6 +19,11 @@ IndirectLighting EvaluateBSDF_RaytracedRefraction(LightLoopContext lightLoopCont ZERO_INITIALIZE(IndirectLighting, lighting); return lighting; } + +float RecursiveRenderingReflectionPerceptualSmoothness(BSDFData bsdfData) +{ + return PerceptualRoughnessToPerceptualSmoothness(bsdfData.perceptualRoughness); +} #endif #if (SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl index 43e98cb58e5..bfca68a34d1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl @@ -27,6 +27,12 @@ IndirectLighting EvaluateBSDF_RaytracedRefraction(LightLoopContext lightLoopCont return lighting; } + +float RecursiveRenderingReflectionPerceptualSmoothness(BSDFData bsdfData) +{ + return PerceptualRoughnessToPerceptualSmoothness(bsdfData.perceptualRoughness); +} + #if HAS_REFRACTION void OverrideRefractionData(SurfaceData surfaceData, float refractionDistance, float3 refractionPositionWS, inout BSDFData bsdfData, inout PreLightData preLightData) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLitRayTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLitRayTracing.hlsl index 7bd36d45fb8..7b6533b507e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLitRayTracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLitRayTracing.hlsl @@ -43,6 +43,11 @@ IndirectLighting EvaluateBSDF_RaytracedRefraction(LightLoopContext lightLoopCont ZERO_INITIALIZE(IndirectLighting, lighting); return lighting; } + +float RecursiveRenderingReflectionPerceptualSmoothness(BSDFData bsdfData) +{ + return PerceptualRoughnessToPerceptualSmoothness(bsdfData.perceptualRoughnessB); +} #endif #if (SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index b633558703a..668e781ec32 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -3878,7 +3878,7 @@ void RenderTransparentDepthPrepass(CullingResults cull, HDCamera hdCamera, Scrip { if (hdCamera.IsTransparentSSREnabled()) { - // But we also need to bind the normal buffer for objects that will recieve SSR + // But we also need to bind the normal buffer for objects that will receive SSR CoreUtils.SetRenderTarget(cmd, m_SharedRTManager.GetPrepassBuffersRTI(hdCamera.frameSettings), m_SharedRTManager.GetDepthStencilBuffer()); } else @@ -4165,27 +4165,38 @@ void RenderSSRTransparent(HDCamera hdCamera, CommandBuffer cmd, ScriptableRender if (!hdCamera.IsTransparentSSREnabled()) return; - BuildCoarseStencilAndResolveIfNeeded(hdCamera, cmd); - - // Before doing anything, we need to clear the target buffers and rebuild the depth pyramid for tracing - // NOTE: This is probably something we can avoid if we read from the depth buffer and traced on the pyramid without the transparent objects - using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.PrepareForTransparentSsr))) + var settings = hdCamera.volumeStack.GetComponent(); + bool usesRaytracedReflections = hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && settings.rayTracing.value; + if (usesRaytracedReflections) { - // Clear the SSR lighting buffer (not sure it is required) - CoreUtils.SetRenderTarget(cmd, m_SsrLightingTexture, ClearFlag.Color, Color.clear); - CoreUtils.SetRenderTarget(cmd, m_SsrHitPointTexture, ClearFlag.Color, Color.clear); + hdCamera.xr.StartSinglePass(cmd); + RenderRayTracedReflections(hdCamera, cmd, m_SsrLightingTexture, renderContext, m_FrameCount, true); + hdCamera.xr.StopSinglePass(cmd); } + else + { + BuildCoarseStencilAndResolveIfNeeded(hdCamera, cmd); - // Evaluate the screen space reflection for the transparent pixels - var previousColorPyramid = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain); - var parameters = PrepareSSRParameters(hdCamera, m_SharedRTManager.GetDepthBufferMipChainInfo(), true); - RenderSSR(parameters, m_SharedRTManager.GetDepthStencilBuffer(), m_SharedRTManager.GetDepthTexture(), m_SsrHitPointTexture, m_SharedRTManager.GetStencilBuffer(), TextureXR.GetBlackTexture(), previousColorPyramid, m_SsrLightingTexture, cmd, renderContext); + // Before doing anything, we need to clear the target buffers and rebuild the depth pyramid for tracing + // NOTE: This is probably something we can avoid if we read from the depth buffer and traced on the pyramid without the transparent objects + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.PrepareForTransparentSsr))) + { + // Clear the SSR lighting buffer (not sure it is required) + CoreUtils.SetRenderTarget(cmd, m_SsrLightingTexture, ClearFlag.Color, Color.clear); + CoreUtils.SetRenderTarget(cmd, m_SsrHitPointTexture, ClearFlag.Color, Color.clear); + } - // If color pyramid was not valid, we bind a black texture - if (!hdCamera.colorPyramidHistoryIsValid) - { - cmd.SetGlobalTexture(HDShaderIDs._SsrLightingTexture, TextureXR.GetClearTexture()); - hdCamera.colorPyramidHistoryIsValid = true; // For the next frame... + // Evaluate the screen space reflection for the transparent pixels + var previousColorPyramid = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain); + var parameters = PrepareSSRParameters(hdCamera, m_SharedRTManager.GetDepthBufferMipChainInfo(), true); + RenderSSR(parameters, m_SharedRTManager.GetDepthStencilBuffer(), m_SharedRTManager.GetDepthTexture(), m_SsrHitPointTexture, m_SharedRTManager.GetStencilBuffer(), TextureXR.GetBlackTexture(), previousColorPyramid, m_SsrLightingTexture, cmd, renderContext); + + // If color pyramid was not valid, we bind a black texture + if (!hdCamera.colorPyramidHistoryIsValid) + { + cmd.SetGlobalTexture(HDShaderIDs._SsrLightingTexture, TextureXR.GetClearTexture()); + hdCamera.colorPyramidHistoryIsValid = true; // For the next frame... + } } // Push our texture to the debug menu diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs index 64a52cbeef3..95069654878 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs @@ -82,6 +82,7 @@ void RaytracingRecursiveRender(HDCamera hdCamera, CommandBuffer cmd, ScriptableR cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, recursiveSettings.rayLength.value); cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, recursiveSettings.maxDepth.value); cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane); + cmd.SetGlobalFloat(HDShaderIDs._RaytracingReflectionMinSmoothness, recursiveSettings.minSmoothness.value); // Set the data for the ray generation diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs index cc729748287..675731ceef5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs @@ -5,12 +5,22 @@ namespace UnityEngine.Rendering.HighDefinition public partial class HDRenderPipeline { // String values - const string m_RayGenReflectionHalfResName = "RayGenReflectionHalfRes"; - const string m_RayGenReflectionFullResName = "RayGenReflectionFullRes"; const string m_RayGenIntegrationName = "RayGenIntegration"; + const string m_RayGenIntegrationTransparentName = "RayGenIntegrationTransparent"; + + int m_RaytracingReflectionsFullResKernel; + int m_RaytracingReflectionsHalfResKernel; + int m_RaytracingReflectionsTransparentFullResKernel; + int m_RaytracingReflectionsTransparentHalfResKernel; void InitRayTracedReflections() { + ComputeShader reflectionShaderCS = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingCS; + + m_RaytracingReflectionsFullResKernel = reflectionShaderCS.FindKernel("RaytracingReflectionsFullRes"); + m_RaytracingReflectionsHalfResKernel = reflectionShaderCS.FindKernel("RaytracingReflectionsHalfRes"); + m_RaytracingReflectionsTransparentFullResKernel = reflectionShaderCS.FindKernel("RaytracingReflectionsTransparentFullRes"); + m_RaytracingReflectionsTransparentHalfResKernel = reflectionShaderCS.FindKernel("RaytracingReflectionsTransparentHalfRes"); } static RTHandle ReflectionHistoryBufferAllocatorFunction(string viewName, int frameIndex, RTHandleSystem rtHandleSystem) @@ -24,7 +34,7 @@ void ReleaseRayTracedReflections() { } - void RenderRayTracedReflections(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount) + void RenderRayTracedReflections(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount, bool transparent = false) { ScreenSpaceReflection reflectionSettings = hdCamera.volumeStack.GetComponent(); @@ -35,23 +45,23 @@ void RenderRayTracedReflections(HDCamera hdCamera, CommandBuffer cmd, RTHandle o { case RayTracingMode.Performance: { - RenderReflectionsPerformance(hdCamera, cmd, outputTexture, renderContext, frameCount); + RenderReflectionsPerformance(hdCamera, cmd, outputTexture, renderContext, frameCount, transparent); } break; case RayTracingMode.Quality: { - RenderReflectionsQuality(hdCamera, cmd, outputTexture, renderContext, frameCount); + RenderReflectionsQuality(hdCamera, cmd, outputTexture, renderContext, frameCount, transparent); } break; } } else if (m_Asset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Quality) { - RenderReflectionsQuality(hdCamera, cmd, outputTexture, renderContext, frameCount); + RenderReflectionsQuality(hdCamera, cmd, outputTexture, renderContext, frameCount, transparent); } else { - RenderReflectionsPerformance(hdCamera, cmd, outputTexture, renderContext, frameCount); + RenderReflectionsPerformance(hdCamera, cmd, outputTexture, renderContext, frameCount, transparent); } } @@ -167,7 +177,7 @@ DeferredLightingRTParameters PrepareReflectionDeferredLightingRTParameters(HDCam return deferredParameters; } - void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount) + void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount, bool transparent) { // Fetch the required resources BlueNoise blueNoise = GetBlueNoiseManager(); @@ -177,6 +187,8 @@ void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0); RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1); + CoreUtils.SetRenderTarget(cmd, intermediateBuffer1, m_SharedRTManager.GetDepthStencilBuffer(), ClearFlag.Color, clearColor: Color.black); + // Fetch all the settings var settings = hdCamera.volumeStack.GetComponent(); LightCluster lightClusterSettings = hdCamera.volumeStack.GetComponent(); @@ -195,7 +207,14 @@ void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingIntegrateReflection))) { // Fetch the new sample kernel - currentKernel = reflectionShaderCS.FindKernel(settings.fullResolution.value ? "RaytracingReflectionsFullRes" : "RaytracingReflectionsHalfRes"); + if (settings.fullResolution.value) + { + currentKernel = transparent ? m_RaytracingReflectionsTransparentFullResKernel : m_RaytracingReflectionsFullResKernel; + } + else + { + currentKernel = transparent ? m_RaytracingReflectionsTransparentHalfResKernel : m_RaytracingReflectionsHalfResKernel; + } // Inject the ray-tracing sampling data blueNoise.BindDitheredRNGData8SPP(cmd); @@ -275,7 +294,7 @@ void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterReflection))) { - if (settings.denoise.value) + if (settings.denoise.value && !transparent) { // Grab the history buffer RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection) @@ -297,7 +316,7 @@ void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle } } - void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount) + void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount, bool transparent) { // Fetch the shaders that we will be using ComputeShader reflectionFilter = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS; @@ -323,7 +342,7 @@ void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle out cmd.SetGlobalInt(HDShaderIDs._RayTracingDiffuseLightingOnly, 0); // Run the computation - cmd.DispatchRays(reflectionShader, m_RayGenIntegrationName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount); + cmd.DispatchRays(reflectionShader, transparent ? m_RayGenIntegrationTransparentName : m_RayGenIntegrationName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount); // Disable multi-bounce CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false); @@ -331,7 +350,7 @@ void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle out using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterReflection))) { - if (settings.denoise.value) + if (settings.denoise.value && !transparent) { // Grab the history buffer RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs index d5afc8c21f7..190511cb2fc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs @@ -33,5 +33,11 @@ public sealed class RecursiveRendering : VolumeComponent /// [Tooltip("Ray Length. This defines the maximal travel distance of rays.")] public ClampedFloatParameter rayLength = new ClampedFloatParameter(10f, 0f, 50f); + + /// + /// Minmal smoothness for reflection rays. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques. + /// + [Tooltip("Minmal Smoothness for Reflection. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.")] + public ClampedFloatParameter minSmoothness = new ClampedFloatParameter(0.5f, 0.0f, 1.0f); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl index 9f70599a0d9..7226f739ced 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl @@ -71,14 +71,12 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS } } -#if !defined(_DISABLE_SSR) // Add the traced reflection if (reflectionHierarchyWeight == 1.0) { IndirectLighting lighting = EvaluateBSDF_RaytracedReflection(context, bsdfData, preLightData, reflection); AccumulateIndirectLighting(lighting, aggregateLighting); } -#endif #if HAS_REFRACTION // Add the traced transmission diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute index 59819e0cfe9..84e4ab31bec 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute @@ -1,6 +1,9 @@ #pragma kernel RaytracingReflectionsFullRes #pragma kernel RaytracingReflectionsHalfRes +#pragma kernel RaytracingReflectionsTransparentFullRes +#pragma kernel RaytracingReflectionsTransparentHalfRes + // Include and define the shader pass #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING @@ -126,6 +129,63 @@ void RaytracingReflectionsHalfRes(uint3 dispatchThreadId : SV_DispatchThreadID, _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(outputCoord)] = float4(sampleDir, 1.0 / samplePDF); } +[numthreads(RAYTRACING_REFLECTIONS_TILE_SIZE, RAYTRACING_REFLECTIONS_TILE_SIZE, 1)] +void RaytracingReflectionsTransparentHalfRes(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + // Compute the pixel position to process + uint2 halfResCoord = groupId * RAYTRACING_REFLECTIONS_TILE_SIZE + groupThreadId; + + // Pick which subpixel we will be launching our effects from + float subPixelSample = GetBNDSequenceSample(halfResCoord, _RaytracingFrameIndex, 3); + int subPixel = clamp((int)(subPixelSample * 4.0), 0, 3); + uint2 shift = HalfResIndexToCoordinateShift[subPixel]; + + // Pixel where we will store the result of the raytracing + uint2 outputCoord = halfResCoord * 2; + + // Pixel coordinate in full res of the pixel that we will be using for our computation + uint2 sourceCoord = outputCoord + shift; + + // Read the depth value + float depthValue = LOAD_TEXTURE2D_X(_DepthTexture, sourceCoord).r; + + // In the second texture, we store the sampled direction and the invPDF of the sample + _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(outputCoord)] = float4(0.0, 0.0, 0.0, -1.0); + + // This point is part of the background, we don't really care + if (depthValue == UNITY_RAW_FAR_CLIP_VALUE) + return; + + // Does this pixel have SSS? + uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, sourceCoord)); + if ((stencilValue & _SsrStencilBit) == 0) + return; + + // Convert this to a world space position + PositionInputs posInput = GetPositionInput(sourceCoord, _ScreenSize.zw, depthValue, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); + float distanceToCamera = length(posInput.positionWS); + float3 positionWS = GetAbsolutePositionWS(posInput.positionWS); + + // Compute the incident vector on the surfaces + float3 viewWS = normalize(_WorldSpaceCameraPos - positionWS); + + // Decode the world space normal + NormalData normalData; + DecodeFromNormalBuffer(sourceCoord, normalData); + + // If this value is beyond the smoothness that we allow, no need to compute it + if (_RaytracingReflectionMinSmoothness > PerceptualRoughnessToPerceptualSmoothness(normalData.perceptualRoughness)) + return; + + // Compute the reflected direction + float3 reflectionDir = reflect(-viewWS, normalData.normalWS); + + // In the second texture, we store the sampled direction and the invPDF of the sample + _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(outputCoord)] = float4(reflectionDir, 1.0); +} + [numthreads(RAYTRACING_REFLECTIONS_TILE_SIZE, RAYTRACING_REFLECTIONS_TILE_SIZE, 1)] void RaytracingReflectionsFullRes(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) { @@ -208,3 +268,49 @@ void RaytracingReflectionsFullRes(uint3 dispatchThreadId : SV_DispatchThreadID, // Write the output ray data _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(currentCoord)] = float4(sampleDir, 1.0 / samplePDF); } + +[numthreads(RAYTRACING_REFLECTIONS_TILE_SIZE, RAYTRACING_REFLECTIONS_TILE_SIZE, 1)] +void RaytracingReflectionsTransparentFullRes(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + // Compute the pixel position to process + uint2 currentCoord = groupId * RAYTRACING_REFLECTIONS_TILE_SIZE + groupThreadId; + + // Clear the output color texture + _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(currentCoord)] = float4(0.0, 0.0, 0.0, -1.0f); + + // Read the depth value + float depthValue = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; + + // This point is part of the background, we don't really care + if (depthValue == UNITY_RAW_FAR_CLIP_VALUE) + return; + + // Does this pixel have SSS? + uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, currentCoord)); + if ((stencilValue & _SsrStencilBit) == 0) + return; + + // Convert this to a world space position + PositionInputs posInput = GetPositionInput(currentCoord, _ScreenSize.zw, depthValue, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); + float distanceToCamera = length(posInput.positionWS); + float3 positionWS = GetAbsolutePositionWS(posInput.positionWS); + + // Compute the incident vector on the surfaces + float3 viewWS = normalize(_WorldSpaceCameraPos - positionWS); + + // Decode the world space normal + NormalData normalData; + DecodeFromNormalBuffer(currentCoord, normalData); + + // If this value is beyond the smothness that we allow, no need to compute it + if (_RaytracingReflectionMinSmoothness > PerceptualRoughnessToPerceptualSmoothness(normalData.perceptualRoughness)) + return; + + // Compute the reflected direction + float3 reflectionDir = reflect(-viewWS, normalData.normalWS); + + // Write the output ray data + _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(currentCoord)] = float4(reflectionDir, 1.0); +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace index 2c31ceaaa4f..b5a785f0c00 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace @@ -176,6 +176,92 @@ void RayGenIntegration() _SsrLightingTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(finalColor, weightValue); } +[shader("raygeneration")] +void RayGenIntegrationTransparent() +{ + // Grab the dimensions of the current dispatch + uint3 LaunchIndex = DispatchRaysIndex(); + uint3 LaunchDim = DispatchRaysDimensions(); + + UNITY_XR_ASSIGN_VIEW_INDEX(LaunchIndex.z); + + // Compute the pixel coordinate to evaluate + uint2 currentCoord = uint2(LaunchIndex.x, LaunchDim.y - LaunchIndex.y - 1); + + // Clear the output color texture + _SsrLightingTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(0.0, 0.0, 0.0, 0.0); + + // Read the depth value + float depthValue = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).r; + + // This point is part of the background, we don't really care + if (depthValue == UNITY_RAW_FAR_CLIP_VALUE) + return; + + // Does this pixel have SSS? + uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, currentCoord)); + if ((stencilValue & _SsrStencilBit) == 0) + return; + + // Convert this to a world space position + PositionInputs posInput = GetPositionInput(currentCoord, 1.0/LaunchDim.xy, depthValue, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); + float distanceToCamera = length(posInput.positionWS); + + float3 positionWS = GetAbsolutePositionWS(posInput.positionWS); + + // Compute the incident vector on the surfaces + float3 viewWS = normalize(_WorldSpaceCameraPos - positionWS); + + // Decode the world space normal + NormalData normalData; + DecodeFromNormalBuffer(currentCoord, normalData); + + // If this value is beyond the smothness that we allow, no need to compute it + float perceptualSmoothness = PerceptualRoughnessToPerceptualSmoothness(normalData.perceptualRoughness); + if (_RaytracingReflectionMinSmoothness > perceptualSmoothness) + return; + + // Compute the reflected direction + float3 reflectionDir = reflect(-viewWS, normalData.normalWS); + + // Make sure the new ray is taken into account in the ray counters + if (_RayCountEnabled > 0) + { + uint3 counterIdx = uint3(currentCoord, INDEX_TEXTURE2D_ARRAY_X(RAYCOUNTVALUES_REFLECTION_FORWARD)); + _RayCountTexture[counterIdx] = _RayCountTexture[counterIdx] + 1; + } + + // Create the ray descriptor for this pixel + RayDesc rayDescriptor; + rayDescriptor.Origin = positionWS + normalData.normalWS * _RaytracingRayBias; + rayDescriptor.Direction = reflectionDir; + rayDescriptor.TMin = 0.0; + rayDescriptor.TMax = _RaytracingRayMaxLength; + + // Create and init the RayIntersection structure for this + RayIntersection rayIntersection; + rayIntersection.color = float3(0.0, 0.0, 0.0); + rayIntersection.incidentDirection = rayDescriptor.Direction; + rayIntersection.origin = rayDescriptor.Origin; + rayIntersection.t = -1.0; + rayIntersection.remainingDepth = 1; + rayIntersection.sampleIndex = 0; + rayIntersection.pixelCoord = currentCoord; + + // In order to achieve filtering for the textures, we need to compute the spread angle of the pixel + rayIntersection.cone.spreadAngle = _RaytracingPixelSpreadAngle; + rayIntersection.cone.width = distanceToCamera * _RaytracingPixelSpreadAngle; + + // Evaluate the ray intersection + TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, RAYTRACINGRENDERERFLAG_REFLECTION, 0, 1, 0, rayDescriptor, rayIntersection); + + // Expose and clamp the final color + float3 finalColor = clamp(rayIntersection.color * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); + + // We store the sampled color and the weight that shall be used for it (1.0) + _SsrLightingTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(finalColor, 1.0); +} + [shader("closesthit")] void ClosestHitMain(inout RayIntersection rayIntersection : SV_RayPayload, AttributeData attributeData : SV_IntersectionAttributes) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl index 2f46b9c938d..454afff584c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl @@ -141,8 +141,8 @@ void ClosestHitForward(inout RayIntersection rayIntersection : SV_RayPayload, At #endif #endif - // We only launch a ray if there is still some depth be used - if (rayIntersection.remainingDepth > 0) + // We only launch a ray if there is still some depth be used and if the reflection smoothnes threshold was not reached. + if (rayIntersection.remainingDepth > 0 && RecursiveRenderingReflectionPerceptualSmoothness(bsdfData) >= _RaytracingReflectionMinSmoothness) { // Compute the reflected direction float3 reflectedDir = reflect(rayIntersection.incidentDirection, surfaceData.normalWS);