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@robin-demoor robin-demoor commented Jun 14, 2021

Checklist for PR maker

  • [y ] Have you added a backport label (if needed)? For example, the need-backport-* label. After you backport the PR, the label changes to backported-*.
  • [ y] Have you updated the changelog? Each package has a CHANGELOG.md file.
  • [N/A ] Have you updated or added the documentation for your PR? When you add a new feature, change a property name, or change the behavior of a feature, it's best practice to include related documentation changes in the same PR. If you do add documentation, make sure to add the relevant Graphics Docs team member as a reviewer of the PR. If you are not sure which person to add, see the Docs team contacts sheet.
  • [N/A ] Have you added a graphic test for your PR (if needed)? When you add a new feature, or discover a bug that tests don't cover, please add a graphic test.

Purpose of this PR

Why is this PR needed, what hard problem is it solving/fixing?
ISSUE 1 (REGRESSION): The swapbuffer changes resulted in postProcessing to be done exclusively with MSAA targets when MSAA is enabled. The following changes make the swapbuffer system capable of turning on/off MSAA and thus revert the original behavior of the PostProcessingPass. (there was no fogbugz for this issue)

ISSUE 2: Before the swapbuffer changes users could use _AfterPostProcessTexture to access the color buffer after post processing. This PR binds the current color target to _AfterPostProcessTexture so people who used this will not notice any change.

ISSUE 3 (REGRESSIONS): Certain AA combinations + custom UI passes were not working together. https://fogbugz.unity3d.com/f/cases/1350653/ Fixed by making sure ScriptableRenderer knows what rt is currently set.


Testing status

Issue 1: Tested on ToonOutline demo and Swapbuffer project. Verified with RenderDoc. No further QA needed to check if this is correct.

Issue 2: Tested with a script to confirm this works but doesn't need further QA.

Issue 3: Needs QA to make sure the example given works with all combo's between post-processing on/off / AA settings.

Tests were done on Windows so Mac tests might be useful.

@robin-demoor robin-demoor requested review from Verasl and phi-lira June 17, 2021 14:57
… into universal/swapbuffer-afterpostprocess

# Conflicts:
#	com.unity.render-pipelines.universal/CHANGELOG.md
#	com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed.
Link to Yamato: https://yamato.cds.internal.unity3d.com/jobs/902-Graphics
Search for your PR branch using the sidebar on the left, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)

URP
/.yamato%252Fall-urp.yml%2523PR_URP_2021.2

Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure.

@robin-demoor robin-demoor marked this pull request as ready for review July 28, 2021 12:35
@robin-demoor robin-demoor requested review from a team as code owners July 28, 2021 12:35
@erikabar erikabar self-requested a review August 18, 2021 15:04
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Tested before/after PR changes with all Post Processing effects, HDR on/off, AA on/off; everything seems to be working as expected.
Before PR:
HDROn_MSAAOn

After PR:
PR__HDROn_MSAAOn

# Conflicts:
#	com.unity.render-pipelines.universal/CHANGELOG.md
#	com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs
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ellioman commented Sep 6, 2021

Failures on Yamato not caused by this PR.

@ellioman ellioman merged commit ed9e5da into master Sep 6, 2021
@ellioman ellioman deleted the universal/swapbuffer-afterpostprocess branch September 6, 2021 14:17
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5 participants