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+10513,7 @@ Transform: m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068} m_LocalPosition: {x: -11.14, y: 1.7499995, z: 15.14} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 233884142} m_RootOrder: 0 @@ -10140,6 +10551,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -10196,8 +10608,9 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2095687067} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 19.059, y: -1, z: 0} + m_LocalPosition: {x: 20.02, y: -1, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 596174286} m_RootOrder: 8 @@ -10237,6 +10650,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -10294,8 +10708,9 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2107815035} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: -8, y: 1.33, z: 0} + m_LocalPosition: {x: -6.99, y: 1.33, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 1118935971} m_RootOrder: 0 @@ -10325,6 +10740,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 diff --git a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset index fb7b3ebef99..fd632be8830 100644 --- a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset @@ -233,7 +233,7 @@ EditorBuildSettings: - enabled: 0 path: Assets/Scenes/2007_Debug_LightCluster.unity guid: b7fbbc7d0a8ea854aae81bc3243df0ff - - enabled: 1 + - enabled: 0 path: Assets/Scenes/2008_Debug_SubSurfaceScattering.unity guid: bb4c2806fa330ce4a8015c64186b031d - enabled: 1 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index eb71946d50c..b9da7a7860b 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -41,10 +41,19 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed invalid pass index 1 in DrawProcedural error. - Fix for wrong cached area light initialization. - Fixed an issue where enabling GPU Instancing on a ShaderGraph Material would cause compile failures [1338695]. +- Make LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively in DXR. +- Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). +- Fixed the double sided option moving when toggling it in the material UI (case 1328877). +- Fixed volumetric fog in planar reflections. +- Fixed error with motion blur and small render targets. +- Fixed issue with on-demand directional shadow maps looking broken when a reflection probe is updated at the same time. +- Fixed cropping issue with the compositor camera bridge (case 1340549). ### Changed - Display an info box and disable MSAA asset entry when ray tracing is enabled. - Changed light reset to preserve type. +- Ignore hybrid duplicated reflection probes during light baking. +- Updated the recursive rendering documentation (case 1338639). ## [10.5.0] - 2021-04-19 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md index 201d007c577..10f8a54f4f3 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md @@ -4,6 +4,8 @@ This feature is a replacement pipeline for rendering Meshes in the High Definiti The smoothness of a Material does not affect the way a ray reflects or refracts, which makes this rendering mode useful for rendering multi-layered transparent GameObjects. +HDRP might display the sky color instead of a GameObject that has ray tracing applied. This happens when the GameObject is further away from the Camera than the Max Ray Length value set in the volume component. To make the GameObject appear correctly, increase the value of the Max Ray Length property. + ![](Images/RayTracingRecursiveRendering1.png) **Car gear shift rendered with recursive ray tracing** @@ -37,5 +39,5 @@ Since recursive rendering uses an independent render pass, HDRP cannot render an | -------------- | ------------------------------------------------------------ | | **LayerMask** | Defines the layers that HDRP processes this ray-traced effect for. | | **Max Depth** | Controls the maximum number of times a ray can reflect or refract before it stops and returns the final color. Increasing this value increases execution time exponentially. | -| **Ray Length** | Controls the length of the rays that HDRP uses for ray tracing. If a ray doesn't find an intersection, then the ray returns the color of the sky. | +| **Max Ray Length** | Controls the length of the rays that HDRP uses for ray tracing. If a ray doesn't find an intersection, then the ray returns the color of the sky. | | **Min Smoothness** | Defines the threshold at which reflection rays are not cast if the smoothness value of the target surface is inferior to the one defined by the parameter. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md index c802cc08de8..36df9e3d5d1 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md @@ -146,8 +146,8 @@ While you are in the Unity Editor, HDRP updates shadow maps whenever you modify - SetShadowResolutionOverride() - SetShadowUpdateMode() or shadowUpdateMode. In this case, HDRP only refreshes the cached shadow maps if the mode changes between Every Frame and not Every Frame). - Be aware that anything that is view-dependent is likely to create problems with cached shadow maps because HDRP does not automatically update them as the main view moves. A non-obvious example of this is tessellation. Because tessellation factor is view-dependent, the geometry that the main camera sees might mismatch the geometry that HDRP rendered into the cached shadow map. If this visibly occurs, trigger a request for HDRP to update the Light's shadow map. To do this, make sure the Light's **Update Mode** is set to **On Demand** and call `RequestShadowMapRendering`. +Another non obvious scenario is when multiple views are available, the light will be updated only for a single view therefore causing the other views to have incorrect results. To avoid a common scenario in which the described artifact will occur, HDRP will not mark a shadow request as completed when performed from reflection probes with view dependent shadows and waiting until a non-reflection camera triggers a shadow update. diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs index 43c135e6682..ab8f692ef8c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs @@ -275,6 +275,9 @@ IScriptableBakedReflectionSystemStageNotifier handle var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId); var cacheFile = GetGICacheFileForHDProbe(states[index].probeBakingHash); + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + Assert.IsTrue(File.Exists(cacheFile)); var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); @@ -297,6 +300,9 @@ IScriptableBakedReflectionSystemStageNotifier handle var index = toBakeIndicesList.GetUnchecked(i); var instanceId = states[index].instanceID; var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId); + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); AssetDatabase.ImportAsset(bakedTexturePath); ImportAssetAt(probe, bakedTexturePath); @@ -310,6 +316,9 @@ IScriptableBakedReflectionSystemStageNotifier handle var index = toBakeIndicesList.GetUnchecked(i); var instanceId = states[index].instanceID; var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId); + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); var bakedTexture = AssetDatabase.LoadAssetAtPath(bakedTexturePath); Assert.IsNotNull(bakedTexture, "The baked texture was imported before, " + @@ -394,6 +403,9 @@ public static bool BakeProbes(IEnumerable bakedProbes) // Render and write the result to disk foreach (var probe in bakedProbes) { + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); var planarRT = HDRenderUtilities.CreatePlanarProbeRenderTarget((int)probe.resolution, probeFormat); RenderAndWriteToFile(probe, bakedTexturePath, cubeRT, planarRT); @@ -409,6 +421,9 @@ public static bool BakeProbes(IEnumerable bakedProbes) AssetDatabase.StartAssetEditing(); foreach (var probe in bakedProbes) { + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); AssetDatabase.ImportAsset(bakedTexturePath); ImportAssetAt(probe, bakedTexturePath); @@ -419,6 +434,9 @@ public static bool BakeProbes(IEnumerable bakedProbes) AssetDatabase.StartAssetEditing(); foreach (var probe in bakedProbes) { + if (string.IsNullOrEmpty(probe.gameObject.scene.path)) + continue; + var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); // Get or create the baked texture asset for the probe 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 5950b81a19b..3edb1c24b7a 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 @@ -565,6 +565,12 @@ void DrawSurfaceGUI() EditorGUI.indentLevel++; if (doubleSidedEnable != null && doubleSidedEnable.floatValue == 0 && opaqueCullMode != null) materialEditor.ShaderProperty(opaqueCullMode, Styles.opaqueCullModeText); + else + { + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.Popup(Styles.opaqueCullModeText, 0, new string[] { "Off" }); + EditorGUI.EndDisabledGroup(); + } EditorGUI.indentLevel--; if (HDRenderQueue.k_RenderQueue_AfterPostProcessOpaque.Contains(renderQueue)) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs index c6c46f5f8f8..92dccfc787c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs @@ -152,6 +152,8 @@ public bool shaderPropertiesAreDirty ShaderVariablesGlobal m_ShaderVariablesGlobalCB = new ShaderVariablesGlobal(); + int m_RecorderTempRT = Shader.PropertyToID("TempRecorder"); + static private CompositionManager s_CompositorInstance; // Built-in Color.black has an alpha of 1, so defien here a fully transparent black @@ -824,14 +826,14 @@ void CustomRender(ScriptableRenderContext context, HDCamera camera) if (recorderCaptureActions != null) { m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped; - cmd.SetInvertCulling(true); ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); - cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly")); + var format = m_InputLayers[0].GetRenderTarget().format; + cmd.GetTemporaryRT(m_RecorderTempRT, camera.camera.pixelWidth, camera.camera.pixelHeight, 0, FilterMode.Point, format); + cmd.Blit(null, m_RecorderTempRT, m_Material, m_Material.FindPass("ForwardOnly")); for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();) { - recorderCaptureActions.Current(BuiltinRenderTextureType.CameraTarget, cmd); + recorderCaptureActions.Current(m_RecorderTempRT, cmd); } - cmd.SetInvertCulling(false); } // When we render directly to game view, we render the image flipped up-side-down, like other HDRP cameras diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs index 366cb069112..5a85071fe32 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs @@ -2246,7 +2246,8 @@ internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDS shadowRequest.cachedAtlasViewport = resolutionRequest.cachedAtlasViewport; manager.UpdateShadowRequest(shadowRequestIndex, shadowRequest, updateType); - if (needToUpdateCachedContent) + if (needToUpdateCachedContent && (lightType != HDLightType.Directional || + hdCamera.camera.cameraType != CameraType.Reflection)) { // Handshake with the cached shadow manager to notify about the rendering. // Technically the rendering has not happened yet, but it is scheduled. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs index 2ef267ef1c6..78ad753392a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs @@ -414,6 +414,10 @@ GenerateMaxZParameters PrepareGenerateMaxZParameters(HDCamera hdCamera, HDUtils. { var parameters = new GenerateMaxZParameters(); parameters.generateMaxZCS = defaultResources.shaders.maxZCS; + parameters.generateMaxZCS.shaderKeywords = null; + bool planarReflection = hdCamera.camera.cameraType == CameraType.Reflection && hdCamera.parentCamera != null; + CoreUtils.SetKeyword(parameters.generateMaxZCS, "PLANAR_OBLIQUE_DEPTH", planarReflection); + parameters.maxZKernel = parameters.generateMaxZCS.FindKernel("ComputeMaxZ"); parameters.maxZDownsampleKernel = parameters.generateMaxZCS.FindKernel("ComputeFinalMask"); parameters.dilateMaxZKernel = parameters.generateMaxZCS.FindKernel("DilateMask"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs index c7fc5193039..77433c119f7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs @@ -169,7 +169,7 @@ public bool affectsTransparency } [SerializeField] - DecalLayerEnum m_DecalLayerMask = DecalLayerEnum.LightLayerDefault; + DecalLayerEnum m_DecalLayerMask = DecalLayerEnum.DecalLayerDefault; /// /// The layer of the decal. /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs index ae6e4d7036e..e0bca14b812 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs @@ -12,7 +12,7 @@ public enum DecalLayerEnum /// The light will no affect any object. Nothing = 0, // Custom name for "Nothing" option /// Decal Layer 0. - LightLayerDefault = 1 << 0, + DecalLayerDefault = 1 << 0, /// Decal Layer 1. DecalLayer1 = 1 << 1, /// Decal Layer 2. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader index c339ff43830..5993488b69f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader @@ -95,7 +95,7 @@ Shader "HDRP/LayeredLit" _HeightMap3("HeightMap3", 2D) = "black" {} // Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01 - // Those two properties are computed from the ones exposed in the UI and depends on the displaement mode so they are separate because we don't want to lose information upon displacement mode change. + // These two properties are computed from exposed properties by the UI block and are separated so we don't lose information by changing displacement mode in the UI block [HideInInspector] _HeightAmplitude0("Height Scale0", Float) = 0.02 [HideInInspector] _HeightAmplitude1("Height Scale1", Float) = 0.02 [HideInInspector] _HeightAmplitude2("Height Scale2", Float) = 0.02 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader index b1184938ead..cf446fbc843 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader @@ -165,10 +165,10 @@ Shader "HDRP/LayeredLitTessellation" [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace2("NormalMap space", Float) = 0 [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace3("NormalMap space", Float) = 0 - _DiffusionProfile0("Diffusion Profile0", Int) = 0 - _DiffusionProfile1("Diffusion Profile1", Int) = 0 - _DiffusionProfile2("Diffusion Profile2", Int) = 0 - _DiffusionProfile3("Diffusion Profile3", Int) = 0 + _DiffusionProfile0("Obsolete, kept for migration purpose", Int) = 0 + _DiffusionProfile1("Obsolete, kept for migration purpose", Int) = 0 + _DiffusionProfile2("Obsolete, kept for migration purpose", Int) = 0 + _DiffusionProfile3("Obsolete, kept for migration purpose", Int) = 0 [HideInInspector] _DiffusionProfileAsset0("Diffusion Profile Asset0", Vector) = (0, 0, 0, 0) [HideInInspector] _DiffusionProfileHash0("Diffusion Profile Hash0", Float) = 0 @@ -264,7 +264,7 @@ Shader "HDRP/LayeredLitTessellation" // Stencil state // Forward - [HideInInspector] _StencilRef("_StencilRef", Int) = 0 // StencilUsage.Clear + [HideInInspector] _StencilRef("_StencilRef", Int) = 0 [HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering // GBuffer [HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting @@ -387,6 +387,9 @@ Shader "HDRP/LayeredLitTessellation" [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 + // Ray Tracing + [ToggleUI] _RayTracing("Ray Tracing (Preview)", Float) = 0 + [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} @@ -396,7 +399,6 @@ Shader "HDRP/LayeredLitTessellation" HLSLINCLUDE #pragma target 5.0 - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _ALPHATOMASK_ON @@ -471,9 +473,11 @@ Shader "HDRP/LayeredLitTessellation" #pragma shader_feature_local _DISABLE_DECALS #pragma shader_feature_local _DISABLE_SSR - #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY #pragma shader_feature_local _ENABLE_GEOMETRIC_SPECULAR_AA + #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY + + // Keyword for transparent #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT @@ -482,20 +486,15 @@ Shader "HDRP/LayeredLitTessellation" #pragma shader_feature_local _MATERIAL_FEATURE_SUBSURFACE_SCATTERING #pragma shader_feature_local _MATERIAL_FEATURE_TRANSMISSION - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma multi_compile _ DOTS_INSTANCING_ON - #pragma instancing_options renderinglayer - //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- #define TESSELLATION_ON + // This shader support recursive rendering for raytracing + #define HAVE_RECURSIVE_RENDERING + #define SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING // This shader support vertex modification @@ -529,7 +528,7 @@ Shader "HDRP/LayeredLitTessellation" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" //------------------------------------------------------------------------------------- // variable declaration @@ -561,6 +560,13 @@ Shader "HDRP/LayeredLitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + // Note: Require _SelectionID variable // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation @@ -590,12 +596,15 @@ Shader "HDRP/LayeredLitTessellation" Cull Off - ZWrite On - - ColorMask 0 - HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + // Note: Require _ObjectId and _PassValue variables #define SHADERPASS SHADERPASS_DEPTH_ONLY @@ -603,8 +612,8 @@ Shader "HDRP/LayeredLitTessellation" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" #pragma vertex Vert #pragma fragment Frag @@ -616,14 +625,14 @@ Shader "HDRP/LayeredLitTessellation" ENDHLSL } - // Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass. + // Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass. Pass { Name "GBuffer" Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] - ZTest[_ZTestGBuffer] + ZTest [_ZTestGBuffer] Stencil { @@ -635,6 +644,13 @@ Shader "HDRP/LayeredLitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -657,8 +673,7 @@ Shader "HDRP/LayeredLitTessellation" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" - + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl" #pragma vertex Vert @@ -680,6 +695,13 @@ Shader "HDRP/LayeredLitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + // Lightmap memo // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. @@ -720,6 +742,14 @@ Shader "HDRP/LayeredLitTessellation" ZWrite On HLSLPROGRAM + + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_DECAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH @@ -759,6 +789,13 @@ Shader "HDRP/LayeredLitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -795,7 +832,14 @@ Shader "HDRP/LayeredLitTessellation" HLSLPROGRAM - // In deferred, depth only pass don't output anything. + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + + // In deferred, depth only pass don't output anything. // In forward it output the normal buffer #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_DECAL_BUFFER @@ -843,6 +887,13 @@ Shader "HDRP/LayeredLitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma instancing_options renderinglayer + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -895,6 +946,35 @@ Shader "HDRP/LayeredLitTessellation" ENDHLSL } + Pass + { + Name "RayTracingPrepass" + Tags{ "LightMode" = "RayTracingPrepass" } + + Cull[_CullMode] + + ZWrite On + ZTest LEqual // If the object have already been render in depth prepass, it will re-render to tag stencil + + HLSLPROGRAM + + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + + #define SHADERPASS SHADERPASS_CONSTANT + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitConstantPass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassConstant.hlsl" + + #pragma vertex Vert + #pragma fragment Frag + #pragma hull Hull + #pragma domain Domain + + ENDHLSL + } + Pass { Name "FullScreenDebug" @@ -907,6 +987,10 @@ Shader "HDRP/LayeredLitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -923,5 +1007,240 @@ Shader "HDRP/LayeredLitTessellation" } } + SubShader + { + Pass + { + Name "IndirectDXR" + Tags{ "LightMode" = "IndirectDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT + + // multi compile that allows us to + #pragma multi_compile _ MULTI_BOUNCE_INDIRECT + + // We use the low shadow maps for raytracing + #define SHADOW_LOW + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + #define HAS_LIGHTLOOP + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl" + + ENDHLSL + } + + Pass + { + Name "ForwardDXR" + Tags{ "LightMode" = "ForwardDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD + + // We use the low shadow maps for raytracing + #define SHADOW_LOW + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + #define HAS_LIGHTLOOP + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl" + + ENDHLSL + } + + Pass + { + Name "GBufferDXR" + Tags{ "LightMode" = "GBufferDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl" + + ENDHLSL + } + + Pass + { + Name "VisibilityDXR" + Tags{ "LightMode" = "VisibilityDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl" + + ENDHLSL + } + + Pass + { + Name "SubSurfaceDXR" + Tags{ "LightMode" = "SubSurfaceDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #define SHADERPASS SHADERPASS_RAYTRACING_SUB_SURFACE + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RayTracingIntersectionSubSurface.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRayTracingSubSurface.hlsl" + + ENDHLSL + } + + Pass + { + Name "PathTracingDXR" + Tags{ "LightMode" = "PathTracingDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #define SHADERPASS SHADERPASS_PATH_TRACING + + // We use the low shadow maps for raytracing + #define SHADOW_LOW + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + #define HAS_LIGHTLOOP + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl" + + ENDHLSL + } + } + CustomEditor "UnityEditor.Rendering.HighDefinition.LayeredLitGUI" } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader index 5cd0f3c028a..66e0d95069a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader @@ -56,9 +56,6 @@ Shader "HDRP/LitTessellation" _Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0 _AnisotropyMap("AnisotropyMap", 2D) = "white" {} - [HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0 - [HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0) - [HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0 _SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0 _SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {} _Thickness("Thickness", Range(0.0, 1.0)) = 1.0 @@ -106,14 +103,14 @@ Shader "HDRP/LitTessellation" // Transparency [Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)]_RefractionModel("Refraction Model", Int) = 0 - _Ior("Index Of Refraction", Range(1.0, 2.5)) = 1.0 - _ThicknessMultiplier("Thickness Multiplier", Float) = 1.0 + _Ior("Index Of Refraction", Range(1.0, 2.5)) = 1.5 _TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0) _TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {} _ATDistance("Transmittance Absorption Distance", Float) = 1.0 [ToggleUI] _TransparentWritingMotionVec("_TransparentWritingMotionVec", Float) = 0.0 // Stencil state + // Forward [HideInInspector] _StencilRef("_StencilRef", Int) = 0 // StencilUsage.Clear [HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering @@ -204,7 +201,6 @@ Shader "HDRP/LitTessellation" _TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0 _TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong _TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25 - // TODO: Handle culling mode for backface culling // HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes. _MainTex("Albedo", 2D) = "white" {} @@ -213,19 +209,24 @@ Shader "HDRP/LitTessellation" [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 + [ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0.0 [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 + // Ray Tracing + [ToggleUI] _RayTracing("Ray Tracing (Preview)", Float) = 0 + + [HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0 + [HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0) + [HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} - } HLSLINCLUDE #pragma target 5.0 - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //------------------------------------------------------------------------------------- // Variant @@ -273,12 +274,16 @@ Shader "HDRP/LitTessellation" #pragma shader_feature_local _DISABLE_DECALS #pragma shader_feature_local _DISABLE_SSR - #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY + + #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT + #pragma shader_feature_local _ENABLE_GEOMETRIC_SPECULAR_AA // Keyword for transparent #pragma shader_feature _SURFACE_TYPE_TRANSPARENT + #pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT + #pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC // MaterialFeature are used as shader feature to allow compiler to optimize properly #pragma shader_feature_local _MATERIAL_FEATURE_SUBSURFACE_SCATTERING @@ -288,13 +293,7 @@ Shader "HDRP/LitTessellation" #pragma shader_feature_local _MATERIAL_FEATURE_IRIDESCENCE #pragma shader_feature_local _MATERIAL_FEATURE_SPECULAR_COLOR - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer - #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY //------------------------------------------------------------------------------------- // Define @@ -302,6 +301,9 @@ Shader "HDRP/LitTessellation" #define TESSELLATION_ON + // This shader support recursive rendering for raytracing + #define HAVE_RECURSIVE_RENDERING + #define SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING // This shader support vertex modification @@ -313,6 +315,10 @@ Shader "HDRP/LitTessellation" #define OUTPUT_SPLIT_LIGHTING #endif + #if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) + #define _WRITE_TRANSPARENT_MOTION_VECTOR + #endif + //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- @@ -338,8 +344,6 @@ Shader "HDRP/LitTessellation" // LitShading.hlsl implements the light loop API. // LitData.hlsl is included here, LitShading.hlsl is included below for shading passes only. - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - ENDHLSL SubShader @@ -356,6 +360,15 @@ Shader "HDRP/LitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + // Note: Require _SelectionID variable // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation @@ -387,6 +400,15 @@ Shader "HDRP/LitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + // Note: Require _ObjectId and _PassValue variables // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation @@ -415,18 +437,26 @@ Shader "HDRP/LitTessellation" Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] - ZTest[_ZTestGBuffer] + ZTest [_ZTestGBuffer] Stencil { WriteMask [_StencilWriteMaskGBuffer] - Ref [_StencilRefGBuffer] + Ref [_StencilRefGBuffer] Comp Always Pass Replace } HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -443,9 +473,9 @@ Shader "HDRP/LitTessellation" #endif #define SHADERPASS SHADERPASS_GBUFFER - #ifdef DEBUG_DISPLAY + #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif + #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" @@ -472,6 +502,14 @@ Shader "HDRP/LitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + // Lightmap memo // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. @@ -507,6 +545,14 @@ Shader "HDRP/LitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -543,6 +589,14 @@ Shader "HDRP/LitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + // In deferred, depth only pass don't output anything. // In forward it output the normal buffer #pragma multi_compile _ WRITE_NORMAL_BUFFER @@ -590,6 +644,15 @@ Shader "HDRP/LitTessellation" ZWrite On HLSLPROGRAM + + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_DECAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH @@ -619,16 +682,42 @@ Shader "HDRP/LitTessellation" Name "TransparentDepthPrepass" Tags{ "LightMode" = "TransparentDepthPrepass" } + // To be able to tag stencil with disableSSR information for transparentObjects + Stencil + { + WriteMask [_StencilWriteMaskDepth] + Ref [_StencilRefDepth] + Comp Always + Pass Replace + } + Cull[_CullMode] ZWrite On - ColorMask 0 HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_PREPASS + + // If the transparent surface should have reflections, then we should output normal + #if !defined(_DISABLE_SSR_TRANSPARENT) + #define WRITE_NORMAL_BUFFER + #endif + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #else #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" + #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" @@ -649,9 +738,19 @@ Shader "HDRP/LitTessellation" Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend] ZWrite [_ZWrite] Cull Front + ColorMask [_ColorMaskTransparentVel] 1 + ZTest [_ZTestTransparent] HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -717,9 +816,18 @@ Shader "HDRP/LitTessellation" ZTest [_ZTestDepthEqualForOpaque] ZWrite [_ZWrite] Cull [_CullModeForward] + ColorMask [_ColorMaskTransparentVel] 1 HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -783,6 +891,14 @@ Shader "HDRP/LitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DOTS_INSTANCING_ON + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_POSTPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -798,6 +914,37 @@ Shader "HDRP/LitTessellation" ENDHLSL } + Pass + { + Name "RayTracingPrepass" + Tags{ "LightMode" = "RayTracingPrepass" } + + Cull[_CullMode] + + ZWrite On + ZTest LEqual // If the object have already been render in depth prepass, it will re-render to tag stencil + + HLSLPROGRAM + + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + + #define SHADERPASS SHADERPASS_CONSTANT + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitConstantPass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassConstant.hlsl" + + #pragma vertex Vert + #pragma fragment Frag + #pragma hull Hull + #pragma domain Domain + + ENDHLSL + } + Pass { Name "FullScreenDebug" @@ -810,6 +957,10 @@ Shader "HDRP/LitTessellation" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + // enable dithering LOD crossfade + #pragma multi_compile _ LOD_FADE_CROSSFADE + #define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -826,5 +977,240 @@ Shader "HDRP/LitTessellation" } } + SubShader + { + Tags{ "RenderPipeline"="HDRenderPipeline" } + Pass + { + Name "IndirectDXR" + Tags{ "LightMode" = "IndirectDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT + + // multi compile that allows us to strip the recursive code + #pragma multi_compile _ MULTI_BOUNCE_INDIRECT + + // We use the low shadow maps for raytracing + #define SHADOW_LOW + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + #define HAS_LIGHTLOOP + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl" + + ENDHLSL + } + + Pass + { + Name "ForwardDXR" + Tags{ "LightMode" = "ForwardDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD + + // We use the low shadow maps for raytracing + #define SHADOW_LOW + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + #define HAS_LIGHTLOOP + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl" + + ENDHLSL + } + + Pass + { + Name "GBufferDXR" + Tags{ "LightMode" = "GBufferDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + #pragma multi_compile _ MINIMAL_GBUFFER + + #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl" + + ENDHLSL + } + + Pass + { + Name "VisibilityDXR" + Tags{ "LightMode" = "VisibilityDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY + #pragma multi_compile _ TRANSPARENT_COLOR_SHADOW + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl" + + ENDHLSL + } + + Pass + { + Name "SubSurfaceDXR" + Tags{ "LightMode" = "SubSurfaceDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #pragma multi_compile _ DEBUG_DISPLAY + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #define SHADERPASS SHADERPASS_RAYTRACING_SUB_SURFACE + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/SubSurface/RayTracingIntersectionSubSurface.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRayTracingSubSurface.hlsl" + + ENDHLSL + } + + Pass + { + Name "PathTracingDXR" + Tags{ "LightMode" = "PathTracingDXR" } + + HLSLPROGRAM + + #pragma only_renderers d3d11 + #pragma raytracing surface_shader + + #undef TESSELLATION_ON + + #pragma multi_compile _ DEBUG_DISPLAY + + #define SHADERPASS SHADERPASS_PATH_TRACING + + // This is just because it needs to be defined, shadow maps are not used. + #define SHADOW_LOW + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + #define HAS_LIGHTLOOP + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl" + + ENDHLSL + } + } + CustomEditor "Rendering.HighDefinition.LitGUI" } diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs index a5d68db1a4a..423a89a60da 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs @@ -2745,8 +2745,8 @@ MotionBlurParameters PrepareMotionBlurParameters(HDCamera camera) tileSize = 16; } - int tileTexWidth = Mathf.CeilToInt(camera.actualWidth / tileSize); - int tileTexHeight = Mathf.CeilToInt(camera.actualHeight / tileSize); + int tileTexWidth = Mathf.CeilToInt(camera.actualWidth / (float)tileSize); + int tileTexHeight = Mathf.CeilToInt(camera.actualHeight / (float)tileSize); parameters.tileTargetSize = new Vector4(tileTexWidth, tileTexHeight, 1.0f / tileTexWidth, 1.0f / tileTexHeight); float screenMagnitude = (new Vector2(camera.actualWidth, camera.actualHeight).magnitude); diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute index fe40aa828cf..03296d6a592 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute @@ -36,8 +36,13 @@ void KMain(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : S { uint threadIdx = groupThreadId.y * TILE_SIZE + groupThreadId.x; +#if NEAR gs_cacheNear[threadIdx] = _InputNearCoCTexture[COORD_TEXTURE2D_X(min(dispatchThreadId, Size))].x; +#endif + +#if FAR gs_cacheFar[threadIdx] = _InputFarCoCTexture[COORD_TEXTURE2D_X(min(dispatchThreadId, Size))].x; +#endif GroupMemoryBarrierWithGroupSync(); @@ -47,8 +52,13 @@ void KMain(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : S { if (threadIdx < s) { +#if NEAR gs_cacheNear[threadIdx] = max(gs_cacheNear[threadIdx], gs_cacheNear[threadIdx + s]); +#endif + +#if FAR gs_cacheFar[threadIdx] = max(gs_cacheFar[threadIdx], gs_cacheFar[threadIdx + s]); +#endif } GroupMemoryBarrierWithGroupSync(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs index f224183313f..96cef5287e9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs @@ -371,7 +371,12 @@ void BuildGPULightVolumes(HDCamera hdCamera, HDRayTracingLights rayTracingLights if (currentEnvLight != null) { // If the reflection probe is disabled, we should not be adding it - if (!currentEnvLight.enabled) continue; + if (!currentEnvLight.enabled) + continue; + + // If the reflection probe is not baked yet. + if (!currentEnvLight.HasValidRenderedData()) + continue; // Compute the camera relative position Vector3 probePositionRWS = currentEnvLight.influenceToWorld.GetColumn(3); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute index 883c2654d47..4edfe5cbc04 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/GenerateMaxZ.compute @@ -8,6 +8,7 @@ #pragma kernel ComputeFinalMask FINAL_MASK=1 #pragma kernel DilateMask DILATE_MASK=1 +#pragma multi_compile _ PLANAR_OBLIQUE_DEPTH // In some cases we might want to avoid stopping integrating volumetric even if > max distance if the gradient is very big. // Realistically, with the dilation step this was never seen as necessary. @@ -48,14 +49,20 @@ groupshared float gs_maxDepth[GROUP_SIZE * GROUP_SIZE]; RW_TEXTURE2D_X(float, _OutputTexture); + float GetDepthToDownsample(uint2 pixCoord) { float deviceDepth = LoadCameraDepth(pixCoord); float outputDepth = 0; + if (deviceDepth == UNITY_RAW_FAR_CLIP_VALUE) outputDepth = 1e10f; else +#ifdef PLANAR_OBLIQUE_DEPTH + outputDepth = ComputeViewSpacePosition(float2(pixCoord) * _ScreenSize.zw, deviceDepth, UNITY_MATRIX_I_P).z; +#else outputDepth = LinearEyeDepth(LoadCameraDepth(pixCoord), _ZBufferParams); +#endif return outputDepth; } diff --git a/com.unity.render-pipelines.high-definition/ValidationExceptions.json b/com.unity.render-pipelines.high-definition/ValidationExceptions.json new file mode 100644 index 00000000000..b0305e03e60 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/ValidationExceptions.json @@ -0,0 +1,10 @@ +{ + "Exceptions": + [ + { + "ValidationTest": "API Validation", + "ExceptionError": "Breaking changes require a new major version.", + "PackageVersion": "10.6.0" + } + ] +} diff --git a/com.unity.render-pipelines.high-definition/ValidationExceptions.json.meta b/com.unity.render-pipelines.high-definition/ValidationExceptions.json.meta new file mode 100644 index 00000000000..5b3af8c4e06 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/ValidationExceptions.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 144c7f6797642a8469f34fda8967e201 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: