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Hdrp/deferred shadow quality multi compile #5
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Hdrp/deferred shadow quality multi compile #5
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Reopening this as migration did not happen |
// Since we use slope-scale bias, the constant bias is for now set as a small fixed value | ||
#define FIXED_UNIFORM_BIAS (1.0f / 65536.0f) | ||
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// We can't use multi_compile for compute shaders so we force the shadow algorithm |
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remove this comment :)
@FrancescoC-unity . Various thing:
For QA:
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Note: build player time will increase but it should still faiirly manageable compare to lit.shader, and Juho is working on the stripping part. |
…ompile # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
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In the High Definition Render Pipeline (HDRP), some features work differently between major versions of Unity. This document helps you upgrade HDRP from Unity 2020.1 to 2020.2. | ||
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## Shadows |
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Note, I named this generically Shadows as when the shadow caching rewrite lands I might need to add something here.
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#pragma multi_compile _ SHADOWS_SHADOWMASK | ||
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#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH |
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you need to do this also for deferred.shader and tiledeferred.shader
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Ha! Yes I always forget about those two. Will do!
For QA: Please test also with deferredTile and deferred if thing work with shadow. |
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No issues found.�
- Made sure Forward Only Shadow Filtering still works
- In "Deferred Mode" and "Both" Lit Shader Modes checked that filtering quality low/medium/high correctly filters Directional Light, Point Light, Spot Light shadows in editor and player with "Deferred Tile" mode enabled and disabled
- Checked Shadowmask and Distanceshadowmask still works
- Checked Lighting Debug Modes
- Checked that Light Loop Debug, "Compute Light Evalution", "Compute Light Variants", "Compute Material Variants" does not cause any visual issues.
Same as https://github.com/Unity-Technologies/ScriptableRenderPipeline/pull/6328