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@FrancescoC-unity
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Reopening this as migration did not happen

@sebastienlagarde sebastienlagarde requested a review from a team April 8, 2020 11:56
// 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)

// We can't use multi_compile for compute shaders so we force the shadow algorithm
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remove this comment :)

@sebastienlagarde sebastienlagarde marked this pull request as ready for review April 8, 2020 12:00
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sebastienlagarde commented Apr 8, 2020

@FrancescoC-unity . Various thing:

  • can you merge master
  • can you add a section in upgrade guide saying what will happen (as people could have setup shadow filtering to low or high and it wasn't affecting their rendering)
  • can you update the documentation on the shadow pass that talk about using config to tweak shadow quality
  • add a TODO in the shader stripper to say we must strip shadow compute (so we don't forget)
  • relaunch yamato

For QA:

  • Please test shadow mask, be sure they works (should be cover mostly by yamato)
  • Build player and check that shadow filtering selected is the right one in player (test with different one)
  • check that when you enable debug display mode thing still work
  • check that when you disable material or light classification in DebugLoop of Framesettings, thing still work

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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

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.

## 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.


#pragma multi_compile _ SHADOWS_SHADOWMASK

#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!

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For QA: Please test also with deferredTile and deferred if thing work with shadow.
Please check also if the selected filtering quality work correctly in the player. thanks

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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.

@sebastienlagarde sebastienlagarde merged commit cc8f364 into HDRP/staging Apr 21, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/deferred-shadow-quality-multi-compile branch April 21, 2020 15:28
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4 participants