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Urp/fix to add tooltip of ss-shadows #5034
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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. URP 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. |
com.unity.render-pipelines.universal/Documentation~/renderer-feature-screen-space-shadows.md
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#endif | ||
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#if defined(LIGHTMAP_SHADOW_MIXING) || defined(SHADOWS_SHADOWMASK) || !defined(_MAIN_LIGHT_SHADOWS_SCREEN) | ||
return MixRealtimeAndBakedShadows(realtimeShadow, bakedShadow, shadowFade); |
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@phi-lira the main goal of this PR is to fix a fugbuz.
And,
While I was working on far-distance shadows using my another screen space shadows renderer feature, the cascade distance faded out those shadows although there are far distance shadows in the scene.
I thought it needs to exclude fade-out in getting shadows from screen space shadow texture when it didn't have baked shadows. This is my opinion and if this idea had problems in the current situation. let me revert it to the original codes. and I'll request another PR for it.
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@phi-lira plz check this PR and tell me your opinions
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@lukaschod can you have a look at this?
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I am not sure I undestand fully the intention behind the macro usage here. @Seongdae could you eleborate a bit more, as seems like u are removing shadow fade in case of no mixed lighting or am I wrong?
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Move shadow fade to screen space shadows pass when screen space shadows' feature was enabled in case of no mixed lighting.
In this hackweek, I tried to make a custom screen space shadows' feature for shadowing large-scale, and it could cast shadows on anywhere, but it was faded out beyond the distance urp set. At that moment I though any user can also have trouble with it by their own shadowing solution.
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k I understand I would prefer to avoid adding screen space logic into this function. As we already have user pain where we have defines that change completetly functionality without users aware of it.
Maybe we can simply have ScreenSpaceShadows.shader instead of calling MainLightRealtimeShadow use MainLightRealtimeShadow in case of no mixed lighting?
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@lukaschod let me think about it and request another PR. the code will be restored in this PR.
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Please add graphics tests. Can be in follow up PR or in this one.
#endif | ||
|
||
#if defined(LIGHTMAP_SHADOW_MIXING) || defined(SHADOWS_SHADOWMASK) || !defined(_MAIN_LIGHT_SHADOWS_SCREEN) | ||
return MixRealtimeAndBakedShadows(realtimeShadow, bakedShadow, shadowFade); |
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@lukaschod can you have a look at this?
Hey @Seongdae, I'll take a look at the docs for this today 🙂 |
Hey @JordanL8 thanks :) |
Checklist for PR maker
need-backport-*
label. After you backport the PR, the label changes tobackported-*
.CHANGELOG.md
file.Purpose of this PR
Fix case 1327356, https://fogbugz.unity3d.com/f/cases/1327356/
And While I was trying large-scale shadows using a RendererFeature of screen space shadows, those shadows were faded out from cascade distance. So I request my idea of shadow-fading on only realtime shadows in screen space shadows pass. Here is what I tried, https://idea-registry.cloud.unity3d.com/groups/hackweek-2021/ideas/1316
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