From 9db6499732d2febee388a3c1f2fddaca9e4c0154 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Sat, 16 May 2020 23:32:35 +0200 Subject: [PATCH] [9.x.x] Merge Hdrp/staging [Skip CI] (#366) --- .yamato/upm-ci-hdrp.yml | 7 +- .yamato/upm-ci-hdrp_dxr.yml | 107 +- .../HDRenderPipelineAssetDeferred.asset | 13 +- .../Common/HDRenderPipelineAssetForward.asset | 52 +- ...DRenderPipelineAssetSmallCookieAtlas.asset | 37 +- .../None/101_ReflectionsPerfFullRes.png | 4 +- .../None/102_ReflectionsPerfHalfRes.png | 4 +- .../None/103_ReflectionsQuality.png | 4 +- .../Direct3D12/None/5001_PathTracing.png | 4 +- .../None/502_RecursiveRenderingDisabled.png | 4 +- .../None/701_DirectionalColorShadowSG.png | 3 + .../701_DirectionalColorShadowSG.png.meta} | 2 +- .../None/702_DirectionalShadowSG.png | 3 + .../None/702_DirectionalShadowSG.png.meta | 94 + .../None/802_SubSurfaceScatteringForward.png | 4 +- .../None/900_Materials_AlphaTest_SG.png | 4 +- .../None/902_Materials_SG_Variants_Fabric.png | 4 +- .../None/902_Materials_SG_Variants_Hair.png | 4 +- .../None/902_Materials_SG_Variants_Lit.png | 4 +- .../902_Materials_SG_Variants_StackLit.png | 4 +- .../None/902_Materials_SG_Variants_Unlit.png | 4 +- .../None/905_Materials_SG_TransparentRTR.png | 3 + .../905_Materials_SG_TransparentRTR.png.meta | 94 + .../None/101_ReflectionsPerfFullRes.png | 4 +- .../None/101_ReflectionsPerfFullRes.png.meta | 2 +- .../None/102_ReflectionsPerfHalfRes.png | 4 +- .../None/102_ReflectionsPerfHalfRes.png.meta | 2 +- .../None/103_ReflectionsQuality.png | 4 +- .../None/103_ReflectionsQuality.png.meta | 2 +- .../Direct3D12/None/104_ReflectionsNoisy.png | 4 +- .../None/104_ReflectionsNoisy.png.meta | 2 +- .../Direct3D12/None/105_RTColorShadow.png | 3 + ...er.png.meta => 105_RTColorShadow.png.meta} | 2 +- .../None/105_ReflectionsDenoised.png | 4 +- .../None/105_ReflectionsDenoised.png.meta | 2 +- .../None/105_ReflectionsDenoised2.png | 4 +- .../None/105_ReflectionsDenoised2.png.meta | 2 +- .../Direct3D12/None/106_RTShadow.png | 3 + .../Direct3D12/None/106_RTShadow.png.meta | 93 + .../Direct3D12/None/107_RTSemiTransPT.png | 3 + .../None/107_RTSemiTransPT.png.meta | 93 + .../Direct3D12/None/107_RTSemiTransSpot.png | 3 + .../None/107_RTSemiTransSpot.png.meta | 93 + .../None/201_LargeAmbientOcclusion.png.meta | 2 +- .../202_LargeAmbientOcclusionDenoised.png | 4 +- ...202_LargeAmbientOcclusionDenoised.png.meta | 2 +- .../203_LocalAmbientOcclusionNoisy.png.meta | 2 +- .../204_LocalAmbientOcclusionDenoised.png | 4 +- ...204_LocalAmbientOcclusionDenoised.png.meta | 2 +- .../Direct3D12/None/3001_AreaShadows.png | 4 +- .../Direct3D12/None/3001_AreaShadows.png.meta | 2 +- .../None/3001_AreaShadowsDeferred.png | 3 + .../None/3001_AreaShadowsDeferred.png.meta | 93 + .../None/3001_AreaShadowsForward.png | 3 + .../None/3001_AreaShadowsForward.png.meta | 93 + .../3002_AreaShadowsDeferred_Denoiser.png | 3 + ...3002_AreaShadowsDeferred_Denoiser.png.meta | 93 + .../None/3002_AreaShadowsForward_Denoiser.png | 3 + .../3002_AreaShadowsForward_Denoiser.png.meta | 93 + .../None/3002_AreaShadows_Denoiser.png | 3 - 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TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/M_TransparentUnlitSG.mat create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/M_TransparentUnlitSG.mat.meta create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/Prefabs.meta rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Prefabs}/AreaShadowGeometry.prefab (100%) rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Prefabs}/AreaShadowGeometry.prefab.meta (100%) rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Prefabs}/Quads2Submeshes.fbx (100%) rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Prefabs}/Quads2Submeshes.fbx.meta (100%) rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Prefabs}/ShadowFilteringScene.prefab (100%) rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Prefabs}/ShadowFilteringScene.prefab.meta (100%) rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Prefabs}/ShadowTestScene.prefab (100%) rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Prefabs}/ShadowTestScene.prefab.meta (100%) create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/Prefabs/ShadowTestSceneSG.prefab create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/Prefabs/ShadowTestSceneSG.prefab.meta create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShaderGraphs.meta create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShaderGraphs/SG_LitOpaque.shadergraph create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShaderGraphs/SG_LitOpaque.shadergraph.meta create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShaderGraphs/SG_LitTransmission.shadergraph create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShaderGraphs/SG_LitTransmission.shadergraph.meta create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShaderGraphs/SG_LitTransparent.shadergraph create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShaderGraphs/SG_LitTransparent.shadergraph.meta rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => ShaderGraphs}/SG_StackLit.shadergraph (100%) rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => ShaderGraphs}/SG_StackLit.shadergraph.meta (100%) create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShaderGraphs/SG_UnlitOpaque.shadergraph create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShaderGraphs/SG_UnlitOpaque.shadergraph.meta create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShaderGraphs/SG_UnlitTransparent.shadergraph create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShaderGraphs/SG_UnlitTransparent.shadergraph.meta create mode 100644 TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/Volumes.meta rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Volumes}/AreaShadowVolume.asset (100%) rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Volumes}/AreaShadowVolume.asset.meta (100%) rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Volumes}/ShadowVolume.asset (100%) rename TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/{ => Volumes}/ShadowVolume.asset.meta (100%) create mode 100644 TestProjects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDReflectionSystemTests.cs create mode 100644 TestProjects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDReflectionSystemTests.cs.meta create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Common/Textures/bushalpha.gif create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Common/Textures/bushalpha.gif.meta create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/5x_SkyAndFog/5009_HDRI_Sky_Flow.meta create mode 100644 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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/9701_UnlitRT.mat create mode 100644 TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/9701_UnlitRT.mat.meta create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/5009_HDRI_Sky_Flow.png create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/5009_HDRI_Sky_Flow.png.meta create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/5009_HDRI_Sky_Flow.png create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/5009_HDRI_Sky_Flow.png.meta create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5009_HDRI_Sky_Flow.png create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/5009_HDRI_Sky_Flow.png.meta create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/9701_CustomPass_DrawRenderers.png create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/9701_CustomPass_DrawRenderers.png.meta create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5009_HDRI_Sky_Flow.png create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5009_HDRI_Sky_Flow.png.meta create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/5009_HDRI_Sky_Flow.png create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/5009_HDRI_Sky_Flow.png.meta create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9700_CustomPass_FullScreen.png create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9700_CustomPass_FullScreen.png.meta create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9701_CustomPass_DrawRenderers.png create mode 100644 TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9701_CustomPass_DrawRenderers.png.meta create mode 100644 TestProjects/HDRP_Tests/Assets/Tests.meta create mode 100644 com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.compute create mode 100644 com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.compute.meta create mode 100644 com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute create mode 100644 com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute.meta create mode 100644 com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs create mode 100644 com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs.meta create mode 100644 com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute create mode 100644 com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute.meta create mode 100644 com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs create mode 100644 com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs.meta create mode 100644 com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader create mode 100644 com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader.meta create mode 100644 com.unity.render-pipelines.high-definition/Runtime/VirtualTexturing/Shaders.meta create mode 100644 com.unity.testing.hdrp/Scripts/SetToCameraNearPlane.cs create mode 100644 com.unity.testing.hdrp/Scripts/SetToCameraNearPlane.cs.meta create mode 100644 com.unity.testing.hdrp/Scripts/TestFilterGenerator.cs create mode 100644 com.unity.testing.hdrp/Scripts/TestFilterGenerator.cs.meta diff --git a/.yamato/upm-ci-hdrp.yml b/.yamato/upm-ci-hdrp.yml index b4405c5886b..59feca19a64 100644 --- a/.yamato/upm-ci-hdrp.yml +++ b/.yamato/upm-ci-hdrp.yml @@ -232,7 +232,12 @@ All_{{ project.name }}_{{ editor.version }}: {% elsif win_api.name == "DX12" and testplatform.name == "editmode" %} #skip - not needed, cover by dx11 {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }} + - path: .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }} + rerun: {{ editor.rerun_strategy }} + #{% if win_api.name == "DX12" and testplatform.name == "playmode" %} + #- path: .yamato/upm-ci-hdrp_dxr.yml#HDRP_DXR_Win_DX12_playmode_{{ editor.version }} + # rerun: {{ editor.rerun_strategy }} + #{% endif %} {% endif %} {% endfor %} diff --git a/.yamato/upm-ci-hdrp_dxr.yml b/.yamato/upm-ci-hdrp_dxr.yml index 6628a0d5d2a..3291636df85 100644 --- a/.yamato/upm-ci-hdrp_dxr.yml +++ b/.yamato/upm-ci-hdrp_dxr.yml @@ -1,20 +1,19 @@ editors: - - version: 2020.1 - - version: fast-2020.1 + - version: 2020.1 + rerun_strategy: on-new-revision + - version: fast- 2020.1 + rerun_strategy: on-new-revision + - version: CUSTOM-REVISION + rerun_strategy: always platforms: - name: Win os: windows type: Unity::VM::GPU - image: sdet/gamecode_win10:stable + image: graphics-foundation/win10-dxr:latest flavor: b1.large components: - editor - il2cpp -# - name: Linux -# type: Unity::VM::GPU -# image: cds-ops/ubuntu-18.04-base:stable -# flavor: b1.large -# Not sure if Linux supports DXR testplatforms: - name: Standalone args: --suite=playmode --platform=Standalone @@ -26,20 +25,73 @@ projects: win_apis: - name: DX12 cmd: -force-d3d12 -#linux_apis: -# - name: OpenGLCore -# cmd: -force-glcore -# - name: Vulkan -# cmd: -force-vulkan --- {% for project in projects %} {% for editor in editors %} {% for platform in platforms %} -{% if platform.name == "Win" %} - {% for testplatform in testplatforms %} {% for win_api in win_apis %} + +{% if testplatform.name == "Standalone" %} +{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: + name : Test {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} + agent: + flavor: b1.large + type: Unity::VM::GPU + model: rtx2080 + image: graphics-foundation/win10-dxr:latest + skip_checkout: true + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + {% if editor.version == 'CUSTOM-REVISION' %} + CUSTOM_REVISION: custom_revision_not_set + {% endif %} + commands: + - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr + + - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + dependencies: + - path: .yamato/z_editor.yml#editor:priming:{{ editor.version }}:{{ platform.os }} + rerun: {{ editor.rerun_strategy }} + - path: .yamato/upm-ci-{{ project.name | downcase }}.yml#Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }} + rerun: {{ editor.rerun_strategy }} + +Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }}: + name : Build {{ project.name }} on Win_{{ win_api.name }}_Player on version {{ editor.version }} + agent: + flavor: b1.xlarge + type: Unity::VM + image: graphics-foundation/win10-dxr:latest + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + {% if editor.version == 'CUSTOM-REVISION' %} + CUSTOM_REVISION: custom_revision_not_set + {% endif %} + commands: + - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr + - pip install unity-downloader-cli --extra-index-url https://artifactory.internal.unity3d.com/api/pypi/common-python/simple + + - cd TestProjects/{{ project.folder }} && unity-downloader-cli --source-file ../../unity_revision.txt {% for component in platform.components %}-c {{ component }} {% endfor %}--wait --published-only + + - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindows{{ win_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + dependencies: + - path: .yamato/z_editor.yml#editor:priming:{{ editor.version }}:{{ platform.os }} + rerun: {{ editor.rerun_strategy }} + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" + +{% else %} + {{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: name : {{ project.name }} on Win_{{ testplatform.name }}_{{ win_api.name }} on version {{ editor.version }} agent: @@ -49,32 +101,30 @@ win_apis: flavor: {{ platform.flavor}} variables: UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + {% if editor.version == 'CUSTOM-REVISION' %} + CUSTOM_REVISION: custom_revision_not_set + {% endif %} commands: - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - pip install unity-downloader-cli --extra-index-url https://artifactory.internal.unity3d.com/api/pypi/common-python/simple --upgrade - cd TestProjects/{{ project.folder }} && unity-downloader-cli --source-file ../../unity_revision.txt {% for component in platform.components %}-c {{ component }} {% endfor %}--wait --published-only - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindows{{ win_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results --timeout=1200 - {% else %} - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }} --extra-editor-arg="{{ win_api.cmd }}" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} dependencies: - .yamato/z_editor.yml#editor:priming:{{ editor.version }}:{{ platform.os }} artifacts: logs: paths: - "**/test-results/**" -{% endfor %} -{% endfor %} -{% endif %} +{% endif %} # standalone +{% endfor %} # win api +{% endfor %} # testplatform -{% endfor %} -{% endfor %} +{% endfor %} # platform -All_{{ project.name }}: - name: All {{ project.name }} CI +All_{{ project.name }}_{{ editor.version }}: + name: All {{ project.name }} CI - {{ editor.version }} agent: type: Unity::VM image: cds-ops/ubuntu-18.04-agent:stable @@ -89,9 +139,10 @@ All_{{ project.name }}: {% for platform in platforms %} {% for testplatform in testplatforms %} {% for win_api in win_apis %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_2020.1 + - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }} {% endfor %} {% endfor %} {% endfor %} -{% endfor %} +{% endfor %} #project +{% endfor %} # editor diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Common/HDRenderPipelineAssetDeferred.asset b/TestProjects/HDRP_DXR_Tests/Assets/Common/HDRenderPipelineAssetDeferred.asset index fefad40d303..f8694bf7b8e 100644 --- a/TestProjects/HDRP_DXR_Tests/Assets/Common/HDRenderPipelineAssetDeferred.asset +++ b/TestProjects/HDRP_DXR_Tests/Assets/Common/HDRenderPipelineAssetDeferred.asset @@ -159,7 +159,7 @@ MonoBehaviour: m_RenderingPathDefaultCameraFrameSettings: bitDatas: data1: 136268574097245 - data2: 4539628425396027392 + data2: 4539628428617252864 lodBias: 1 lodBiasMode: 0 lodBiasQualityLevel: 0 @@ -201,15 +201,15 @@ MonoBehaviour: m_RenderPipelineSettings: supportShadowMask: 1 supportSSR: 1 - supportSSRTransparent: 0 + supportSSRTransparent: 1 supportSSAO: 1 + supportSSGI: 1 supportSubsurfaceScattering: 1 sssSampleBudget: m_Values: 140000002800000050000000 m_SchemaId: m_Id: With3Levels supportVolumetrics: 1 - increaseResolutionOfVolumetrics: 0 supportLightLayers: 0 lightLayerName0: Light Layer default lightLayerName1: Light Layer 1 @@ -235,6 +235,7 @@ MonoBehaviour: supportTerrainHole: 0 supportProbeVolume: 0 supportRayTracing: 1 + supportedRayTracingMode: 3 probeVolumeSettings: atlasWidth: 128 atlasHeight: 128 @@ -248,9 +249,9 @@ MonoBehaviour: cubeCookieTexArraySize: 16 cookieAtlasLastValidMip: 0 cookieTexArraySize: 16 - planarReflectionAtlasSize: 8192 + planarReflectionAtlasSize: 1024 reflectionProbeCacheSize: 64 - reflectionCubemapSize: 256 + reflectionCubemapSize: 128 reflectionCacheCompressed: 0 planarReflectionCacheCompressed: 0 skyReflectionSize: 256 @@ -261,7 +262,7 @@ MonoBehaviour: maxDirectionalLightsOnScreen: 16 maxPunctualLightsOnScreen: 512 maxAreaLightsOnScreen: 64 - maxEnvLightsOnScreen: 64 + maxEnvLightsOnScreen: 32 maxDecalsOnScreen: 512 maxPlanarReflectionOnScreen: 16 hdShadowInitParams: diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Common/HDRenderPipelineAssetForward.asset b/TestProjects/HDRP_DXR_Tests/Assets/Common/HDRenderPipelineAssetForward.asset index 5a7a01ee652..c79de898141 100644 --- a/TestProjects/HDRP_DXR_Tests/Assets/Common/HDRenderPipelineAssetForward.asset +++ b/TestProjects/HDRP_DXR_Tests/Assets/Common/HDRenderPipelineAssetForward.asset @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 0cf1dab834d4ec34195b920ea7bbf9ec, type: 3} m_Name: HDRenderPipelineAssetForward m_EditorClassIdentifier: - m_Version: 14 + m_Version: 15 m_ObsoleteFrameSettings: overrides: 0 enableShadow: 0 @@ -157,7 +157,7 @@ MonoBehaviour: m_DefaultLookDevProfile: {fileID: 0} m_RenderingPathDefaultCameraFrameSettings: bitDatas: - data1: 65899829919581 + data1: 136268574097245 data2: 4539628425396027392 lodBias: 1 lodBiasMode: 0 @@ -165,10 +165,13 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 materialQuality: 0 m_RenderingPathDefaultBakedOrCustomReflectionFrameSettings: bitDatas: - data1: 69344385302301 + data1: 139713129479965 data2: 4539628424389459968 lodBias: 1 lodBiasMode: 0 @@ -176,10 +179,13 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 materialQuality: 0 m_RenderingPathDefaultRealtimeReflectionFrameSettings: bitDatas: - data1: 69696415080221 + data1: 140065159257885 data2: 4539628424389459968 lodBias: 1 lodBiasMode: 0 @@ -187,15 +193,22 @@ MonoBehaviour: maximumLODLevel: 0 maximumLODLevelMode: 0 maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 materialQuality: 0 m_RenderPipelineSettings: supportShadowMask: 1 supportSSR: 1 + supportSSRTransparent: 0 supportSSAO: 1 + supportSSGI: 1 supportSubsurfaceScattering: 1 - increaseSssSampleCount: 0 + sssSampleBudget: + m_Values: 140000002800000050000000 + m_SchemaId: + m_Id: With3Levels supportVolumetrics: 1 - increaseResolutionOfVolumetrics: 0 supportLightLayers: 0 lightLayerName0: Light Layer default lightLayerName1: Light Layer 1 @@ -219,7 +232,15 @@ MonoBehaviour: supportRuntimeDebugDisplay: 1 supportDitheringCrossFade: 1 supportTerrainHole: 0 + supportProbeVolume: 0 supportRayTracing: 1 + supportedRayTracingMode: 3 + probeVolumeSettings: + atlasWidth: 128 + atlasHeight: 128 + atlasDepth: 512 + atlasOctahedralDepthWidth: 2048 + atlasOctahedralDepthHeight: 2048 lightLoopSettings: cookieAtlasSize: 2048 cookieFormat: 74 @@ -227,9 +248,9 @@ MonoBehaviour: cubeCookieTexArraySize: 16 cookieAtlasLastValidMip: 0 cookieTexArraySize: 16 - planarReflectionAtlasSize: 8192 + planarReflectionAtlasSize: 1024 reflectionProbeCacheSize: 64 - reflectionCubemapSize: 256 + reflectionCubemapSize: 128 reflectionCacheCompressed: 0 planarReflectionCacheCompressed: 0 skyReflectionSize: 256 @@ -240,7 +261,7 @@ MonoBehaviour: maxDirectionalLightsOnScreen: 16 maxPunctualLightsOnScreen: 512 maxAreaLightsOnScreen: 64 - maxEnvLightsOnScreen: 64 + maxEnvLightsOnScreen: 32 maxDecalsOnScreen: 512 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TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/AreaShadowVolume.asset.meta rename to TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/Volumes/AreaShadowVolume.asset.meta diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShadowVolume.asset b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/Volumes/ShadowVolume.asset similarity index 100% rename from TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShadowVolume.asset rename to TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/Volumes/ShadowVolume.asset diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShadowVolume.asset.meta b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/Volumes/ShadowVolume.asset.meta similarity index 100% rename from TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/ShadowVolume.asset.meta rename to TestProjects/HDRP_DXR_Tests/Assets/Scenes/ShadowData/Volumes/ShadowVolume.asset.meta diff --git a/TestProjects/HDRP_DXR_Tests/Packages/manifest.json b/TestProjects/HDRP_DXR_Tests/Packages/manifest.json index 488a358df96..782517a5169 100644 --- a/TestProjects/HDRP_DXR_Tests/Packages/manifest.json +++ b/TestProjects/HDRP_DXR_Tests/Packages/manifest.json @@ -20,7 +20,6 @@ "com.unity.timeline": "1.2.6", "com.unity.ugui": "1.0.0", "com.unity.visualeffectgraph": "file:../../../com.unity.visualeffectgraph", - "com.unity.xr.legacyinputhelpers": "2.1.2", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", diff --git a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset index 2f727f1c9d8..3078800d4dd 100644 --- a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset @@ -83,9 +83,15 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/701_DirectionalColorShadow.unity guid: 142a7be56d6440d43b4f83a92b10b2b1 + - enabled: 1 + path: Assets/Scenes/701_DirectionalColorShadowSG.unity + guid: ebe458a334d4ac1488f836b86f4814a3 - enabled: 1 path: Assets/Scenes/702_DirectionalShadow.unity guid: fef4168c8e3f3bd47b3edad8d968de9f + - enabled: 1 + path: Assets/Scenes/702_DirectionalShadowSG.unity + guid: 97247f075d9ed4c4ab30894abe19320e - enabled: 1 path: Assets/Scenes/702_DirectionalShadowFiltering.unity guid: 8b86ef43f75119a4dbf4af23c2b4e52e @@ -134,6 +140,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/902_Materials_SG_Variants_Unlit.unity guid: 5b672860fdf88f84fa93bf94214514f1 + - enabled: 1 + path: Assets/Scenes/905_Materials_SG_TransparentRTR.unity + guid: cc33ef2ea5450204ab4fab18d90afaec - enabled: 1 path: Assets/Scenes/3001_AreaShadowsDeferred.unity guid: 490feb5a82328c647b87259fba42ec1f diff --git a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorSettings.asset b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorSettings.asset index 0d36fc87c03..625d5571338 100644 --- a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorSettings.asset +++ b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorSettings.asset @@ -3,7 +3,7 @@ --- !u!159 &1 EditorSettings: m_ObjectHideFlags: 0 - serializedVersion: 10 + serializedVersion: 11 m_SerializationMode: 2 m_LineEndingsForNewScripts: 2 m_DefaultBehaviorMode: 0 @@ -25,6 +25,7 @@ EditorSettings: m_EnterPlayModeOptions: 3 m_UseLegacyProbeSampleCount: 1 m_SerializeInlineMappingsOnOneLine: 0 + m_DisableCookiesInLightmapper: 0 m_AssetPipelineMode: 1 m_CacheServerMode: 0 m_CacheServerEndpoint: diff --git a/TestProjects/HDRP_DXR_Tests/ProjectSettings/GraphicsSettings.asset b/TestProjects/HDRP_DXR_Tests/ProjectSettings/GraphicsSettings.asset index be91f429586..63f8ea746ed 100644 --- a/TestProjects/HDRP_DXR_Tests/ProjectSettings/GraphicsSettings.asset +++ b/TestProjects/HDRP_DXR_Tests/ProjectSettings/GraphicsSettings.asset @@ -28,6 +28,7 @@ GraphicsSettings: m_LensFlare: m_Mode: 1 m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} + m_VideoShadersIncludeMode: 2 m_AlwaysIncludedShaders: - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0} @@ -64,4 +65,3 @@ GraphicsSettings: m_LightsUseLinearIntensity: 1 m_LightsUseColorTemperature: 1 m_LogWhenShaderIsCompiled: 0 - m_AllowEnlightenSupportForUpgradedProject: 1 diff --git a/TestProjects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDReflectionSystemTests.cs b/TestProjects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDReflectionSystemTests.cs new file mode 100644 index 00000000000..1e7f0dfcc0c --- /dev/null +++ b/TestProjects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDReflectionSystemTests.cs @@ -0,0 +1,52 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor.Rendering; +using UnityEngine.TestTools; +using NUnit.Framework; +using System.Text.RegularExpressions; +using System.Globalization; +using System.Threading; +using Unity.PerformanceTesting; +using UnityEditor.Rendering.HighDefinition; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; +using static PerformanceTestUtils; +using static PerformanceMetricNames; + +public class HDReflectionSystemTests : EditorPerformanceTests +{ + [Version("1"), Test, Performance] + public void HDProbeSystemRegister() + { + using (ListPool.Get(out var probes)) + { + // Create a lot of probe + for (var i = 0; i < 10000; ++i) + { + var gameObject = new GameObject(i.ToString("0000")); + // Deactivate the GameObject to avoid OnEnable calls (which register the probe) + gameObject.SetActive(false); + gameObject.AddComponent(); + var probe = gameObject.AddComponent(); + probe.enabled = false; + probes.Add(probe); + } + + // Measure registration + Measure.Method(() => + { + foreach (var probe in probes) + HDProbeSystem.RegisterProbe(probe); + }).Run(); + + // Unregister + foreach (var probe in probes) + HDProbeSystem.UnregisterProbe(probe); + + // Delete the probes + foreach (var probe in probes) + Object.DestroyImmediate(probe.gameObject); + } + } +} diff --git a/TestProjects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDReflectionSystemTests.cs.meta b/TestProjects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDReflectionSystemTests.cs.meta new file mode 100644 index 00000000000..bf2dcfddbaa --- /dev/null +++ b/TestProjects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDReflectionSystemTests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 34a610b21c88b5947a1780a1175ca3e4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Common/Textures/bushalpha.gif b/TestProjects/HDRP_Tests/Assets/GraphicTests/Common/Textures/bushalpha.gif new file mode 100644 index 00000000000..119aa447a2c --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Common/Textures/bushalpha.gif @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:53847770c80865ea05e06d3aa3d31802d608ca2521e77a6d0fb078bba5ab153b +size 118738 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Common/Textures/bushalpha.gif.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Common/Textures/bushalpha.gif.meta new file mode 100644 index 00000000000..cf0a5a4f8c8 --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Common/Textures/bushalpha.gif.meta @@ -0,0 +1,94 @@ +fileFormatVersion: 2 +guid: ba79e8f27cb96c4478d73e1dc76663a6 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: -1 + wrapV: -1 + wrapW: -1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF.unity index 229863e9ebc..a7d0b177ba3 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF.unity @@ -43,7 +43,7 @@ RenderSettings: --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 11 + serializedVersion: 12 m_GIWorkflowMode: 1 m_GISettings: serializedVersion: 2 @@ -98,7 +98,7 @@ LightmapSettings: m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 m_LightingDataAsset: {fileID: 0} - m_UseShadowmask: 1 + m_LightingSettings: {fileID: 0} --- !u!196 &4 NavMeshSettings: serializedVersion: 2 @@ -118,6 +118,8 @@ NavMeshSettings: manualTileSize: 0 tileSize: 256 accuratePlacement: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 debug: m_Flags: 0 m_NavMeshData: {fileID: 0} @@ -182,6 +184,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -206,6 +209,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1704810 MeshFilter: m_ObjectHideFlags: 0 @@ -275,6 +279,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -299,6 +304,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &20353147 MeshFilter: m_ObjectHideFlags: 0 @@ -368,6 +374,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -392,6 +399,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &37278073 MeshFilter: m_ObjectHideFlags: 0 @@ -455,6 +463,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -479,6 +488,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &38485855 Transform: m_ObjectHideFlags: 0 @@ -540,6 +550,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -564,6 +575,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &41917319 MeshFilter: m_ObjectHideFlags: 0 @@ -759,6 +771,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -849,17 +862,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -874,6 +888,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -888,9 +903,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -899,12 +916,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &47768815 GameObject: m_ObjectHideFlags: 0 @@ -976,6 +1005,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1000,6 +1030,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &49616981 GameObject: m_ObjectHideFlags: 0 @@ -1061,6 +1092,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1085,6 +1117,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &49616985 MeshFilter: m_ObjectHideFlags: 0 @@ -1190,7 +1223,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 23c1ce4fb46143f46bc5cb5224c934f6, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 6 + m_Version: 7 m_ObsoleteRenderingPath: 0 m_ObsoleteFrameSettings: overrides: 0 @@ -1248,6 +1281,12 @@ MonoBehaviour: SMAAQuality: 2 dithering: 0 stopNaNs: 0 + taaSharpenStrength: 0.5 + TAAQuality: 1 + taaHistorySharpening: 0.35 + taaAntiFlicker: 0.5 + taaMotionVectorRejection: 0 + taaAntiHistoryRinging: 0 physicalParameters: m_Iso: 200 m_ShutterSpeed: 0.005 @@ -1257,6 +1296,7 @@ MonoBehaviour: m_BarrelClipping: 0.25 m_Anamorphism: 0 flipYMode: 0 + xrRendering: 1 fullscreenPassthrough: 0 allowDynamicResolution: 0 customRenderingSettings: 0 @@ -1264,14 +1304,21 @@ MonoBehaviour: probeLayerMask: serializedVersion: 2 m_Bits: 4294967295 + hasPersistentHistory: 0 m_RenderingPathCustomFrameSettings: bitDatas: - data1: 69456063627037 + data1: 70005819440989 data2: 4539628424926265344 lodBias: 1 lodBiasMode: 0 + lodBiasQualityLevel: 0 maximumLODLevel: 0 maximumLODLevelMode: 0 + maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 + materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: data1: 0 @@ -1294,11 +1341,15 @@ MonoBehaviour: TargetHeight: 560 PerPixelCorrectnessThreshold: 0.001 AverageCorrectnessThreshold: 0.0001 + UseHDR: 0 doBeforeTest: m_PersistentCalls: m_Calls: [] captureFramerate: 0 waitFrames: 0 + xrCompatible: 1 + xrThresholdMultiplier: 1 + checkMemoryAllocation: 1 renderPipelineAsset: {fileID: 11400000, guid: d7fe5f39d2c099a4ea1f1f610af309d7, type: 2} --- !u!1 &82468730 @@ -1372,6 +1423,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1396,6 +1448,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &102081030 GameObject: m_ObjectHideFlags: 0 @@ -1465,6 +1518,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1489,6 +1543,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &115985703 GameObject: m_ObjectHideFlags: 0 @@ -1558,6 +1613,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1582,6 +1638,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &126187769 GameObject: m_ObjectHideFlags: 0 @@ -1643,6 +1700,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1667,6 +1725,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &126187773 MeshFilter: m_ObjectHideFlags: 0 @@ -1848,6 +1907,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -1938,17 +1998,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -1963,6 +2024,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -1977,9 +2039,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -1988,12 +2052,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &140724492 GameObject: m_ObjectHideFlags: 0 @@ -2063,6 +2139,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -2087,6 +2164,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!21 &153968511 Material: serializedVersion: 6 @@ -2260,6 +2338,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -2350,17 +2429,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -2375,6 +2455,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -2389,9 +2470,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -2400,12 +2483,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &164541262 GameObject: m_ObjectHideFlags: 0 @@ -2463,6 +2558,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -2487,6 +2583,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &164541265 Transform: m_ObjectHideFlags: 0 @@ -2556,6 +2653,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -2580,6 +2678,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &167047107 Transform: m_ObjectHideFlags: 0 @@ -2767,6 +2866,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -2857,17 +2957,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -2882,6 +2983,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -2896,9 +2998,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -2907,12 +3011,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &214093414 GameObject: m_ObjectHideFlags: 0 @@ -2956,9 +3072,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &214093417 MeshRenderer: @@ -2975,6 +3091,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -2999,6 +3116,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &214093418 MeshFilter: m_ObjectHideFlags: 0 @@ -3068,6 +3186,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3092,6 +3211,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &225496980 MeshFilter: m_ObjectHideFlags: 0 @@ -3273,6 +3393,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -3363,17 +3484,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -3388,6 +3510,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -3402,9 +3525,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -3413,12 +3538,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &265609860 GameObject: m_ObjectHideFlags: 0 @@ -3474,6 +3611,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3498,6 +3636,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &265609863 Transform: m_ObjectHideFlags: 0 @@ -3567,6 +3706,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3591,6 +3731,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &275760672 Transform: m_ObjectHideFlags: 0 @@ -3674,6 +3815,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3698,6 +3840,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &318085184 GameObject: m_ObjectHideFlags: 0 @@ -3741,9 +3884,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &318085187 MeshRenderer: @@ -3760,6 +3903,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3784,6 +3928,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &318085188 MeshFilter: m_ObjectHideFlags: 0 @@ -3849,6 +3994,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3873,6 +4019,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &322748704 Transform: m_ObjectHideFlags: 0 @@ -3942,6 +4089,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3966,6 +4114,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &323809367 Transform: m_ObjectHideFlags: 0 @@ -4023,9 +4172,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &335810560 MeshRenderer: @@ -4042,6 +4191,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -4066,6 +4216,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &335810561 MeshFilter: m_ObjectHideFlags: 0 @@ -4129,6 +4280,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -4153,6 +4305,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &350477504 Transform: m_ObjectHideFlags: 0 @@ -4340,6 +4493,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -4430,17 +4584,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -4455,6 +4610,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -4469,9 +4625,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -4480,12 +4638,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &410583931 GameObject: m_ObjectHideFlags: 0 @@ -4547,6 +4717,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -4571,6 +4742,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &410583935 MeshFilter: m_ObjectHideFlags: 0 @@ -4752,6 +4924,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -4842,17 +5015,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -4867,6 +5041,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -4881,9 +5056,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -4892,12 +5069,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &433309750 GameObject: m_ObjectHideFlags: 0 @@ -4959,6 +5148,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -4983,6 +5173,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &433309754 MeshFilter: m_ObjectHideFlags: 0 @@ -5060,6 +5251,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5084,6 +5276,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &451336651 GameObject: m_ObjectHideFlags: 0 @@ -5145,6 +5338,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5169,6 +5363,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &451336655 MeshFilter: m_ObjectHideFlags: 0 @@ -5220,9 +5415,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &466757110 MeshRenderer: @@ -5239,6 +5434,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5263,6 +5459,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &466757111 MeshFilter: m_ObjectHideFlags: 0 @@ -5318,6 +5515,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5342,6 +5540,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &474425942 MeshFilter: m_ObjectHideFlags: 0 @@ -5421,6 +5620,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5445,6 +5645,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &497040035 Transform: m_ObjectHideFlags: 0 @@ -5530,6 +5731,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5554,6 +5756,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &502626299 GameObject: m_ObjectHideFlags: 0 @@ -5615,6 +5818,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5639,6 +5843,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &502626303 MeshFilter: m_ObjectHideFlags: 0 @@ -5820,6 +6025,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -5910,17 +6116,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -5935,6 +6142,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -5949,9 +6157,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -5960,12 +6170,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &583448485 GameObject: m_ObjectHideFlags: 0 @@ -6009,9 +6231,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &583448488 MeshRenderer: @@ -6028,6 +6250,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -6052,6 +6275,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &583448489 MeshFilter: m_ObjectHideFlags: 0 @@ -6107,6 +6331,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -6131,6 +6356,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &591089169 MeshFilter: m_ObjectHideFlags: 0 @@ -6326,6 +6552,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -6416,17 +6643,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -6441,6 +6669,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -6455,9 +6684,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -6466,12 +6697,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &610798095 GameObject: m_ObjectHideFlags: 0 @@ -6533,6 +6776,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -6557,6 +6801,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &610798099 MeshFilter: m_ObjectHideFlags: 0 @@ -6620,6 +6865,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -6644,6 +6890,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &611714892 Transform: m_ObjectHideFlags: 0 @@ -6831,6 +7078,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -6921,17 +7169,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -6946,6 +7195,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -6960,9 +7210,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -6971,12 +7223,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &668861981 GameObject: m_ObjectHideFlags: 0 @@ -7166,11 +7430,14 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 5 - directionalIntensity: 3.1415927 - punctualIntensity: 600 - areaIntensity: 200 - lightLayers: 1 + m_Version: 11 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 0 + m_SpotLightShape: 0 + m_AreaLightShape: 0 m_Intensity: 3.1415927 m_EnableSpotReflector: 0 m_LuxAtDistance: 1 @@ -7182,12 +7449,11 @@ MonoBehaviour: m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 - m_LightTypeExtent: 0 - m_SpotLightShape: 0 m_ShapeWidth: 0.5 m_ShapeHeight: 0.5 m_AspectRatio: 1 m_ShapeRadius: 0 + m_SoftnessScale: 1 m_UseCustomSpotLightShadowCone: 0 m_CustomSpotLightShadowCone: 30 m_MaxSmoothness: 0.99 @@ -7198,7 +7464,21 @@ MonoBehaviour: m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 m_AngularDiameter: 0 + m_FlareSize: 2 + m_FlareTint: {r: 1, g: 1, b: 1, a: 1} + m_FlareFalloff: 4 + m_SurfaceTexture: {fileID: 0} + m_SurfaceTint: {r: 1, g: 1, b: 1, a: 1} m_Distance: 150000000 + m_UseRayTracedShadows: 0 + m_NumRayTracingSamples: 4 + m_FilterTracedShadow: 1 + m_FilterSizeTraced: 16 + m_SunLightConeAngle: 0.5 + m_LightShadowRadius: 0.5 + m_SemiTransparentShadow: 0 + m_ColorShadow: 1 + m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -7206,24 +7486,31 @@ MonoBehaviour: m_LightlayersMask: 1 m_LinkShadowLayers: 1 m_ShadowNearPlane: 0.1 - m_ShadowSoftness: 0.5 m_BlockerSampleCount: 24 m_FilterSampleCount: 16 - m_MinFilterSize: 0.00001 + m_MinFilterSize: 0.01 m_KernelSize: 5 m_LightAngle: 1 m_MaxDepthBias: 0.001 - m_ShadowResolutionTier: 1 - m_UseShadowQualitySettings: 0 - m_CustomShadowResolution: 512 + m_ShadowResolution: + m_Override: 512 + m_UseOverride: 1 + m_Level: 1 m_ShadowDimmer: 1 m_VolumetricShadowDimmer: 1 m_ShadowFadeDistance: 10000 - m_ContactShadows: 0 + m_UseContactShadow: + m_Override: 0 + m_UseOverride: 1 + m_Level: 0 + m_RayTracedContactShadow: 0 m_ShadowTint: {r: 0, g: 0, b: 0, a: 1} + m_PenumbraTint: 0 m_NormalBias: 0.75 - m_ConstantBias: 0.15 + m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 + m_BarnDoorAngle: 90 + m_BarnDoorLength: 0.05 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -7240,6 +7527,8 @@ MonoBehaviour: useVolumetric: 1 featuresFoldout: 1 showAdditionalSettings: 0 + m_AreaLightEmissiveMeshShadowCastingMode: 0 + m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 --- !u!1 &696014281 GameObject: m_ObjectHideFlags: 0 @@ -7295,6 +7584,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -7319,6 +7609,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &696014284 Transform: m_ObjectHideFlags: 0 @@ -7394,6 +7685,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -7418,6 +7710,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &705745959 MeshFilter: m_ObjectHideFlags: 0 @@ -7487,6 +7780,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -7511,6 +7805,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &706354889 MeshFilter: m_ObjectHideFlags: 0 @@ -7576,6 +7871,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -7600,6 +7896,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &723713429 Transform: m_ObjectHideFlags: 0 @@ -7787,6 +8084,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -7877,17 +8175,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -7902,6 +8201,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -7916,9 +8216,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -7927,12 +8229,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &738453219 GameObject: m_ObjectHideFlags: 0 @@ -7976,9 +8290,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &738453222 MeshRenderer: @@ -7995,6 +8309,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -8019,6 +8334,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &738453223 MeshFilter: m_ObjectHideFlags: 0 @@ -8096,6 +8412,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -8120,6 +8437,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &761290108 GameObject: m_ObjectHideFlags: 0 @@ -8181,6 +8499,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -8205,6 +8524,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &761290112 MeshFilter: m_ObjectHideFlags: 0 @@ -8386,6 +8706,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -8476,17 +8797,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -8501,6 +8823,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -8515,9 +8838,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -8526,12 +8851,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &777732689 Material: serializedVersion: 6 @@ -8705,6 +9042,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -8795,17 +9133,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -8820,6 +9159,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -8834,9 +9174,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -8845,12 +9187,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &799881712 GameObject: m_ObjectHideFlags: 0 @@ -8912,6 +9266,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -8936,6 +9291,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &799881716 MeshFilter: m_ObjectHideFlags: 0 @@ -9013,6 +9369,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9037,6 +9394,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &822023385 GameObject: m_ObjectHideFlags: 0 @@ -9084,6 +9442,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9108,6 +9467,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &822023388 MeshFilter: m_ObjectHideFlags: 0 @@ -9199,6 +9559,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9223,6 +9584,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &840064229 GameObject: m_ObjectHideFlags: 0 @@ -9284,6 +9646,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9308,6 +9671,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &840064233 MeshFilter: m_ObjectHideFlags: 0 @@ -9377,6 +9741,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9401,6 +9766,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &842240211 MeshFilter: m_ObjectHideFlags: 0 @@ -9464,6 +9830,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9488,6 +9855,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &856014138 Transform: m_ObjectHideFlags: 0 @@ -9563,6 +9931,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9587,6 +9956,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &865144764 MeshFilter: m_ObjectHideFlags: 0 @@ -9768,6 +10138,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -9858,17 +10229,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -9883,6 +10255,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -9897,9 +10270,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -9908,12 +10283,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &936093829 GameObject: m_ObjectHideFlags: 0 @@ -9957,9 +10344,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &936093832 MeshRenderer: @@ -9976,6 +10363,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -10000,6 +10388,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &936093833 MeshFilter: m_ObjectHideFlags: 0 @@ -10063,6 +10452,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -10087,6 +10477,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &970190522 Transform: m_ObjectHideFlags: 0 @@ -10172,6 +10563,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -10196,6 +10588,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &980233703 GameObject: m_ObjectHideFlags: 0 @@ -10251,6 +10644,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -10275,6 +10669,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &980233706 Transform: m_ObjectHideFlags: 0 @@ -10462,6 +10857,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -10552,17 +10948,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -10577,6 +10974,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -10591,9 +10989,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -10602,12 +11002,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1003179268 GameObject: m_ObjectHideFlags: 0 @@ -10669,6 +11081,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -10693,6 +11106,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1003179272 MeshFilter: m_ObjectHideFlags: 0 @@ -10874,6 +11288,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -10964,17 +11379,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -10989,6 +11405,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -11003,9 +11420,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -11014,12 +11433,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1020602144 GameObject: m_ObjectHideFlags: 0 @@ -11081,6 +11512,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -11105,6 +11537,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1020602148 MeshFilter: m_ObjectHideFlags: 0 @@ -11182,6 +11615,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -11206,6 +11640,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1056248094 GameObject: m_ObjectHideFlags: 0 @@ -11275,6 +11710,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -11299,6 +11735,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!21 &1082360504 Material: serializedVersion: 6 @@ -11472,6 +11909,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -11562,17 +12000,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -11587,6 +12026,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -11601,9 +12041,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -11612,12 +12054,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1082854018 GameObject: m_ObjectHideFlags: 0 @@ -11679,6 +12133,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -11703,6 +12158,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1082854022 MeshFilter: m_ObjectHideFlags: 0 @@ -11766,6 +12222,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -11790,6 +12247,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1100767636 Transform: m_ObjectHideFlags: 0 @@ -11977,6 +12435,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -12067,17 +12526,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -12092,6 +12552,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -12106,9 +12567,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -12117,12 +12580,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1110235904 GameObject: m_ObjectHideFlags: 0 @@ -12184,6 +12659,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12208,6 +12684,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1110235908 MeshFilter: m_ObjectHideFlags: 0 @@ -12285,6 +12762,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12309,6 +12787,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1130594298 GameObject: m_ObjectHideFlags: 0 @@ -12352,9 +12831,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1130594301 MeshRenderer: @@ -12371,6 +12850,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12395,6 +12875,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1130594302 MeshFilter: m_ObjectHideFlags: 0 @@ -12458,6 +12939,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12482,6 +12964,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1150080096 Transform: m_ObjectHideFlags: 0 @@ -12551,6 +13034,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12575,6 +13059,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1159515358 Transform: m_ObjectHideFlags: 0 @@ -12694,6 +13179,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12718,6 +13204,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1201919807 MeshFilter: m_ObjectHideFlags: 0 @@ -12899,6 +13386,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -12989,17 +13477,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -13014,6 +13503,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -13028,9 +13518,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -13039,12 +13531,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 2, g: 2, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1237308185 GameObject: m_ObjectHideFlags: 0 @@ -13106,6 +13610,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -13130,6 +13635,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1237308189 MeshFilter: m_ObjectHideFlags: 0 @@ -13311,6 +13817,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -13401,17 +13908,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -13426,6 +13934,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -13440,9 +13949,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -13451,12 +13962,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1258990983 GameObject: m_ObjectHideFlags: 0 @@ -13518,6 +14041,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -13542,6 +14066,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1258990987 MeshFilter: m_ObjectHideFlags: 0 @@ -13619,6 +14144,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -13643,6 +14169,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1288075099 GameObject: m_ObjectHideFlags: 0 @@ -13714,6 +14241,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -13738,6 +14266,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1322064150 GameObject: m_ObjectHideFlags: 0 @@ -13793,6 +14322,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -13817,6 +14347,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1322064153 Transform: m_ObjectHideFlags: 0 @@ -13838,11 +14369,21 @@ PrefabInstance: m_Modification: m_TransformParent: {fileID: 0} m_Modifications: - - target: {fileID: 6004892619064504655, guid: adc7a3141c583ce49b9022be98bd5d96, + - target: {fileID: 198941061589059314, guid: adc7a3141c583ce49b9022be98bd5d96, type: 3} - propertyPath: m_Name - value: BrokenTestText + propertyPath: m_CharacterSize + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 2366749451762349873, guid: adc7a3141c583ce49b9022be98bd5d96, + type: 3} + propertyPath: m_Enabled + value: 0 objectReference: {fileID: 0} + - target: {fileID: 2366749451762349873, guid: adc7a3141c583ce49b9022be98bd5d96, + type: 3} + propertyPath: targetCamera + value: + objectReference: {fileID: 75293432} - target: {fileID: 5489785850083597078, guid: adc7a3141c583ce49b9022be98bd5d96, type: 3} propertyPath: m_LocalPosition.x @@ -13913,21 +14454,11 @@ PrefabInstance: propertyPath: m_LocalScale.z value: 0.59329414 objectReference: {fileID: 0} - - target: {fileID: 198941061589059314, guid: adc7a3141c583ce49b9022be98bd5d96, - type: 3} - propertyPath: m_CharacterSize - value: 1 - objectReference: {fileID: 0} - - target: {fileID: 2366749451762349873, guid: adc7a3141c583ce49b9022be98bd5d96, + - target: {fileID: 6004892619064504655, guid: adc7a3141c583ce49b9022be98bd5d96, type: 3} - propertyPath: m_Enabled - value: 0 + propertyPath: m_Name + value: BrokenTestText objectReference: {fileID: 0} - - target: {fileID: 2366749451762349873, guid: adc7a3141c583ce49b9022be98bd5d96, - type: 3} - propertyPath: targetCamera - value: - objectReference: {fileID: 75293432} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: adc7a3141c583ce49b9022be98bd5d96, type: 3} --- !u!1 &1369571295 @@ -13985,6 +14516,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14009,6 +14541,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1369571298 Transform: m_ObjectHideFlags: 0 @@ -14084,6 +14617,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14108,6 +14642,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1390785807 MeshFilter: m_ObjectHideFlags: 0 @@ -14289,6 +14824,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -14379,17 +14915,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -14404,6 +14941,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -14418,9 +14956,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -14429,12 +14969,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1418023247 GameObject: m_ObjectHideFlags: 0 @@ -14504,6 +15056,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14528,6 +15081,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1426059128 GameObject: m_ObjectHideFlags: 0 @@ -14589,6 +15143,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14613,6 +15168,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1426059132 MeshFilter: m_ObjectHideFlags: 0 @@ -14682,6 +15238,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14706,6 +15263,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1426758647 MeshFilter: m_ObjectHideFlags: 0 @@ -14775,6 +15333,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14799,6 +15358,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1439520866 MeshFilter: m_ObjectHideFlags: 0 @@ -14868,6 +15428,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14892,6 +15453,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1461010173 MeshFilter: m_ObjectHideFlags: 0 @@ -15073,6 +15635,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -15163,17 +15726,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -15188,6 +15752,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -15202,9 +15767,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -15213,12 +15780,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1498536033 GameObject: m_ObjectHideFlags: 0 @@ -15274,6 +15853,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -15298,6 +15878,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1498536036 Transform: m_ObjectHideFlags: 0 @@ -15485,6 +16066,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -15575,17 +16157,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -15600,6 +16183,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -15614,9 +16198,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -15625,12 +16211,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1508597291 GameObject: m_ObjectHideFlags: 0 @@ -15674,9 +16272,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1508597294 MeshRenderer: @@ -15693,6 +16291,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -15717,6 +16316,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1508597295 MeshFilter: m_ObjectHideFlags: 0 @@ -15768,9 +16368,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1509512978 MeshRenderer: @@ -15787,6 +16387,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -15811,6 +16412,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1509512979 MeshFilter: m_ObjectHideFlags: 0 @@ -15992,6 +16594,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -16082,17 +16685,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -16107,6 +16711,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -16121,9 +16726,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -16132,12 +16739,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1582081110 Material: serializedVersion: 6 @@ -16311,6 +16930,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -16401,17 +17021,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -16426,6 +17047,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -16440,9 +17062,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -16451,12 +17075,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1613179979 GameObject: m_ObjectHideFlags: 0 @@ -16512,6 +17148,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -16536,6 +17173,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1613179982 Transform: m_ObjectHideFlags: 0 @@ -16605,6 +17243,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -16629,6 +17268,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1628155542 Transform: m_ObjectHideFlags: 0 @@ -16686,9 +17326,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1657802540 MeshRenderer: @@ -16705,6 +17345,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -16729,6 +17370,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1657802541 MeshFilter: m_ObjectHideFlags: 0 @@ -16910,6 +17552,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -17000,17 +17643,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -17025,6 +17669,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -17039,9 +17684,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -17050,12 +17697,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1680095224 GameObject: m_ObjectHideFlags: 0 @@ -17125,6 +17784,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17149,6 +17809,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1693924828 GameObject: m_ObjectHideFlags: 0 @@ -17192,9 +17853,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1693924831 MeshRenderer: @@ -17211,6 +17872,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17235,6 +17897,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1693924832 MeshFilter: m_ObjectHideFlags: 0 @@ -17312,6 +17975,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17336,6 +18000,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1752131080 GameObject: m_ObjectHideFlags: 0 @@ -17405,6 +18070,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17429,6 +18095,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1762925362 GameObject: m_ObjectHideFlags: 0 @@ -17472,9 +18139,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1762925365 MeshRenderer: @@ -17491,6 +18158,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17515,6 +18183,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1762925366 MeshFilter: m_ObjectHideFlags: 0 @@ -17696,6 +18365,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -17786,17 +18456,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -17811,6 +18482,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -17825,9 +18497,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -17836,12 +18510,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1786551326 GameObject: m_ObjectHideFlags: 0 @@ -17903,6 +18589,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17927,6 +18614,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1786551330 MeshFilter: m_ObjectHideFlags: 0 @@ -18108,6 +18796,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -18198,17 +18887,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -18223,6 +18913,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -18237,9 +18928,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -18248,12 +18941,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1794769461 Material: serializedVersion: 6 @@ -18427,6 +19132,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -18517,17 +19223,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -18542,6 +19249,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -18556,9 +19264,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -18567,12 +19277,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1806450501 Material: serializedVersion: 6 @@ -18746,6 +19468,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -18836,17 +19559,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -18861,6 +19585,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -18875,9 +19600,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -18886,12 +19613,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1806901691 Material: serializedVersion: 6 @@ -19065,6 +19804,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -19155,17 +19895,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -19180,6 +19921,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -19194,9 +19936,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -19205,12 +19949,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1822534184 GameObject: m_ObjectHideFlags: 0 @@ -19272,6 +20028,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -19296,6 +20053,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1822534188 MeshFilter: m_ObjectHideFlags: 0 @@ -19477,6 +20235,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -19567,17 +20326,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -19592,6 +20352,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -19606,9 +20367,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -19617,12 +20380,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1847923393 Material: serializedVersion: 6 @@ -19796,6 +20571,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -19886,17 +20662,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -19911,6 +20688,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -19925,9 +20703,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -19936,12 +20716,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1852201115 GameObject: m_ObjectHideFlags: 0 @@ -20011,6 +20803,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -20035,6 +20828,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!21 &1865601234 Material: serializedVersion: 6 @@ -20208,6 +21002,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -20298,17 +21093,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -20323,6 +21119,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -20337,9 +21134,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -20348,12 +21147,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1888583710 Material: serializedVersion: 6 @@ -20527,6 +21338,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -20617,17 +21429,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -20642,6 +21455,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -20656,9 +21470,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -20667,12 +21483,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1894177490 Material: serializedVersion: 6 @@ -20846,6 +21674,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -20936,17 +21765,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -20961,6 +21791,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -20975,9 +21806,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -20986,12 +21819,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1894567276 GameObject: m_ObjectHideFlags: 0 @@ -21061,6 +21906,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21085,6 +21931,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1909660569 GameObject: m_ObjectHideFlags: 0 @@ -21146,6 +21993,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21170,6 +22018,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1909660573 MeshFilter: m_ObjectHideFlags: 0 @@ -21233,6 +22082,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21257,6 +22107,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1916000110 Transform: m_ObjectHideFlags: 0 @@ -21332,6 +22183,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21356,6 +22208,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1919108762 MeshFilter: m_ObjectHideFlags: 0 @@ -21537,6 +22390,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -21627,17 +22481,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -21652,6 +22507,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -21666,9 +22522,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -21677,12 +22535,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1943596800 GameObject: m_ObjectHideFlags: 0 @@ -21814,6 +22684,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21838,6 +22709,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &2011602049 MeshFilter: m_ObjectHideFlags: 0 @@ -21915,6 +22787,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21939,6 +22812,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &2022497119 GameObject: m_ObjectHideFlags: 0 @@ -21996,6 +22870,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22020,6 +22895,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &2022497122 Transform: m_ObjectHideFlags: 0 @@ -22089,6 +22965,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22113,6 +22990,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &2026519736 Transform: m_ObjectHideFlags: 0 @@ -22188,6 +23066,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22212,6 +23091,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &2066681238 MeshFilter: m_ObjectHideFlags: 0 @@ -22393,6 +23273,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -22444,7 +23325,7 @@ Material: - _EnableGeometricSpecularAA: 0 - _EnableSpecularOcclusion: 0 - _EnergyConservingSpecularColor: 1 - - _Flags: 8 + - _Flags: 0 - _HdrpVersion: 2 - _HeightAmplitude: 0.02 - _HeightCenter: 0.5 @@ -22483,17 +23364,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -22508,6 +23390,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -22522,9 +23405,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -22533,12 +23418,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 2, g: 2, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &2103592705 GameObject: m_ObjectHideFlags: 0 @@ -22608,6 +23505,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22632,6 +23530,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &2111968800 GameObject: m_ObjectHideFlags: 0 @@ -22689,6 +23588,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22713,6 +23613,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &2111968803 Transform: m_ObjectHideFlags: 0 @@ -22798,6 +23699,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22822,6 +23724,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &2138308295 GameObject: m_ObjectHideFlags: 0 @@ -22865,9 +23768,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &2138308298 MeshRenderer: @@ -22884,6 +23787,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22908,6 +23812,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &2138308299 MeshFilter: m_ObjectHideFlags: 0 @@ -22971,6 +23876,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22995,6 +23901,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &2147273450 Transform: m_ObjectHideFlags: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_aniso/AxF_aniso.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_aniso/AxF_aniso.mat index 6bb9e6578a4..214bc70eef5 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_aniso/AxF_aniso.mat +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_aniso/AxF_aniso.mat @@ -173,6 +173,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -263,6 +264,7 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - _StencilRef: 0 - _StencilRefDepth: 8 @@ -303,9 +305,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -314,6 +318,17 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 2, g: 2, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_displacement/AxF_displacement.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_displacement/AxF_displacement.mat index 51ad207f391..97fef1ed689 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_displacement/AxF_displacement.mat +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_displacement/AxF_displacement.mat @@ -173,6 +173,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -224,7 +225,7 @@ Material: - _EnableGeometricSpecularAA: 0 - _EnableSpecularOcclusion: 0 - _EnergyConservingSpecularColor: 1 - - _Flags: 8 + - _Flags: 0 - _HdrpVersion: 2 - _HeightAmplitude: 0.02 - _HeightCenter: 0.5 @@ -263,6 +264,7 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - _StencilRef: 0 - _StencilRefDepth: 8 @@ -303,9 +305,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -314,6 +318,17 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 2, g: 2, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/Graphs/AlphaTest_HDRP_LitSG_transparent_post.shadergraph b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/Graphs/AlphaTest_HDRP_LitSG_transparent_post.shadergraph index d29e2fa9ba9..4e1bf27aa36 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1900_AlphaTest_SG/Graphs/AlphaTest_HDRP_LitSG_transparent_post.shadergraph +++ 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source code of the core SRP package. - float4 FullScreenPass(Varyings varyings, out float outputDepth : SV_Depth) : SV_Target + float4 FullScreenPass(Varyings varyings) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); - float depth = LoadCameraDepth(varyings.positionCS.xy); - PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); - float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS); - float4 color = float4(0.0, 0.0, 0.0, 0.0); - - // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point - if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) - color = float4(CustomPassLoadCameraColor(varyings.positionCS.xy, 0), 1); - - // Add your custom pass code here - outputDepth = 0.063; - - // Fade value allow you to increase the strength of the effect while the camera gets closer to the custom pass volume - float f = 1 - abs(_FadeValue * 2 - 1); - return float4(color.rgb + f, color.a); + return float4(1, 1, 0, 1); } ENDHLSL diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Transparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Transparent.mat index b022455dd22..7e9e4ed061c 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Transparent.mat +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Transparent.mat @@ -124,6 +124,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 10 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _BlendMode: 0 - _CoatMask: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/WriteNormals.cs b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/WriteNormals.cs new file mode 100644 index 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+1,8 @@ +fileFormatVersion: 2 +guid: 1f4fa1fda5b964e41a6a2180b513ecee +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset b/TestProjects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset index 555d4c0de17..59f7731e157 100644 --- a/TestProjects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset +++ b/TestProjects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset @@ -69,6 +69,13 @@ MonoBehaviour: XrSdk: StereoModes: 0 Reason: corruption + - FilteredScene: {fileID: 102900000, guid: 5246b0356ec7dbf4aa0a3afc6b27b122, type: 3} + ColorSpace: 1 + BuildPlatform: -2 + GraphicsDevice: 18 + XrSdk: + StereoModes: 0 + Reason: Crash on Yamato - FilteredScene: {fileID: 102900000, guid: 5246b0356ec7dbf4aa0a3afc6b27b122, type: 3} ColorSpace: 1 BuildPlatform: -2 @@ -167,6 +174,13 @@ MonoBehaviour: XrSdk: StereoModes: 0 Reason: Crash + - FilteredScene: {fileID: 102900000, guid: f2fd7a28087b7634e94c49cb78704e74, type: 3} + ColorSpace: 1 + BuildPlatform: -2 + GraphicsDevice: 21 + XrSdk: + StereoModes: 0 + Reason: cause following test to fail - FilteredScene: {fileID: 102900000, guid: c2f6e1c5441279d42b05dbe99212bf2d, type: 3} ColorSpace: 1 BuildPlatform: -2 @@ -208,7 +222,14 @@ MonoBehaviour: GraphicsDevice: 18 XrSdk: StereoModes: 0 - Reason: instable + Reason: unstable + - FilteredScene: {fileID: 102900000, guid: e75b9916869e2384b8e53bc6bffb1314, type: 3} + ColorSpace: 1 + BuildPlatform: -2 + GraphicsDevice: 18 + XrSdk: + StereoModes: 0 + Reason: unstable - FilteredScene: {fileID: 102900000, guid: e75b9916869e2384b8e53bc6bffb1314, type: 3} ColorSpace: 1 BuildPlatform: -2 @@ -300,17 +321,17 @@ MonoBehaviour: XrSdk: StereoModes: 0 Reason: flip flop - - FilteredScene: {fileID: 102900000, guid: 5b7d40e46ea038446bf4f714c9d89eaf, type: 3} + - FilteredScene: {fileID: 102900000, guid: c64196eb7ce78e84bb835b2ea858ee19, type: 3} ColorSpace: 1 BuildPlatform: -2 - GraphicsDevice: 18 + GraphicsDevice: 21 XrSdk: StereoModes: 0 - Reason: Not working - - FilteredScene: {fileID: 102900000, guid: 5246b0356ec7dbf4aa0a3afc6b27b122, type: 3} + Reason: flip flop + - FilteredScene: {fileID: 102900000, guid: 5b7d40e46ea038446bf4f714c9d89eaf, type: 3} ColorSpace: 1 BuildPlatform: -2 GraphicsDevice: 18 XrSdk: StereoModes: 0 - Reason: Crash on Yamato + Reason: Not working diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index 8e5b84d5e48..6a5bed01291 100644 --- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -443,6 +443,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/5x_SkyAndFog/5008_FogFiltering.unity guid: f5cb4917223ead34abb31c1dc1013fb2 + - enabled: 1 + path: Assets/GraphicTests/Scenes/5x_SkyAndFog/5009_HDRI_Sky_Flow.unity + guid: f2fd7a28087b7634e94c49cb78704e74 - enabled: 1 path: Assets/GraphicTests/Scenes/8x_ShaderGraph/8101_Opaque.unity guid: 3f9e911b4dbc9464e85add595c37cb89 @@ -566,6 +569,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen.unity guid: 86f8f2a99d6720b48abc19c684103d74 + - enabled: 1 + path: Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers.unity + guid: c64196eb7ce78e84bb835b2ea858ee19 - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9801_ShurikenLightModule.unity guid: d50ee167e49a2d74988347d7888c3613 diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index db410ddebcd..da6b7125c54 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -41,6 +41,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix LookDev's layout vanishing on domain reload. - Fixed issue with the shader TransformWorldToHClipDir function computing the wrong result. - Fixed division by zero in `V_SmithJointGGX` function. +- Fixed null reference exception in LookDev when setting the SRP to one not implementing LookDev (case 1245086) +- Fix LookDev's undo/redo on EnvironmentLibrary (case 1234725) ### Changed - Restored usage of ENABLE_VR to fix compilation errors on some platforms. diff --git a/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.cs b/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.cs index 2dd6c162e83..38845ceeda3 100644 --- a/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.cs +++ b/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.cs @@ -36,10 +36,12 @@ protected T Cast(object o) where T : class { var casted = o as T; - string typeName = o == null ? "null" : o.GetType().ToString(); if (casted == null) + { + string typeName = o == null ? "null" : o.GetType().ToString(); throw new InvalidOperationException("Can't cast " + typeName + " to " + typeof(T)); + } return casted; } diff --git a/com.unity.render-pipelines.core/Editor/LookDev/Context.cs b/com.unity.render-pipelines.core/Editor/LookDev/Context.cs index 04f0300517e..7db4c4e799f 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/Context.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/Context.cs @@ -264,6 +264,18 @@ internal bool HasLibraryAssetChanged(EnvironmentLibrary environmentLibrary) return m_EnvironmentLibraryGUID != AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(environmentLibrary)); } + + internal void FullReimportEnvironmentLibrary() + { + if (environmentLibrary == null) + return; + + // refresh AssetDatabase in case of undo/redo creating/destructing environment subasset + string libraryPath = AssetDatabase.GetAssetPath(environmentLibrary); + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(environmentLibrary), ImportAssetOptions.DontDownloadFromCacheServer | ImportAssetOptions.ForceSynchronousImport | ImportAssetOptions.ForceUpdate | ImportAssetOptions.ImportRecursive); + UpdateEnvironmentLibrary(AssetDatabase.LoadAssetAtPath(libraryPath)); + EditorUtility.SetDirty(environmentLibrary); + } } /// diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs index 30d1e966387..5db3aba5723 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs @@ -463,5 +463,13 @@ void OnFocus() ((IEnvironmentDisplayer)this).Repaint(); } } + + void FullRefreshEnvironmentList() + { + if (LookDev.currentContext.environmentLibrary != null) + LookDev.currentContext.FullReimportEnvironmentLibrary(); + + ((IEnvironmentDisplayer)this).Repaint(); + } } } diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs index a616701a681..12b7368fccc 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs @@ -3,6 +3,8 @@ using UnityEngine; using UnityEngine.UIElements; +using RenderPipelineManager = UnityEngine.Rendering.RenderPipelineManager; + namespace UnityEditor.Rendering.LookDev { /// Interface that must implement the viewer to communicate with the compositor and data management @@ -257,9 +259,15 @@ void OnEnable() ApplyLayout(viewLayout); ApplySidePanelChange(layout.showedSidePanel); + + Undo.undoRedoPerformed += FullRefreshEnvironmentList; } - void OnDisable() => OnClosedInternal?.Invoke(); + void OnDisable() + { + Undo.undoRedoPerformed -= FullRefreshEnvironmentList; + OnClosedInternal?.Invoke(); + } void CreateToolbar() { @@ -680,6 +688,17 @@ void OnGUI() rootVisualElement.styleSheets.Add(styleSheetLight); } + // [case 1245086] Guard in case the SRP asset is set to null (or to a not supported SRP) when the lookdev window is already open + // Note: After an editor reload, we might get a null OnUpdateRequestedInternal and null SRP for a couple of frames, hence the check. + if (!LookDev.supported && OnUpdateRequestedInternal !=null) + { + // Print an error and close the Lookdev window (to avoid spamming the console) + Debug.LogError($"LookDev is not supported by this Scriptable Render Pipeline: " + + (RenderPipelineManager.currentPipeline == null ? "No SRP in use" : RenderPipelineManager.currentPipeline.ToString())); + LookDev.Close(); + return; + } + OnUpdateRequestedInternal?.Invoke(); } } diff --git a/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs b/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs index 310239b1ac5..18872041db4 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs @@ -32,15 +32,21 @@ public class EnvironmentLibrary : ScriptableObject /// The created Environment public Environment Add() { + Undo.SetCurrentGroupName("Add Environment"); + int group = Undo.GetCurrentGroup(); + Environment environment = ScriptableObject.CreateInstance(); environment.name = "New Environment"; Undo.RegisterCreatedObjectUndo(environment, "Add Environment"); + Undo.RecordObject(this, "Add Environment"); environments.Add(environment); // Store this new environment as a subasset so we can reference it safely afterwards. AssetDatabase.AddObjectToAsset(environment, this); + Undo.CollapseUndoOperations(group); + // Force save / refresh. Important to do this last because SaveAssets can cause effect to become null! EditorUtility.SetDirty(this); AssetDatabase.SaveAssets(); @@ -54,11 +60,16 @@ public Environment Add() /// Index where to remove Environment public void Remove(int index) { + Undo.SetCurrentGroupName("Remove Environment"); + int group = Undo.GetCurrentGroup(); + Environment environment = environments[index]; Undo.RecordObject(this, "Remove Environment"); environments.RemoveAt(index); Undo.DestroyObjectImmediate(environment); + Undo.CollapseUndoOperations(group); + // Force save / refresh EditorUtility.SetDirty(this); AssetDatabase.SaveAssets(); diff --git a/com.unity.render-pipelines.core/Runtime/Common/ConstantBuffer.cs.meta b/com.unity.render-pipelines.core/Runtime/Common/ConstantBuffer.cs.meta index 59534e5dfd3..ca8ef5f8173 100644 --- a/com.unity.render-pipelines.core/Runtime/Common/ConstantBuffer.cs.meta +++ b/com.unity.render-pipelines.core/Runtime/Common/ConstantBuffer.cs.meta @@ -1,9 +1,5 @@ fileFormatVersion: 2 -<<<<<<< HEAD:com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ShaderVariablesScreenSpaceReflection.cs.meta guid: 61649e120aa78c04e8b44d1c5af17d35 -======= -guid: 6d9f50d0a621c534987e1e47d723d06e ->>>>>>> 8f57f3a16bc29eb6b6995b083fc3fc9a89e9ea88:com.unity.render-pipelines.core/Runtime/Common/ConstantBuffer.cs.meta MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Fields.cs b/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Fields.cs index b6a1f5df4d5..d2005a63f8a 100644 --- a/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Fields.cs +++ b/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Fields.cs @@ -320,6 +320,9 @@ internal void InitQuickSeparators() internal void InitIndexes() { + if (enumNames == null) + enumNames = new GUIContent[0]; + indexes = new int[enumNames.Length]; for (int i = 0; i < enumNames.Length; i++) { diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs index 34f7b894800..c8a1b3a32ae 100644 --- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs +++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs @@ -242,6 +242,17 @@ public void UnRegisterDebug() //m_DebugParameters.UnRegisterDebug(); } + /// + /// Resets the reference size of the internal RTHandle System. + /// This allows users to reduce the memory footprint of render textures after doing a super sampled rendering pass for example. + /// + /// New width of the internal RTHandle System. + /// New height of the internal RTHandle System. + public void ResetRTHandleReferenceSize(int width, int height) + { + m_Resources.ResetRTHandleReferenceSize(width, height); + } + /// /// Import an external texture to the Render Graph. /// diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs index 51c76b3bedc..3b8a66efc34 100644 --- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs +++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs @@ -771,6 +771,11 @@ internal void Clear() #endif } + internal void ResetRTHandleReferenceSize(int width, int height) + { + m_RTHandleSystem.ResetReferenceSize(width, height); + } + internal void Cleanup() { foreach (var value in m_TexturePool) diff --git a/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs b/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs index 7d10f4fe881..51888e2e4aa 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs @@ -134,6 +134,17 @@ public void SwapAndSetReferenceSize(int width, int height, MSAASamples msaaSampl m_RTHandleSystem.SetReferenceSize(width, height, msaaSamples); } + /// + /// Reset the reference size of the system and reallocate all textures. + /// + /// New width. + /// New height. + public void ResetReferenceSize(int width, int height) + { + m_RTHandleSystem.ResetReferenceSize(width, height); + } + + void Swap() { foreach (var item in m_RTHandles) diff --git a/com.unity.render-pipelines.core/Runtime/Textures/RTHandleSystem.cs b/com.unity.render-pipelines.core/Runtime/Textures/RTHandleSystem.cs index e5ce6686619..77e517d38b2 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/RTHandleSystem.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/RTHandleSystem.cs @@ -125,13 +125,25 @@ internal void Remove(RTHandle rth) m_AutoSizedRTs.Remove(rth); } + /// + /// Reset the reference size of the system and reallocate all textures. + /// + /// New width. + /// New height. + public void ResetReferenceSize(int width, int height) + { + m_MaxWidths = width; + m_MaxHeights = height; + SetReferenceSize(width, height, m_ScaledRTCurrentMSAASamples, reset: true); + } + /// /// Sets the reference rendering size for subsequent rendering for the RTHandle System /// /// Reference rendering width for subsequent rendering. /// Reference rendering height for subsequent rendering. /// Number of MSAA samples for multisampled textures for subsequent rendering. - public void SetReferenceSize(int width, int height, MSAASamples msaaSamples) + public void SetReferenceSize(int width, int height, MSAASamples msaaSamples, bool reset = false) { m_RTHandleProperties.previousViewportSize = m_RTHandleProperties.currentViewportSize; m_RTHandleProperties.previousRenderTargetSize = m_RTHandleProperties.currentRenderTargetSize; @@ -140,7 +152,7 @@ public void SetReferenceSize(int width, int height, MSAASamples msaaSamples) width = Mathf.Max(width, 1); height = Mathf.Max(height, 1); - bool sizeChanged = width > GetMaxWidth() || height > GetMaxHeight(); + bool sizeChanged = width > GetMaxWidth() || height > GetMaxHeight() || reset; bool msaaSamplesChanged = (msaaSamples != m_ScaledRTCurrentMSAASamples); if (sizeChanged || msaaSamplesChanged) diff --git a/com.unity.render-pipelines.core/Runtime/Textures/RTHandles.cs b/com.unity.render-pipelines.core/Runtime/Textures/RTHandles.cs index a2d7c95c04b..eaeb4c2a483 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/RTHandles.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/RTHandles.cs @@ -304,5 +304,15 @@ MSAASamples msaaSamples msaaSamples ); } + + /// + /// Reset the reference size of the system and reallocate all textures. + /// + /// New width. + /// New height. + public static void ResetReferenceSize(int width, int height) + { + s_DefaultInstance.ResetReferenceSize(width, height); + } } } diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 1317c0b21dc..dcb283334df 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -118,6 +118,14 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added a DisplayInfo attribute to specify a name override and a display order for Volume Component fields (used only in default inspector for now). - Added Min distance to contact shadows. - Added support for Depth of Field in path tracing (by sampling the lens aperture). +- Added an API in HDRP to override the camera within the rendering of a frame (mainly for custom pass). +- Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. +- Added support for AxF measurements importing into texture resources tilings. +- Added Layer parameter on Area Light to modify Layer of generated Emissive Mesh +- Added a flow map parameter to HDRI Sky +- Implemented ray traced reflections for transparent objects. +- Add a new parameter to control reflections in recursive rendering. +- Added an initial version of SSGI. ### Fixed - Fix when rescale probe all direction below zero (1219246) @@ -497,7 +505,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed the MaxLightCount being displayed when the light volume debug menu is on ColorAndEdge. - Fixed issue with unclear naming of debug menu for decals. - Fixed z-fighting in scene view when scene lighting is off (case 1203927) -- Fixed issue that prevented cubemap thumbnails from rendering. +- Fixed issue that prevented cubemap thumbnails from rendering (only on D3D11 and Metal). - Fixed ray tracing with VR single-pass - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. - Fixed error in the console when switching shader to decal in the material UI. @@ -574,6 +582,33 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - VFX: Removed irrelevant queues in render queue selection from HDRP outputs - VFX: Motion Vector are correctly renderered with MSAA [Case 1240754](https://issuetracker.unity3d.com/product/unity/issues/guid/1240754/) - Fixed a cause of NaN when a normal of 0-length is generated (usually via shadergraph). +- Fixed issue with screen-space shadows not enabled properly when RT is disabled (case 1235821) +- Fixed a performance issue with stochastic ray traced area shadows. +- Fixed cookie texture not updated when changing an import settings (srgb for example). +- Fixed flickering of the game/scene view when lookdev is running. +- Fixed issue with reflection probes in realtime time mode with OnEnable baking having wrong lighting with sky set to dynamic (case 1238047). +- Fixed transparent motion vectors not working when in MSAA. +- Fix error when removing DecalProjector from component contextual menu (case 1243960) +- Fixed issue with post process when running in RGBA16 and an object with additive blending is in the scene. +- Fixed corrupted values on LayeredLit when using Vertex Color multiply mode to multiply and MSAA is activated. +- Fix conflicts with Handles manipulation when performing a Reset in DecalComponent (case 1238833) +- Fixed depth prepass and postpass being disabled after changing the shader in the material UI. +- Fixed issue with sceneview camera settings not being saved after Editor restart. +- Fixed issue when switching back to custom sensor type in physical camera settings (case 1244350). +- Fixed a null ref exception when running playmode tests with the render pipeline debug window opened. +- Fixed some GCAlloc in the debug window. +- Fixed shader graphs not casting semi-transparent and color shadows (case 1242617) +- Fixed thin refraction mode not working properly. +- Fixed assert on tests caused by probe culling results being requested when culling did not happen. (case 1246169) +- Fixed over consumption of GPU memory by the Physically Based Sky. +- Fixed an invalid rotation in Planar Reflection Probe editor display, that was causing an error message (case 1182022) +- Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. +- Fixed issue that caused not all baked reflection to be deleted upon clicking "Clear Baked Data" in the lighting menu (case 1136080) +- Fixed an issue where asset preview could be rendered white because of static lighting sky. +- Fixed an issue where static lighting was not updated when removing the static lighting sky profile. +- Fixed the show cookie atlas debug mode not displaying correctly when enabling the clear cookie atlas option. +- Fixed various multi-editing issues when changing Emission parameters. +- Fixed error when undo a Reflection Probe removal in a prefab instance. (case 1244047) ### Changed - Improve MIP selection for decals on Transparents @@ -698,6 +733,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Use multi_compile API for deferred compute shader with shadow mask. - Made the StaticLightingSky class public so that users can change it by script for baking purpose. - Shadowmask and realtime reflectoin probe property are hide in Quality settings +- Improved performance of reflection probe management when using a lot of probes. +- Ignoring the disable SSR flags for recursive rendering. +- Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. ## [7.1.1] - 2019-09-05 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/AxF-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/AxF-Shader.md index 5a346878a38..116b81ce63b 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/AxF-Shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/AxF-Shader.md @@ -58,8 +58,7 @@ Note: The AxF Importer imports every Texture as half float, linear, sRGB gamut ( | **Property** | **Description** | | --------------------- | ------------------------------------------------------------ | -| **Material Tiling U** | Sets the tile rate along the x-axis for every Texture in the **Surface Inputs** section. HDRP uses this value to tile the Textures along the x-axis of the Material’s surface, in object space. | -| **Material Tiling V** | Sets the tile rate along the y-axis for every Texture in the **Surface Inputs** section. HDRP uses this value to tile the Textures along the y-axis of the Material’s surface, in object space. | +| **Main Tiling & Offset** | Sets the tiling rate (xy) and offsets (zw) for every Texture in the **Surface Inputs** section. HDRP uses these values to tile the Textures along the xy-axes of the Material’s surface, in the object's tangent space. Each texture property can also specify additional tiling and offset values that are applied on top of these main values (Texture property-specific tiling rates are multiplied and offsets are added to the main values set here) | | **BRDF Type** | Controls the main AxF Material representation.
• **SVBRDF**: For information on the properties Unity makes visible when you select this option, see [BRDF Type - SVBRDF](#SVBRDF).
•**CAR_PAINT**: For information on the properties Unity makes visible when you select this option, see [BRDF Type - CAR_PAINT](#CAR_PAINT). | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md index a165bdddd69..58efdb653bb 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md @@ -59,6 +59,12 @@ public class NewSky : SkySettings } return hash; } + + public override int GetHashCode(Camera camera) + { + // Implement if your sky depends on the camera settings (like position for instance) + return GetHashCode(); + } } ``` @@ -159,6 +165,10 @@ class NewSkyRenderer : SkyRenderer } ``` +### Important note: +If your sky renderer has to manage heavy data (like precomputed textures or similar things) then particular care has to be taken. Indeed, one instance of the renderer will exist per camera so by default if this data is a member of the renderer, it willl also be duplicated in memory. +Since each sky renderer can have very different needs, the responsbility to share this kind of data is the renderer's and need to be implemented by the user. + ## Sky rendering Shader diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md index 04fd3300767..83a962e07a7 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md @@ -22,6 +22,12 @@ After you add an **HDRI Sky** override, you must set the Volume to use **HDRI Sk | Property | Description | | -------------------------------- | ------------------------------------------------------------ | | **HDRI Sky** | Assign a HDRI Texture that HDRP uses to render the sky. | +| **Enable Distortion** | Enable or disable UV distortion. | +| - **Distortion Mode** | Use the drop-down to select the method that HDRP uses to calculate the sky distortion.
• **Procedural**: HDRP distorts the sky using a uniform wind direction.
• **Flowmap**: HDRP distorts the sky with a user provided flowmap. | +| -- **Flowmap** | Assign a flowmap, in LatLong layout, that HDRP uses to distort UVs when rendering the sky.
This property only appears when you select **Flowmap** from the **Distortion Mode** drop-down. | +| -- **Upper Hemisphere Only** | Check the box if the flowmap contains distortion for the sky above the horizon only.
This property only appears when you select **Flowmap** from the **Distortion Mode** drop-down. | +| - **Scroll direction** | Use the slider to set the scrolling direction for the distortion. | +| - **Scroll speed** | Modify the speed at which HDRP scrolls the distortion texture. | | **Intensity Mode** | Use the drop-down to select the method that HDRP uses to calculate the sky intensity.
• **Exposure**: HDRP calculates intensity from an exposure value in EV100.
• **Multiplier**: HDRP calculates intensity from a flat multiplier.
• **Lux**: HDRP calculates intensity in terms of a target Lux value. | | - **Exposure** | Set the amount of light per unit area that HDRP applies to the HDRI Sky cubemap.
This property only appears when you select **Exposure** from the **Intensity Mode** drop-down. | | - **Multiplier** | Set the multiplier for HDRP to apply to the Scene as environmental light. HDRP multiplies the environment light in your Scene by this value.
This property only appears when you select **Multiplier** from the **Intensity Mode** drop-down. | diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs index 8ae052f9be6..0e48300f445 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs @@ -81,6 +81,8 @@ sealed class Styles public readonly GUIContent displayAreaLightEmissiveMesh = new GUIContent("Display Emissive Mesh", "Generate an emissive mesh using the size, Color and Intensity of the Area Light."); public readonly GUIContent areaLightEmissiveMeshCastShadow = new GUIContent("Cast Shadows", "Specify wether the generated geometry create shadow or not when a shadow casting Light shines on it"); public readonly GUIContent areaLightEmissiveMeshMotionVector = new GUIContent("Motion Vectors", "Specify wether the generated Mesh renders 'Per Object Motion', 'Camera Motion' or 'No Motion' vectors to the Camera Motion Vector Texture."); + public readonly GUIContent areaLightEmissiveMeshSameLayer = new GUIContent("Same Layer", "If checked, use the same Layer than the Light one."); + public readonly GUIContent areaLightEmissiveMeshCustomLayer = new GUIContent("Custom Layer", "Specify on which layer the generated Mesh live."); public readonly GUIContent lightLayer = new GUIContent("Light Layer", "Specifies the current Light Layers that the Light affects. This Light illuminates corresponding Renderers with the same Light Layer flags."); public readonly GUIContent interactsWithSky = new GUIContent("Affect Physically Based Sky", "Check this option to make the light and the Physically Based sky affect one another."); diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs index f50088760ca..fe6def1919f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs @@ -104,17 +104,6 @@ static HDLightUI() CED.FoldoutGroup(s_Styles.shapeHeader, Expandable.Shape, k_ExpandedState, DrawShapeContent), CED.Conditional((serialized, owner) => serialized.type == HDLightType.Directional && !serialized.settings.isCompletelyBaked, CED.FoldoutGroup(s_Styles.celestialBodyHeader, Expandable.CelestialBody, k_ExpandedState, DrawCelestialBodyContent)), - //CED.TernaryConditional((serialized, owner) => serialized.type == HDLightType.Directional && !serialized.settings.isCompletelyBaked, - // CED.AdvancedFoldoutGroup(s_Styles.shapeHeader, Expandable.Shape, k_ExpandedState, - // (serialized, owner) => GetAdvanced(AdvancedMode.Shape, serialized, owner), - // (serialized, owner) => SwitchAdvanced(AdvancedMode.Shape, serialized, owner), - // DrawShapeContent, - // DrawShapeAdvancedContent - // ), - // CED.FoldoutGroup(s_Styles.shapeHeader, Expandable.Shape, k_ExpandedState, - // DrawShapeContent - // ) - //), CED.AdvancedFoldoutGroup(s_Styles.emissionHeader, Expandable.Emission, k_ExpandedState, (serialized, owner) => GetAdvanced(AdvancedMode.Emission, serialized, owner), (serialized, owner) => SwitchAdvanced(AdvancedMode.Emission, serialized, owner), @@ -825,6 +814,7 @@ static void DrawEmissionAdvancedContent(SerializedHDLight serialized, Editor own { serialized.UpdateAreaLightEmissiveMeshCastShadow(newCastShadow); } + EditorGUI.showMixedValue = false; lineRect = EditorGUILayout.GetControlRect(); SerializedHDLight.MotionVector newMotionVector; @@ -838,8 +828,62 @@ static void DrawEmissionAdvancedContent(SerializedHDLight serialized, Editor own { serialized.UpdateAreaLightEmissiveMeshMotionVectorGeneration(newMotionVector); } + EditorGUI.showMixedValue = false; + EditorGUI.showMixedValue = serialized.areaLightEmissiveMeshLayer.hasMultipleDifferentValues || serialized.lightLayer.hasMultipleDifferentValues; + EditorGUI.BeginChangeCheck(); + bool toggle; + using (new SerializedHDLight.AreaLightEmissiveMeshDrawScope(lineRect, s_Styles.areaLightEmissiveMeshSameLayer, showSubArea, serialized.areaLightEmissiveMeshLayer, serialized.deportedAreaLightEmissiveMeshLayer)) + { + toggle = EditorGUILayout.Toggle(s_Styles.areaLightEmissiveMeshSameLayer, serialized.areaLightEmissiveMeshLayer.intValue == -1); + } + if (EditorGUI.EndChangeCheck()) + { + serialized.UpdateAreaLightEmissiveMeshLayer(serialized.lightLayer.intValue); + if (toggle) + serialized.areaLightEmissiveMeshLayer.intValue = -1; + } EditorGUI.showMixedValue = false; + + ++EditorGUI.indentLevel; + if (toggle || serialized.areaLightEmissiveMeshLayer.hasMultipleDifferentValues) + { + using (new EditorGUI.DisabledScope(true)) + { + lineRect = EditorGUILayout.GetControlRect(); + EditorGUI.showMixedValue = serialized.areaLightEmissiveMeshLayer.hasMultipleDifferentValues || serialized.lightLayer.hasMultipleDifferentValues; + EditorGUI.LayerField(lineRect, s_Styles.areaLightEmissiveMeshCustomLayer, serialized.lightLayer.intValue); + EditorGUI.showMixedValue = false; + } + } + else + { + EditorGUI.showMixedValue = serialized.areaLightEmissiveMeshLayer.hasMultipleDifferentValues; + lineRect = EditorGUILayout.GetControlRect(); + int layer; + EditorGUI.BeginChangeCheck(); + using (new SerializedHDLight.AreaLightEmissiveMeshDrawScope(lineRect, s_Styles.areaLightEmissiveMeshCustomLayer, showSubArea, serialized.areaLightEmissiveMeshLayer, serialized.deportedAreaLightEmissiveMeshLayer)) + { + layer = EditorGUI.LayerField(lineRect, s_Styles.areaLightEmissiveMeshCustomLayer, serialized.areaLightEmissiveMeshLayer.intValue); + } + if (EditorGUI.EndChangeCheck()) + { + serialized.UpdateAreaLightEmissiveMeshLayer(layer); + } + // or if the value of layer got changed using the layer change including child mechanism (strangely apply even if object not editable), + // discard the change: the child is not saved anyway so the value in HDAdditionalLightData is the only serialized one. + else if (!EditorGUI.showMixedValue + && serialized.deportedAreaLightEmissiveMeshLayer != null + && !serialized.deportedAreaLightEmissiveMeshLayer.Equals(null) + && serialized.areaLightEmissiveMeshLayer.intValue != serialized.deportedAreaLightEmissiveMeshLayer.intValue) + { + GUI.changed = true; //force register change to handle update and apply later + serialized.UpdateAreaLightEmissiveMeshLayer(layer); + } + EditorGUI.showMixedValue = false; + } + --EditorGUI.indentLevel; + --EditorGUI.indentLevel; } 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 071cf80f198..a72d37ea47e 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 @@ -131,26 +131,27 @@ IScriptableBakedReflectionSystemStageNotifier handle HashUtilities.AppendHash(ref skySettingsHash, ref allProbeDependencyHash); var bakedProbes = HDProbeSystem.bakedProbes; + var bakedProbeCount = HDProbeSystem.bakedProbeCount; // == 2. == - var states = stackalloc HDProbeBakingState[bakedProbes.Count]; + var states = stackalloc HDProbeBakingState[bakedProbeCount]; ComputeProbeInstanceID(bakedProbes, states); ComputeProbeSettingsHashes(bakedProbes, states); // TODO: Handle bounce dependency here - ComputeProbeBakingHashes(bakedProbes.Count, allProbeDependencyHash, states); + ComputeProbeBakingHashes(bakedProbeCount, allProbeDependencyHash, states); CoreUnsafeUtils.QuickSort( - bakedProbes.Count, states + bakedProbeCount, states ); int operationCount = 0, addCount = 0, remCount = 0; - var maxProbeCount = Mathf.Max(bakedProbes.Count, m_HDProbeBakedStates.Length); + var maxProbeCount = Mathf.Max(bakedProbeCount, m_HDProbeBakedStates.Length); var addIndices = stackalloc int[maxProbeCount]; var remIndices = stackalloc int[maxProbeCount]; if (m_HDProbeBakedStates.Length == 0) { - for (int i = 0; i < bakedProbes.Count; ++i) + for (int i = 0; i < bakedProbeCount; ++i) addIndices[addCount++] = i; operationCount = addCount; } @@ -165,7 +166,7 @@ IScriptableBakedReflectionSystemStageNotifier handle HDProbeBakingState, HDProbeBakingState.ProbeBakingHash > ( m_HDProbeBakedStates.Length, oldBakedStates, // old hashes - bakedProbes.Count, states, // new hashes + bakedProbeCount, states, // new hashes addIndices, remIndices, out addCount, out remCount ); @@ -202,7 +203,7 @@ IScriptableBakedReflectionSystemStageNotifier handle // Get from cache or render the probe if (!File.Exists(cacheFile)) RenderAndWriteToFile(probe, cacheFile, cubeRT, planarRT); - + planarRT.Release(); } cubeRT.Release(); @@ -232,7 +233,7 @@ IScriptableBakedReflectionSystemStageNotifier handle for (int j = 0; j < 2; ++j) { AssetDatabase.StartAssetEditing(); - for (int i = 0; i < bakedProbes.Count; ++i) + for (int i = 0; i < bakedProbeCount; ++i) { var index = addIndices[i]; var instanceId = states[index].instanceID; @@ -312,7 +313,7 @@ IScriptableBakedReflectionSystemStageNotifier handle handle.SetIsDone(true); } - public static bool BakeProbes(IList bakedProbes) + public static bool BakeProbes(IEnumerable bakedProbes) { if (!(RenderPipelineManager.currentPipeline is HDRenderPipeline hdPipeline)) { @@ -326,9 +327,8 @@ public static bool BakeProbes(IList bakedProbes) var cubeRT = HDRenderUtilities.CreateReflectionProbeRenderTarget(cubemapSize); // Render and write the result to disk - for (int i = 0; i < bakedProbes.Count; ++i) + foreach (var probe in bakedProbes) { - var probe = bakedProbes[i]; var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); var planarRT = HDRenderUtilities.CreatePlanarProbeRenderTarget((int)probe.resolution); RenderAndWriteToFile(probe, bakedTexturePath, cubeRT, planarRT); @@ -342,9 +342,8 @@ public static bool BakeProbes(IList bakedProbes) for (int j = 0; j < 2; ++j) { AssetDatabase.StartAssetEditing(); - for (int i = 0; i < bakedProbes.Count; ++i) + foreach (var probe in bakedProbes) { - var probe = bakedProbes[i]; var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); AssetDatabase.ImportAsset(bakedTexturePath); ImportAssetAt(probe, bakedTexturePath); @@ -353,9 +352,8 @@ public static bool BakeProbes(IList bakedProbes) } AssetDatabase.StartAssetEditing(); - for (int i = 0; i < bakedProbes.Count; ++i) + foreach (var probe in bakedProbes) { - var probe = bakedProbes[i]; var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); // Get or create the baked texture asset for the probe @@ -379,9 +377,8 @@ public static bool BakeProbes(IList bakedProbes) // updateCount is a transient data, so don't execute this code before the asset reload. { UnityEngine.Random.InitState((int)(1000 * hdPipeline.GetTime())); - for (int i = 0; i < bakedProbes.Count; ++i) + foreach (var probe in bakedProbes) { - var probe = bakedProbes[i]; var c = UnityEngine.Random.Range(2, 10); while (probe.texture.updateCount < c) probe.texture.IncrementUpdateCount(); } @@ -474,8 +471,13 @@ void DeleteCubemapAssets(bool deleteUnusedOnly) // Or we delete all assets || !deleteUnusedOnly) { + // If the buffer is full we empty it and then push again the element we were trying to + // push but failed. if (!buffer.TryPush(files[fileI])) + { DeleteAllAssetsIn(ref buffer); + buffer.TryPush(files[fileI]); + } } } } @@ -492,6 +494,9 @@ static void DeleteAllAssetsIn(ref CoreUnsafeUtils.FixedBufferStringQueue queue) while (queue.TryPop(out string path)) AssetDatabase.DeleteAsset(path); AssetDatabase.StopAssetEditing(); + + // Clear the queue so that can be filled again. + queue.Clear(); } internal static void Checkout(string targetFile) @@ -663,23 +668,28 @@ string GetGICacheFileForHDProbe(Hash128 hash) return Path.Combine(hashFolder, string.Format("HDProbe-{0}.exr", hash)); } - static void ComputeProbeInstanceID(IList probes, HDProbeBakingState* states) + static void ComputeProbeInstanceID(IEnumerable probes, HDProbeBakingState* states) { - for (int i = 0; i < probes.Count; ++i) - states[i].instanceID = probes[i].GetInstanceID(); + var i = 0; + foreach (var probe in probes) + { + states[i].instanceID = probe.GetInstanceID(); + ++i; + } } - static void ComputeProbeSettingsHashes(IList probes, HDProbeBakingState* states) + static void ComputeProbeSettingsHashes(IEnumerable probes, HDProbeBakingState* states) { - for (int i = 0; i < probes.Count; ++i) + var i = 0; + foreach (var probe in probes) { - var probe = probes[i]; var positionSettings = ProbeCapturePositionSettings.ComputeFrom(probe, null); var positionSettingsHash = positionSettings.ComputeHash(); // TODO: make ProbeSettings and unmanaged type so its hash can be the hash of its memory var probeSettingsHash = probe.settings.ComputeHash(); HashUtilities.AppendHash(ref positionSettingsHash, ref probeSettingsHash); states[i].probeSettingsHash = probeSettingsHash; + ++i; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs index 21df4435662..e65b65b5eb0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs @@ -232,11 +232,12 @@ public override Texture2D RenderStaticPreview(string assetPath, Object[] subAsse m_PreviewUtility.ambientColor = Color.black; m_PreviewUtility.BeginStaticPreview(new Rect(0, 0, width, height)); m_PreviewUtility.DrawMesh(sphereMesh, Matrix4x4.identity, previewMaterial, 0); - // TODO: For now we comment this line as it cause out of memory on both DX12 and Vulkan API. + // TODO: For now the following line is D3D11 + Metal only as it cause out of memory on both DX12 and Vulkan API. // We will need to invest time to understand what is happening // For now priority is to enable Yamato platform automation - // This mean that cubemap icon will render incorrectly - //m_PreviewUtility.camera.Render(); + // This mean that cubemap icon will render incorrectly on anything but D3D11 + if(SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal) + m_PreviewUtility.camera.Render(); var outTexture = m_PreviewUtility.EndStaticPreview(); diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs index cbece4f9ae9..4a37f1c8492 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs @@ -273,7 +273,7 @@ static void DrawCapturePositionGizmo(PlanarReflectionProbe probe) var mirrorPositionProxySpace = settings.proxySettings.mirrorPositionProxySpace + Vector3.up * 0.001f; var mirrorPosition = proxyToWorld.MultiplyPoint(mirrorPositionProxySpace); - var mirrorRotation = proxyToWorld.rotation * settings.proxySettings.mirrorRotationProxySpace * Quaternion.Euler(0, 180, 0); + var mirrorRotation = (proxyToWorld.rotation * settings.proxySettings.mirrorRotationProxySpace * Quaternion.Euler(0, 180, 0)).normalized; var renderData = probe.renderData; var gpuProj = GL.GetGPUProjectionMatrix(renderData.projectionMatrix, true); diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/SerializedHDLight.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/SerializedHDLight.cs index 5b04f3949e6..10d310391e7 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/SerializedHDLight.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/SerializedHDLight.cs @@ -32,6 +32,8 @@ internal class SerializedHDLight public SerializedProperty deportedAreaLightEmissiveMeshCastShadow; public SerializedProperty areaLightEmissiveMeshMotionVector; public SerializedProperty deportedAreaLightEmissiveMeshMotionVector; + public SerializedProperty areaLightEmissiveMeshLayer; + public SerializedProperty deportedAreaLightEmissiveMeshLayer; public SerializedProperty renderingLayerMask; public SerializedProperty shadowNearPlane; public SerializedProperty blockerSampleCount; @@ -98,12 +100,15 @@ internal class SerializedHDLight private SerializedProperty pointLightHDType; private SerializedProperty areaLightShapeProperty; - private IEnumerable emissiveMeshes; + private GameObject[] emissiveMeshes; public bool needUpdateAreaLightEmissiveMeshComponents = false; public SerializedObject serializedObject; + public SerializedProperty lightLayer; + private SerializedObject lightGameObject; + //contain serialized property that are mainly used to draw inspector public LightEditor.Settings settings; @@ -227,25 +232,50 @@ void System.IDisposable.Dispose() } } + struct AreaLightEmissiveMeshObjectEditionScope : System.IDisposable + { + SerializedHDLight m_Serialized; + public AreaLightEmissiveMeshObjectEditionScope(SerializedHDLight serialized) + { + m_Serialized = serialized; + foreach (GameObject emissiveMesh in m_Serialized.emissiveMeshes) + { + emissiveMesh.hideFlags &= ~HideFlags.NotEditable; + } + m_Serialized.areaLightEmissiveMeshLayer.serializedObject.Update(); + } + + void System.IDisposable.Dispose() + { + m_Serialized.areaLightEmissiveMeshLayer.serializedObject.ApplyModifiedProperties(); + foreach (GameObject emissiveMesh in m_Serialized.emissiveMeshes) + { + emissiveMesh.hideFlags |= HideFlags.NotEditable; + } + m_Serialized.areaLightEmissiveMeshLayer.serializedObject.Update(); + } + } + public struct AreaLightEmissiveMeshDrawScope : System.IDisposable { - int propertyCount; - bool oldEnableState; + SerializedProperty[] m_Properties; + bool m_OldEnableState; public AreaLightEmissiveMeshDrawScope(Rect rect, GUIContent label, bool enabler, params SerializedProperty[] properties) { - propertyCount = properties.Count(p => p != null); - foreach (var property in properties) + m_Properties = properties; + foreach (var property in m_Properties) if (property != null) EditorGUI.BeginProperty(rect, label, property); - oldEnableState = GUI.enabled; + m_OldEnableState = GUI.enabled; GUI.enabled = enabler; } void System.IDisposable.Dispose() { - GUI.enabled = oldEnableState; - for (int i = 0; i < propertyCount; ++i) - EditorGUI.EndProperty(); + GUI.enabled = m_OldEnableState; + foreach (var property in m_Properties) + if (property != null) + EditorGUI.EndProperty(); } } @@ -277,6 +307,16 @@ public void UpdateAreaLightEmissiveMeshMotionVectorGeneration(MotionVector motio } } + public void UpdateAreaLightEmissiveMeshLayer(int layer) + { + using (new AreaLightEmissiveMeshObjectEditionScope(this)) + { + areaLightEmissiveMeshLayer.intValue = layer; + if (deportedAreaLightEmissiveMeshLayer != null) //only possible while editing from prefab + deportedAreaLightEmissiveMeshLayer.intValue = layer; + } + } + public SerializedHDLight(HDAdditionalLightData[] lightDatas, LightEditor.Settings settings) { serializedObject = new SerializedObject(lightDatas); @@ -374,9 +414,13 @@ public SerializedHDLight(HDAdditionalLightData[] lightDatas, LightEditor.Setting // emission mesh areaLightEmissiveMeshCastShadow = o.Find("m_AreaLightEmissiveMeshShadowCastingMode"); areaLightEmissiveMeshMotionVector = o.Find("m_AreaLightEmissiveMeshMotionVectorGenerationMode"); + areaLightEmissiveMeshLayer = o.Find("m_AreaLightEmissiveMeshLayer"); } RefreshEmissiveMeshReference(); + + lightGameObject = new SerializedObject(serializedObject.targetObjects.Select(ld => ((HDAdditionalLightData)ld).gameObject).ToArray()); + lightLayer = lightGameObject.FindProperty("m_Layer"); } void RefreshEmissiveMeshReference() @@ -388,9 +432,11 @@ void RefreshEmissiveMeshReference() SerializedObject meshRendererSerializedObject = new SerializedObject(meshRenderers.ToArray()); deportedAreaLightEmissiveMeshCastShadow = meshRendererSerializedObject.FindProperty("m_CastShadows"); deportedAreaLightEmissiveMeshMotionVector = meshRendererSerializedObject.FindProperty("m_MotionVectors"); + SerializedObject gameObjectSerializedObject = new SerializedObject(emissiveMeshes); + deportedAreaLightEmissiveMeshLayer = gameObjectSerializedObject.FindProperty("m_Layer"); } else - deportedAreaLightEmissiveMeshCastShadow = deportedAreaLightEmissiveMeshMotionVector = null; + deportedAreaLightEmissiveMeshCastShadow = deportedAreaLightEmissiveMeshMotionVector = deportedAreaLightEmissiveMeshLayer = null; } public void FetchAreaLightEmissiveMeshComponents() @@ -418,6 +464,10 @@ public void Update() serializedObject.Update(); settings.Update(); + + lightGameObject.Update(); + deportedAreaLightEmissiveMeshMotionVector?.serializedObject.Update(); + deportedAreaLightEmissiveMeshLayer?.serializedObject.Update(); } void ApplyInternal(bool withDeportedEmissiveMeshData) @@ -425,7 +475,10 @@ void ApplyInternal(bool withDeportedEmissiveMeshData) serializedObject.ApplyModifiedProperties(); settings.ApplyModifiedProperties(); if (withDeportedEmissiveMeshData) + { deportedAreaLightEmissiveMeshMotionVector?.serializedObject.ApplyModifiedProperties(); + deportedAreaLightEmissiveMeshLayer?.serializedObject.ApplyModifiedProperties(); + } } public void Apply() => ApplyInternal(withDeportedEmissiveMeshData: true); diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs index 8f365d80abc..a97685d796e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs @@ -40,22 +40,19 @@ public override void OnInspectorGUI() if (!m_Enable.value.hasMultipleDifferentValues) { - using (new EditorGUI.DisabledGroupScope(!m_Enable.value.boolValue)) - { - PropertyField(m_Length, EditorGUIUtility.TrTextContent("Length", "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters.")); - PropertyField(m_DistanceScaleFactor, EditorGUIUtility.TrTextContent("Distance Scale Factor", "Dampens the scale up effect HDRP process with distance from the Camera.")); - m_MinDistance.value.floatValue = Mathf.Clamp(m_MinDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue); - PropertyField(m_MinDistance, EditorGUIUtility.TrTextContent("Min Distance", "Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters.")); - PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters.")); - m_FadeInDistance.value.floatValue = Mathf.Clamp(m_FadeInDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue); - PropertyField(m_FadeInDistance, EditorGUIUtility.TrTextContent("Fade In Distance", "Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters.")); - PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Out Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters.")); - PropertyField(m_Opacity, EditorGUIUtility.TrTextContent("Opacity", "Controls the opacity of the Contact Shadow.")); - base.OnInspectorGUI(); - GUI.enabled = useCustomValue; - PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Controls the number of samples HDRP uses for ray casting.")); - GUI.enabled = true; - } + PropertyField(m_Length, EditorGUIUtility.TrTextContent("Length", "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters.")); + PropertyField(m_DistanceScaleFactor, EditorGUIUtility.TrTextContent("Distance Scale Factor", "Dampens the scale up effect HDRP process with distance from the Camera.")); + m_MinDistance.value.floatValue = Mathf.Clamp(m_MinDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue); + PropertyField(m_MinDistance, EditorGUIUtility.TrTextContent("Min Distance", "Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters.")); + PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters.")); + m_FadeInDistance.value.floatValue = Mathf.Clamp(m_FadeInDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue); + PropertyField(m_FadeInDistance, EditorGUIUtility.TrTextContent("Fade In Distance", "Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters.")); + PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Out Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters.")); + PropertyField(m_Opacity, EditorGUIUtility.TrTextContent("Opacity", "Controls the opacity of the Contact Shadow.")); + base.OnInspectorGUI(); + GUI.enabled = useCustomValue; + PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Controls the number of samples HDRP uses for ray casting.")); + GUI.enabled = true; } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs index ab124573fa3..8f7e0a840f0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs @@ -109,7 +109,7 @@ private void OnEnable() UpdateMaterialEditor(); foreach (var decalProjector in targets) { - (decalProjector as DecalProjector).OnMaterialChange += UpdateMaterialEditor; + (decalProjector as DecalProjector).OnMaterialChange += RequireUpdateMaterialEditor; } // Fetch serialized properties @@ -125,9 +125,10 @@ private void OnEnable() private void OnDisable() { - foreach (var decalProjector in targets) + foreach (DecalProjector decalProjector in targets) { - (decalProjector as DecalProjector).OnMaterialChange -= UpdateMaterialEditor; + if (decalProjector != null) + decalProjector.OnMaterialChange -= RequireUpdateMaterialEditor; } s_Owner = null; } @@ -147,6 +148,10 @@ public Bounds OnGetFrameBounds() return new Bounds(decalProjector.transform.position, handle.size); } + private bool m_RequireUpdateMaterialEditor = false; + + private void RequireUpdateMaterialEditor() => m_RequireUpdateMaterialEditor = true; + public void UpdateMaterialEditor() { int validMaterialsCount = 0; @@ -317,41 +322,49 @@ Bounds GetBoundsGetter() public override void OnInspectorGUI() { - EditorGUI.BeginChangeCheck(); + serializedObject.Update(); - EditorGUILayout.BeginHorizontal(); - GUILayout.FlexibleSpace(); - DoInspectorToolbar(k_EditVolumeModes, editVolumeLabels, GetBoundsGetter, this); + if (m_RequireUpdateMaterialEditor) + { + UpdateMaterialEditor(); + m_RequireUpdateMaterialEditor = false; + } - //[TODO: add editable pivot. Uncomment this when ready] - //DoInspectorToolbar(k_EditPivotModes, editPivotLabels, GetBoundsGetter, this); - GUILayout.FlexibleSpace(); - EditorGUILayout.EndHorizontal(); + EditorGUI.BeginChangeCheck(); + { + EditorGUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + DoInspectorToolbar(k_EditVolumeModes, editVolumeLabels, GetBoundsGetter, this); - EditorGUILayout.Space(); + //[TODO: add editable pivot. Uncomment this when ready] + //DoInspectorToolbar(k_EditPivotModes, editPivotLabels, GetBoundsGetter, this); + GUILayout.FlexibleSpace(); + EditorGUILayout.EndHorizontal(); - EditorGUILayout.PropertyField(m_Size, k_SizeContent); - EditorGUILayout.PropertyField(m_MaterialProperty, k_MaterialContent); + EditorGUILayout.Space(); - EditorGUI.BeginChangeCheck(); - EditorGUILayout.PropertyField(m_DrawDistanceProperty, k_DistanceContent); - if (EditorGUI.EndChangeCheck() && m_DrawDistanceProperty.floatValue < 0f) - m_DrawDistanceProperty.floatValue = 0f; + EditorGUILayout.PropertyField(m_Size, k_SizeContent); + EditorGUILayout.PropertyField(m_MaterialProperty, k_MaterialContent); - EditorGUILayout.PropertyField(m_FadeScaleProperty, k_FadeScaleContent); - EditorGUILayout.PropertyField(m_UVScaleProperty, k_UVScaleContent); - EditorGUILayout.PropertyField(m_UVBiasProperty, k_UVBiasContent); - EditorGUILayout.PropertyField(m_FadeFactor, k_FadeFactorContent); + EditorGUI.BeginChangeCheck(); + EditorGUILayout.PropertyField(m_DrawDistanceProperty, k_DistanceContent); + if (EditorGUI.EndChangeCheck() && m_DrawDistanceProperty.floatValue < 0f) + m_DrawDistanceProperty.floatValue = 0f; - // only display the affects transparent property if material is HDRP/decal - if (showAffectTransparencyHaveMultipleDifferentValue) - { - using (new EditorGUI.DisabledScope(true)) - EditorGUILayout.LabelField(EditorGUIUtility.TrTextContent("Multiple material type in selection")); - } - else if (showAffectTransparency) - EditorGUILayout.PropertyField(m_AffectsTransparencyProperty, k_AffectTransparentContent); + EditorGUILayout.PropertyField(m_FadeScaleProperty, k_FadeScaleContent); + EditorGUILayout.PropertyField(m_UVScaleProperty, k_UVScaleContent); + EditorGUILayout.PropertyField(m_UVBiasProperty, k_UVBiasContent); + EditorGUILayout.PropertyField(m_FadeFactor, k_FadeFactorContent); + // only display the affects transparent property if material is HDRP/decal + if (showAffectTransparencyHaveMultipleDifferentValue) + { + using (new EditorGUI.DisabledScope(true)) + EditorGUILayout.LabelField(EditorGUIUtility.TrTextContent("Multiple material type in selection")); + } + else if (showAffectTransparency) + EditorGUILayout.PropertyField(m_AffectsTransparencyProperty, k_AffectTransparentContent); + } if (EditorGUI.EndChangeCheck()) serializedObject.ApplyModifiedProperties(); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeMasterNode.cs index a66bb31bfca..1edd17c94c1 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeMasterNode.cs @@ -878,7 +878,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), receiveSSR.isOn); + HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), receiveSSR.isOn, receiveSSR.isOn, false); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -893,6 +893,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricGUI.cs index adf7cf976e7..5f6a6d7df02 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricGUI.cs @@ -38,14 +38,14 @@ public static void SetupMaterialKeywordsAndPass(Material material) BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); - bool receiveSSR = material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false; + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); bool useSplitLighting = material.HasProperty(kUseSplitLighting) ? material.GetInt(kUseSplitLighting) != 0: false; BaseLitGUI.SetupStencil(material, receiveSSR, useSplitLighting); if (material.HasProperty(kAddPrecomputedVelocity)) { CoreUtils.SetKeyword(material, "_ADD_PRECOMPUTED_VELOCITY", material.GetInt(kAddPrecomputedVelocity) != 0); } - } protected override void SetupMaterialKeywordsAndPassInternal(Material material) => SetupMaterialKeywordsAndPass(material); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricMasterNode.cs index b4fefee9e2d..c95c1714506 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricMasterNode.cs @@ -250,6 +250,38 @@ public ToggleData alphaToMask } } + [SerializeField] + bool m_AlphaTestDepthPrepass; + + public ToggleData alphaTestDepthPrepass + { + get { return new ToggleData(m_AlphaTestDepthPrepass); } + set + { + if (m_AlphaTestDepthPrepass == value.isOn) + return; + m_AlphaTestDepthPrepass = value.isOn; + UpdateNodeAfterDeserialization(); + Dirty(ModificationScope.Topological); + } + } + + [SerializeField] + bool m_AlphaTestDepthPostpass; + + public ToggleData alphaTestDepthPostpass + { + get { return new ToggleData(m_AlphaTestDepthPostpass); } + set + { + if (m_AlphaTestDepthPostpass == value.isOn) + return; + m_AlphaTestDepthPostpass = value.isOn; + UpdateNodeAfterDeserialization(); + Dirty(ModificationScope.Topological); + } + } + [SerializeField] int m_SortPriority; @@ -327,6 +359,20 @@ public ToggleData receiveSSR } } + [SerializeField] + bool m_ReceivesSSRTransparent = false; + public ToggleData receiveSSRTransparent + { + get { return new ToggleData(m_ReceivesSSRTransparent); } + set + { + if (m_ReceivesSSR == value.isOn) + return; + m_ReceivesSSR = value.isOn; + Dirty(ModificationScope.Graph); + } + } + [SerializeField] bool m_AddPrecomputedVelocity = false; @@ -763,6 +809,7 @@ public ConditionalField[] GetConditionalFields(PassDescriptor pass) new ConditionalField(HDFields.BlendPreserveSpecular, surfaceType != SurfaceType.Opaque && blendPreserveSpecular.isOn), new ConditionalField(HDFields.DisableDecals, !receiveDecals.isOn), new ConditionalField(HDFields.DisableSSR, !receiveSSR.isOn), + new ConditionalField(HDFields.DisableSSRTransparent, !receiveSSRTransparent.isOn), new ConditionalField(Fields.VelocityPrecomputed, addPrecomputedVelocity.isOn), new ConditionalField(HDFields.BentNormal, IsSlotConnected(BentNormalSlotId) && pass.pixelPorts.Contains(BentNormalSlotId)), @@ -893,7 +940,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), receiveSSR.isOn); + HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), surfaceType == SurfaceType.Opaque ? receiveSSR.isOn : receiveSSRTransparent.isOn, receiveSSR.isOn, receiveSSRTransparent.isOn); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -908,6 +955,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, false, false); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs index b3f07f59c12..c579c950974 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs @@ -74,6 +74,24 @@ public FabricSettingsView(FabricMasterNode node) : base(node) }); }); + ps.Add(new PropertyRow(CreateLabel("Transparent Depth Prepass", indentLevel)), (row) => + { + row.Add(new Toggle(), (toggle) => + { + toggle.value = m_Node.alphaTestDepthPrepass.isOn; + toggle.OnToggleChanged(ChangeAlphaTestPrepass); + }); + }); + + ps.Add(new PropertyRow(CreateLabel("Transparent Depth Postpass", indentLevel)), (row) => + { + row.Add(new Toggle(), (toggle) => + { + toggle.value = m_Node.alphaTestDepthPostpass.isOn; + toggle.OnToggleChanged(ChangeAlphaTestPostpass); + }); + }); + ps.Add(new PropertyRow(CreateLabel("Depth Write", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => @@ -187,12 +205,20 @@ public FabricSettingsView(FabricMasterNode node) : base(node) }); }); - ps.Add(new PropertyRow(CreateLabel("Receive SSR", indentLevel)), (row) => + ps.Add(new PropertyRow(CreateLabel((m_Node.surfaceType == SurfaceType.Transparent) ? "Receive SSR Transparent" : "Receive SSR", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => { - toggle.value = m_Node.receiveSSR.isOn; - toggle.OnToggleChanged(ChangeSSR); + if (m_Node.surfaceType == SurfaceType.Transparent) + { + toggle.value = m_Node.receiveSSRTransparent.isOn; + toggle.OnToggleChanged(ChangeSSRTransparent); + } + else + { + toggle.value = m_Node.receiveSSR.isOn; + toggle.OnToggleChanged(ChangeSSR); + } }); }); @@ -342,6 +368,22 @@ void ChangeAlphaTest(ChangeEvent evt) td.isOn = evt.newValue; m_Node.alphaTest = td; } + + void ChangeAlphaTestPrepass(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("Alpha Test Depth Prepass Change"); + ToggleData td = m_Node.alphaTestDepthPrepass; + td.isOn = evt.newValue; + m_Node.alphaTestDepthPrepass = td; + } + + void ChangeAlphaTestPostpass(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("Alpha Test Depth Postpass Change"); + ToggleData td = m_Node.alphaTestDepthPostpass; + td.isOn = evt.newValue; + m_Node.alphaTestDepthPostpass = td; + } void ChangeAlphaToMask(ChangeEvent evt) { @@ -367,6 +409,14 @@ void ChangeSSR(ChangeEvent evt) m_Node.receiveSSR = td; } + void ChangeSSRTransparent(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("SSR Transparent Change"); + ToggleData td = m_Node.receiveSSRTransparent; + td.isOn = evt.newValue; + m_Node.receiveSSR = td; + } + void ChangeAddPrecomputedVelocity(ChangeEvent evt) { m_Node.owner.owner.RegisterCompleteObjectUndo("Add Precomputed Velocity"); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/HDFabricSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/HDFabricSubTarget.cs index 141f56d4e5f..2921a85139c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/HDFabricSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/HDFabricSubTarget.cs @@ -35,7 +35,17 @@ static class SubShaders { FabricPasses.SceneSelection }, { FabricPasses.DepthForwardOnly }, { FabricPasses.MotionVectors }, + { FabricPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, true) }}, + { FabricPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, + { FabricPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, false), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, { FabricPasses.ForwardOnly }, + { FabricPasses.TransparentDepthPostpass, new FieldCondition(HDFields.TransparentDepthPostPass, true) }, }, }; @@ -188,6 +198,32 @@ public static class FabricPasses includes = FabricIncludes.MotionVectors, }; + public static PassDescriptor TransparentDepthPrepass = new PassDescriptor() + { + // Definition + displayName = "TransparentDepthPrepass", + referenceName = "SHADERPASS_DEPTH_ONLY", + lightMode = "TransparentDepthPrepass", + useInPreview = true, + + // Template + passTemplatePath = passTemplatePath, + sharedTemplateDirectory = HDTarget.sharedTemplateDirectory, + + // Port Mask + vertexPorts = FabricPortMasks.Vertex, + pixelPorts = FabricPortMasks.FragmentTransparentDepthPrepass, + + // Collections + structs = CoreStructCollections.Default, + fieldDependencies = CoreFieldDependencies.Default, + renderStates = FabricRenderStates.TransparentDepthPrePass, + pragmas = CorePragmas.DotsInstancedInV2Only, + defines = CoreDefines.TransparentDepthPrepass, + keywords = CoreKeywords.HDBase, + includes = FabricIncludes.DepthOnly, + }; + public static PassDescriptor ForwardOnly = new PassDescriptor() { // Definition @@ -215,6 +251,32 @@ public static class FabricPasses includes = FabricIncludes.ForwardOnly, }; + public static PassDescriptor TransparentDepthPostpass = new PassDescriptor() + { + // Definition + displayName = "TransparentDepthPostpass", + referenceName = "SHADERPASS_DEPTH_ONLY", + lightMode = "TransparentDepthPostpass", + useInPreview = true, + + // Template + passTemplatePath = passTemplatePath, + sharedTemplateDirectory = HDTarget.sharedTemplateDirectory, + + // Port Mask + vertexPorts = FabricPortMasks.Vertex, + pixelPorts = FabricPortMasks.FragmentTransparentDepthPostpass, + + // Collections + structs = CoreStructCollections.Default, + fieldDependencies = CoreFieldDependencies.Default, + renderStates = CoreRenderStates.TransparentDepthPrePostPass, + pragmas = CorePragmas.DotsInstancedInV2Only, + defines = CoreDefines.ShaderGraphRaytracingHigh, + keywords = CoreKeywords.HDBase, + includes = FabricIncludes.DepthOnly, + }; + public static PassDescriptor RaytracingIndirect = new PassDescriptor() { // Definition @@ -262,7 +324,7 @@ public static class FabricPasses fieldDependencies = CoreFieldDependencies.Default, pragmas = CorePragmas.RaytracingBasic, defines = FabricDefines.RaytracingVisibility, - keywords = CoreKeywords.HDBase, + keywords = CoreKeywords.RaytracingVisiblity, includes = CoreIncludes.Raytracing, requiredFields = new FieldCollection(){ HDFields.SubShader.Fabric, HDFields.ShaderPass.RaytracingVisibility }, }; @@ -391,6 +453,15 @@ static class FabricPortMasks FabricMasterNode.DepthOffsetSlotId, }; + public static int[] FragmentTransparentDepthPrepass = new int[] + { + FabricMasterNode.AlphaSlotId, + FabricMasterNode.AlphaClipThresholdSlotId, + FabricMasterNode.DepthOffsetSlotId, + FabricMasterNode.NormalSlotId, + FabricMasterNode.SmoothnessSlotId, + }; + public static int[] FragmentForward = new int[] { FabricMasterNode.AlbedoSlotId, @@ -412,6 +483,32 @@ static class FabricPortMasks FabricMasterNode.BackLightingSlotId, FabricMasterNode.DepthOffsetSlotId, }; + + public static int[] FragmentTransparentDepthPostpass = new int[] + { + FabricMasterNode.AlphaSlotId, + FabricMasterNode.AlphaClipThresholdSlotId, + FabricMasterNode.DepthOffsetSlotId, + }; + } +#endregion + +#region RenderStates + static class FabricRenderStates + { + public static RenderStateCollection TransparentDepthPrePass = new RenderStateCollection + { + { RenderState.Blend(Blend.One, Blend.Zero) }, + { RenderState.Cull(CoreRenderStates.Uniforms.cullMode) }, + { RenderState.ZWrite(ZWrite.On) }, + { RenderState.Stencil(new StencilDescriptor() + { + WriteMask = CoreRenderStates.Uniforms.stencilWriteMaskDepth, + Ref = CoreRenderStates.Uniforms.stencilRefDepth, + Comp = "Always", + Pass = "Replace", + }) }, + }; } #endregion diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HDHairSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HDHairSubTarget.cs index 207beca1ca0..374b8e4512b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HDHairSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HDHairSubTarget.cs @@ -36,7 +36,15 @@ static class SubShaders { HairPasses.DepthForwardOnly }, { HairPasses.MotionVectors }, { HairPasses.TransparentBackface, new FieldCondition(HDFields.TransparentBackFace, true) }, - { HairPasses.TransparentDepthPrepass, new FieldCondition(HDFields.TransparentDepthPrePass, true) }, + { HairPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, true) }}, + { HairPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, + { HairPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, false), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, { HairPasses.ForwardOnly }, { HairPasses.TransparentDepthPostpass, new FieldCondition(HDFields.TransparentDepthPostPass, true) }, }, @@ -210,7 +218,7 @@ public static class HairPasses // Collections structs = CoreStructCollections.Default, fieldDependencies = CoreFieldDependencies.Default, - renderStates = CoreRenderStates.TransparentDepthPrePostPass, + renderStates = HairRenderStates.TransparentDepthPrePass, pragmas = CorePragmas.DotsInstancedInV2Only, defines = CoreDefines.TransparentDepthPrepass, keywords = CoreKeywords.HDBase, @@ -343,7 +351,7 @@ public static class HairPasses structs = CoreStructCollections.Default, fieldDependencies = CoreFieldDependencies.Default, pragmas = CorePragmas.RaytracingBasic, - keywords = CoreKeywords.HDBaseNoCrossFade, + keywords = CoreKeywords.RaytracingVisiblity, defines = HairDefines.RaytracingVisibility, includes = CoreIncludes.Raytracing, requiredFields = new FieldCollection(){ HDFields.SubShader.Hair, HDFields.ShaderPass.RaytracingVisibility }, @@ -491,6 +499,8 @@ static class HairPortMasks HairMasterNode.AlphaSlotId, HairMasterNode.AlphaClipThresholdDepthPrepassSlotId, HairMasterNode.DepthOffsetSlotId, + HairMasterNode.NormalSlotId, + HairMasterNode.SmoothnessSlotId, }; public static int[] FragmentTransparentBackface = new int[] @@ -566,6 +576,20 @@ static class HairRenderStates Pass = "Replace", }) }, }; + + public static RenderStateCollection TransparentDepthPrePass = new RenderStateCollection + { + { RenderState.Blend(Blend.One, Blend.Zero) }, + { RenderState.Cull(CoreRenderStates.Uniforms.cullMode) }, + { RenderState.ZWrite(ZWrite.On) }, + { RenderState.Stencil(new StencilDescriptor() + { + WriteMask = CoreRenderStates.Uniforms.stencilWriteMaskDepth, + Ref = CoreRenderStates.Uniforms.stencilRefDepth, + Comp = "Always", + Pass = "Replace", + }) }, + }; } #endregion diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairGUI.cs index fefeb3f5b21..5aae48b1a33 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairGUI.cs @@ -38,7 +38,8 @@ public static void SetupMaterialKeywordsAndPass(Material material) BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); - bool receiveSSR = material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false; + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); bool useSplitLighting = material.HasProperty(kUseSplitLighting) ? material.GetInt(kUseSplitLighting) != 0: false; BaseLitGUI.SetupStencil(material, receiveSSR, useSplitLighting); if (material.HasProperty(kAddPrecomputedVelocity)) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairMasterNode.cs index 51104346d8e..d7d22721524 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairMasterNode.cs @@ -431,6 +431,20 @@ public ToggleData receiveSSR } } + [SerializeField] + bool m_ReceivesSSRTransparent = false; + public ToggleData receiveSSRTransparent + { + get { return new ToggleData(m_ReceivesSSRTransparent); } + set + { + if (m_ReceivesSSRTransparent == value.isOn) + return; + m_ReceivesSSRTransparent = value.isOn; + Dirty(ModificationScope.Graph); + } + } + [SerializeField] bool m_AddPrecomputedVelocity = false; @@ -880,6 +894,7 @@ public ConditionalField[] GetConditionalFields(PassDescriptor pass) new ConditionalField(HDFields.TransparentWritesMotionVec, surfaceType != SurfaceType.Opaque && transparentWritesMotionVec.isOn), new ConditionalField(HDFields.DisableDecals, !receiveDecals.isOn), new ConditionalField(HDFields.DisableSSR, !receiveSSR.isOn), + new ConditionalField(HDFields.DisableSSRTransparent, !receiveSSRTransparent.isOn), new ConditionalField(Fields.VelocityPrecomputed, addPrecomputedVelocity.isOn), new ConditionalField(HDFields.BentNormal, IsSlotConnected(BentNormalSlotId) && pass.pixelPorts.Contains(BentNormalSlotId)), @@ -1016,7 +1031,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, false, receiveSSR.isOn); + HDSubShaderUtilities.AddStencilShaderProperties(collector, false, surfaceType == SurfaceType.Opaque ? receiveSSR.isOn : receiveSSRTransparent.isOn, receiveSSR.isOn, receiveSSRTransparent.isOn); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -1031,6 +1046,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, alphaTestShadow.isOn); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs index 948ffdbdf55..ddaf37ece35 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs @@ -193,12 +193,20 @@ public HairSettingsView(HairMasterNode node) : base(node) }); }); - ps.Add(new PropertyRow(CreateLabel("Receive SSR", indentLevel)), (row) => + ps.Add(new PropertyRow(CreateLabel((m_Node.surfaceType == SurfaceType.Transparent) ? "Receive SSR Transparent" : "Receive SSR", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => { - toggle.value = m_Node.receiveSSR.isOn; - toggle.OnToggleChanged(ChangeSSR); + if (m_Node.surfaceType == SurfaceType.Transparent) + { + toggle.value = m_Node.receiveSSRTransparent.isOn; + toggle.OnToggleChanged(ChangeSSRTransparent); + } + else + { + toggle.value = m_Node.receiveSSR.isOn; + toggle.OnToggleChanged(ChangeSSR); + } }); }); @@ -398,6 +406,14 @@ void ChangeSSR(ChangeEvent evt) m_Node.receiveSSR = td; } + void ChangeSSRTransparent(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("SSR Transparent Change"); + ToggleData td = m_Node.receiveSSRTransparent; + td.isOn = evt.newValue; + m_Node.receiveSSR = td; + } + void ChangeAddPrecomputedVelocity(ChangeEvent evt) { m_Node.owner.owner.RegisterCompleteObjectUndo("Add Precomputed Velocity"); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs index 7fbef7fe79d..ebfafab095c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs @@ -161,7 +161,9 @@ static public void SetupMaterialKeywordsAndPass(Material material) BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); SetupLayersMappingKeywords(material); - BaseLitGUI.SetupStencil(material, material.GetInt(kReceivesSSR) != 0, material.GetMaterialId() == MaterialId.LitSSS); + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); + BaseLitGUI.SetupStencil(material, receiveSSR, material.GetMaterialId() == MaterialId.LitSSS); if (material.HasProperty(kAddPrecomputedVelocity)) { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs index 90d8cc5c33b..628351dbd8e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs @@ -103,7 +103,9 @@ static public void SetupMaterialKeywordsAndPass(Material material) { BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); - BaseLitGUI.SetupStencil(material, material.GetSurfaceType() == SurfaceType.Opaque ? material.GetInt(kReceivesSSR) != 0 : material.GetInt(kReceivesSSRTransparent) != 0, material.GetMaterialId() == MaterialId.LitSSS); + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); + BaseLitGUI.SetupStencil(material, receiveSSR, material.GetMaterialId() == MaterialId.LitSSS); if (material.HasProperty(kNormalMapSpace)) { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitGUI.cs index 513aa54a6a7..e74586f523c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitGUI.cs @@ -14,8 +14,7 @@ class HDLitGUI : HDShaderGUI // For surface option shader graph we only want all unlit features but alpha clip and back then front rendering const SurfaceOptionUIBlock.Features surfaceOptionFeatures = SurfaceOptionUIBlock.Features.Unlit ^ SurfaceOptionUIBlock.Features.AlphaCutoffThreshold - ^ SurfaceOptionUIBlock.Features.BackThenFrontRendering - ^ SurfaceOptionUIBlock.Features.ShowAfterPostProcessPass; + ^ SurfaceOptionUIBlock.Features.BackThenFrontRendering; MaterialUIBlockList uiBlocks = new MaterialUIBlockList { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs index 101c135ae3d..f48dc6ba65b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitMasterNode.cs @@ -569,7 +569,7 @@ public ToggleData receiveSSR } [SerializeField] - bool m_ReceivesSSRTransparent = true; + bool m_ReceivesSSRTransparent = false; public ToggleData receiveSSRTransparent { get { return new ToggleData(m_ReceivesSSRTransparent); } @@ -1172,6 +1172,7 @@ public ConditionalField[] GetConditionalFields(PassDescriptor pass) new ConditionalField(HDFields.Refraction, HasRefraction()), new ConditionalField(HDFields.RefractionBox, HasRefraction() && refractionModel == ScreenSpaceRefraction.RefractionModel.Box), new ConditionalField(HDFields.RefractionSphere, HasRefraction() && refractionModel == ScreenSpaceRefraction.RefractionModel.Sphere), + new ConditionalField(HDFields.RefractionThin, HasRefraction() && refractionModel == ScreenSpaceRefraction.RefractionModel.Thin), //Normal Drop Off Space new ConditionalField(Fields.NormalDropOffOS, normalDropOffSpace == NormalDropOffSpace.Object), @@ -1340,7 +1341,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), receiveSSR.isOn, receiveSSRTransparent.isOn); + HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), surfaceType == SurfaceType.Opaque ? receiveSSR.isOn : receiveSSRTransparent.isOn, receiveSSR.isOn, receiveSSRTransparent.isOn); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -1356,6 +1357,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, alphaTestShadow.isOn); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); HDSubShaderUtilities.AddRayTracingProperty(collector, rayTracing.isOn); + HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs index ca9257ce7dd..8b1b24412c9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs @@ -349,7 +349,7 @@ public HDLitSettingsView(HDLitMasterNode node) : base(node) }); }); - ps.Add(new PropertyRow(CreateLabel("Receive SSR", indentLevel)), (row) => + ps.Add(new PropertyRow(CreateLabel((m_Node.surfaceType == SurfaceType.Transparent) ? "Receive SSR Transparent" : "Receive SSR", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs index f8cb15d14b2..d2a7a3dc640 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs @@ -38,7 +38,15 @@ static class SubShaders { LitPasses.MotionVectors }, { LitPasses.DistortionVectors, new FieldCondition(HDFields.TransparentDistortion, true) }, { LitPasses.TransparentBackface, new FieldCondition(HDFields.TransparentBackFace, true) }, - { LitPasses.TransparentDepthPrepass, new FieldCondition(HDFields.TransparentDepthPrePass, true) }, + { LitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, true) }}, + { LitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, + { LitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, false), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, { LitPasses.Forward }, { LitPasses.TransparentDepthPostpass, new FieldCondition(HDFields.TransparentDepthPostPass, true) }, { LitPasses.RayTracingPrepass, new FieldCondition(HDFields.RayTracing, true) }, @@ -434,6 +442,7 @@ public static class LitPasses pragmas = CorePragmas.RaytracingBasic, defines = LitDefines.RaytracingVisibility, includes = CoreIncludes.Raytracing, + keywords = CoreKeywords.RaytracingVisiblity, requiredFields = new FieldCollection(){ HDFields.SubShader.Lit, HDFields.ShaderPass.RaytracingVisibility }, }; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/LitPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/LitPass.template index e2218d697e3..a5141f236fc 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/LitPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/LitPass.template @@ -39,6 +39,7 @@ Pass $Refraction: #define _HAS_REFRACTION 1 $RefractionBox: #define _REFRACTION_PLANE 1 $RefractionSphere: #define _REFRACTION_SPHERE 1 + $RefractionThin: #define _REFRACTION_THIN 1 $DisableDecals: #define _DISABLE_DECALS 1 $DisableSSR: #define _DISABLE_SSR 1 $DisableSSRTransparent: #define _DISABLE_SSR_TRANSPARENT 1 @@ -346,6 +347,8 @@ Pass #endif PostInitBuiltinData(V, posInput, surfaceData, builtinData); + + RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } // -------------------------------------------------- diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/HDStackLitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/HDStackLitSubTarget.cs index 69380dfaf0c..5a2702583ed 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/HDStackLitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/HDStackLitSubTarget.cs @@ -36,6 +36,16 @@ static class SubShaders { StackLitPasses.DepthForwardOnly }, { StackLitPasses.MotionVectors }, { StackLitPasses.Distortion, new FieldCondition(HDFields.TransparentDistortion, true) }, + { StackLitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, true) }}, + { StackLitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, true), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, + { StackLitPasses.TransparentDepthPrepass, new FieldCondition[]{ + new FieldCondition(HDFields.TransparentDepthPrePass, false), + new FieldCondition(HDFields.DisableSSRTransparent, false) }}, + { StackLitPasses.TransparentDepthPostpass, new FieldCondition(HDFields.TransparentDepthPostPass, true) }, { StackLitPasses.ForwardOnly }, }, }; @@ -221,6 +231,32 @@ public static class StackLitPasses includes = StackLitIncludes.Distortion, }; + public static PassDescriptor TransparentDepthPrepass = new PassDescriptor() + { + // Definition + displayName = "TransparentDepthPrepass", + referenceName = "SHADERPASS_DEPTH_ONLY", + lightMode = "TransparentDepthPrepass", + useInPreview = true, + + // Template + passTemplatePath = passTemplatePath, + sharedTemplateDirectory = HDTarget.sharedTemplateDirectory, + + // Port Mask + vertexPorts = StackLitPortMasks.Vertex, + pixelPorts = StackLitPortMasks.FragmentTransparentDepthPrepass, + + // Collections + structs = CoreStructCollections.Default, + fieldDependencies = CoreFieldDependencies.Default, + renderStates = StackLitRenderStates.TransparentDepthPrePass, + pragmas = CorePragmas.DotsInstancedInV2Only, + defines = CoreDefines.TransparentDepthPrepass, + keywords = CoreKeywords.HDBase, + includes = StackLitIncludes.DepthOnly, + }; + public static PassDescriptor ForwardOnly = new PassDescriptor() { // Definition @@ -248,6 +284,32 @@ public static class StackLitPasses includes = StackLitIncludes.ForwardOnly, }; + public static PassDescriptor TransparentDepthPostpass = new PassDescriptor() + { + // Definition + displayName = "TransparentDepthPostpass", + referenceName = "SHADERPASS_DEPTH_ONLY", + lightMode = "TransparentDepthPostpass", + useInPreview = true, + + // Template + passTemplatePath = passTemplatePath, + sharedTemplateDirectory = HDTarget.sharedTemplateDirectory, + + // Port Mask + vertexPorts = StackLitPortMasks.Vertex, + pixelPorts = StackLitPortMasks.FragmentTransparentDepthPostpass, + + // Collections + structs = CoreStructCollections.Default, + fieldDependencies = CoreFieldDependencies.Default, + renderStates = CoreRenderStates.TransparentDepthPrePostPass, + pragmas = CorePragmas.DotsInstancedInV2Only, + defines = CoreDefines.ShaderGraphRaytracingHigh, + keywords = CoreKeywords.HDBase, + includes = StackLitIncludes.DepthOnly, + }; + public static PassDescriptor RaytracingIndirect = new PassDescriptor() { // Definition @@ -295,7 +357,7 @@ public static class StackLitPasses fieldDependencies = CoreFieldDependencies.Default, pragmas = CorePragmas.RaytracingBasic, defines = StackLitDefines.RaytracingVisibility, - keywords = CoreKeywords.HDBaseNoCrossFade, + keywords = CoreKeywords.RaytracingVisiblity, includes = CoreIncludes.Raytracing, requiredFields = new FieldCollection(){ HDFields.SubShader.StackLit, HDFields.ShaderPass.RaytracingVisibility }, }; @@ -471,6 +533,16 @@ static class StackLitPortMasks StackLitMasterNode.DepthOffsetSlotId, }; + public static int[] FragmentTransparentDepthPrepass = new int[] + { + StackLitMasterNode.AlphaSlotId, + StackLitMasterNode.AlphaClipThresholdSlotId, + StackLitMasterNode.DepthOffsetSlotId, + StackLitMasterNode.NormalSlotId, + StackLitMasterNode.SmoothnessASlotId, + StackLitMasterNode.SmoothnessBSlotId, + }; + public static int[] FragmentForward = new int[] { StackLitMasterNode.BaseColorSlotId, @@ -515,6 +587,13 @@ static class StackLitPortMasks StackLitMasterNode.BackLightingSlotId, StackLitMasterNode.DepthOffsetSlotId, }; + + public static int[] FragmentTransparentDepthPostpass = new int[] + { + StackLitMasterNode.AlphaSlotId, + StackLitMasterNode.AlphaClipThresholdSlotId, + StackLitMasterNode.DepthOffsetSlotId, + }; } #endregion @@ -547,6 +626,20 @@ static class StackLitRenderStates Pass = "Replace", }) }, }; + + public static RenderStateCollection TransparentDepthPrePass = new RenderStateCollection + { + { RenderState.Blend(Blend.One, Blend.Zero) }, + { RenderState.Cull(CoreRenderStates.Uniforms.cullMode) }, + { RenderState.ZWrite(ZWrite.On) }, + { RenderState.Stencil(new StencilDescriptor() + { + WriteMask = CoreRenderStates.Uniforms.stencilWriteMaskDepth, + Ref = CoreRenderStates.Uniforms.stencilRefDepth, + Comp = "Always", + Pass = "Replace", + }) }, + }; } #endregion diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitGUI.cs index dba83b9b46a..1af452e47e6 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitGUI.cs @@ -38,7 +38,8 @@ public static void SetupMaterialKeywordsAndPass(Material material) BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); - bool receiveSSR = material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false; + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); bool useSplitLighting = material.HasProperty(kUseSplitLighting) ? material.GetInt(kUseSplitLighting) != 0: false; BaseLitGUI.SetupStencil(material, receiveSSR, useSplitLighting); if (material.HasProperty(kAddPrecomputedVelocity)) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitMasterNode.cs index 3e744888761..95d62f287a8 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitMasterNode.cs @@ -376,6 +376,39 @@ public ToggleData alphaToMask } } + [SerializeField] + bool m_AlphaTestDepthPrepass; + + public ToggleData alphaTestDepthPrepass + { + get { return new ToggleData(m_AlphaTestDepthPrepass); } + set + { + if (m_AlphaTestDepthPrepass == value.isOn) + return; + m_AlphaTestDepthPrepass = value.isOn; + UpdateNodeAfterDeserialization(); + Dirty(ModificationScope.Topological); + } + } + + [SerializeField] + bool m_AlphaTestDepthPostpass; + + public ToggleData alphaTestDepthPostpass + { + get { return new ToggleData(m_AlphaTestDepthPostpass); } + set + { + if (m_AlphaTestDepthPostpass == value.isOn) + return; + m_AlphaTestDepthPostpass = value.isOn; + UpdateNodeAfterDeserialization(); + Dirty(ModificationScope.Topological); + } + } + + [SerializeField] int m_SortPriority; @@ -638,6 +671,20 @@ public ToggleData receiveSSR } } + [SerializeField] + bool m_ReceivesSSRTransparent = false; + public ToggleData receiveSSRTransparent + { + get { return new ToggleData(m_ReceivesSSRTransparent); } + set + { + if (m_ReceivesSSRTransparent == value.isOn) + return; + m_ReceivesSSRTransparent = value.isOn; + Dirty(ModificationScope.Graph); + } + } + [SerializeField] bool m_AddPrecomputedVelocity = false; @@ -1470,6 +1517,10 @@ public ConditionalField[] GetConditionalFields(PassDescriptor pass) new ConditionalField(HDFields.DistortionReplace, distortionMode == DistortionMode.Replace), new ConditionalField(HDFields.TransparentDistortion, surfaceType != SurfaceType.Opaque && distortion.isOn), + // Transparency + new ConditionalField(HDFields.TransparentDepthPrePass, surfaceType != SurfaceType.Opaque && alphaTestDepthPrepass.isOn), + new ConditionalField(HDFields.TransparentDepthPostPass, surfaceType != SurfaceType.Opaque && alphaTestDepthPrepass.isOn), + // Base Parametrization // Even though we can just always transfer the present (check with $SurfaceDescription.*) fields like specularcolor // and metallic, we still need to know the baseParametrization in the template to translate into the @@ -1489,6 +1540,7 @@ public ConditionalField[] GetConditionalFields(PassDescriptor pass) new ConditionalField(HDFields.EnergyConservingSpecular, energyConservingSpecular.isOn), new ConditionalField(HDFields.DisableDecals, !receiveDecals.isOn), new ConditionalField(HDFields.DisableSSR, !receiveSSR.isOn), + new ConditionalField(HDFields.DisableSSRTransparent, !receiveSSRTransparent.isOn), new ConditionalField(Fields.VelocityPrecomputed, addPrecomputedVelocity.isOn), new ConditionalField(HDFields.BentNormal, IsSlotConnected(BentNormalSlotId) && pass.pixelPorts.Contains(BentNormalSlotId)), @@ -1747,7 +1799,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), receiveSSR.isOn); + HDSubShaderUtilities.AddStencilShaderProperties(collector, RequiresSplitLighting(), surfaceType == SurfaceType.Opaque ? receiveSSR.isOn : receiveSSRTransparent.isOn, receiveSSR.isOn, receiveSSRTransparent.isOn); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -1762,6 +1814,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, false, false); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template index 66a40d232c1..0762c756039 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template @@ -533,6 +533,8 @@ Pass #endif PostInitBuiltinData(V, posInput, surfaceData, builtinData); + + RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } // -------------------------------------------------- diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs index e95db02bf83..7243f56b749 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs @@ -117,6 +117,24 @@ public StackLitSettingsView(StackLitMasterNode node) : base(node) }); }); + ps.Add(new PropertyRow(CreateLabel("Transparent Depth Prepass", indentLevel)), (row) => + { + row.Add(new Toggle(), (toggle) => + { + toggle.value = m_Node.alphaTestDepthPrepass.isOn; + toggle.OnToggleChanged(ChangeAlphaTestPrepass); + }); + }); + + ps.Add(new PropertyRow(CreateLabel("Transparent Depth Postpass", indentLevel)), (row) => + { + row.Add(new Toggle(), (toggle) => + { + toggle.value = m_Node.alphaTestDepthPostpass.isOn; + toggle.OnToggleChanged(ChangeAlphaTestPostpass); + }); + }); + ps.Add(new PropertyRow(CreateLabel("Depth Write", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => @@ -352,12 +370,20 @@ public StackLitSettingsView(StackLitMasterNode node) : base(node) }); }); - ps.Add(new PropertyRow(CreateLabel("Receive SSR", indentLevel)), (row) => + ps.Add(new PropertyRow(CreateLabel((m_Node.surfaceType == SurfaceType.Transparent) ? "Receive SSR Transparent" : "Receive SSR", indentLevel)), (row) => { row.Add(new Toggle(), (toggle) => { - toggle.value = m_Node.receiveSSR.isOn; - toggle.OnToggleChanged(ChangeReceiveSSR); + if (m_Node.surfaceType == SurfaceType.Transparent) + { + toggle.value = m_Node.receiveSSRTransparent.isOn; + toggle.OnToggleChanged(ChangeReceiveSSRTransparent); + } + else + { + toggle.value = m_Node.receiveSSR.isOn; + toggle.OnToggleChanged(ChangeReceiveSSR); + } }); }); @@ -723,6 +749,22 @@ void ChangeAlphaToMask(ChangeEvent evt) m_Node.alphaToMask = td; } + void ChangeAlphaTestPrepass(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("Alpha Test Depth Prepass Change"); + ToggleData td = m_Node.alphaTestDepthPrepass; + td.isOn = evt.newValue; + m_Node.alphaTestDepthPrepass = td; + } + + void ChangeAlphaTestPostpass(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("Alpha Test Depth Postpass Change"); + ToggleData td = m_Node.alphaTestDepthPostpass; + td.isOn = evt.newValue; + m_Node.alphaTestDepthPostpass = td; + } + void ChangeReceiveDecals(ChangeEvent evt) { m_Node.owner.owner.RegisterCompleteObjectUndo("Receive Decals Change"); @@ -738,6 +780,13 @@ void ChangeReceiveSSR(ChangeEvent evt) td.isOn = evt.newValue; m_Node.receiveSSR = td; } + void ChangeReceiveSSRTransparent(ChangeEvent evt) + { + m_Node.owner.owner.RegisterCompleteObjectUndo("Receive SSR Transparent Change"); + ToggleData td = m_Node.receiveSSRTransparent; + td.isOn = evt.newValue; + m_Node.receiveSSR = td; + } void ChangeAddPrecomputedVelocity(ChangeEvent evt) { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs index 109e635d735..97f65b3ed73 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs @@ -133,7 +133,9 @@ static public void SetupMaterialKeywordsAndPass(Material material) { BaseLitGUI.SetupBaseLitKeywords(material); BaseLitGUI.SetupBaseLitMaterialPass(material); - BaseLitGUI.SetupStencil(material, material.GetInt(kReceivesSSR) != 0, material.GetMaterialId() == MaterialId.LitSSS); + bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false) + : (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false); + BaseLitGUI.SetupStencil(material, receiveSSR, material.GetMaterialId() == MaterialId.LitSSS); // TODO: planar/triplannar support //SetupLayersMappingKeywords(material); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfSurfaceInputsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfSurfaceInputsUIBlock.cs index 5b1949e661c..8eb4b33413a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfSurfaceInputsUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/AxfSurfaceInputsUIBlock.cs @@ -113,10 +113,23 @@ enum SvbrdfFresnelVariant ///////////////////////////////////////////////////////////////////////////////////////////////// // Generic Parameters - static string m_MaterialTilingUText = "_MaterialTilingU"; - MaterialProperty m_MaterialTilingU; - static string m_MaterialTilingVText = "_MaterialTilingV"; - MaterialProperty m_MaterialTilingV; + + MaterialProperty m_MaterialTilingOffset = null; + MaterialProperty m_DiffuseColorMapST = null; + MaterialProperty m_SpecularColorMapST = null; + MaterialProperty m_NormalMapST = null; + MaterialProperty m_SpecularLobeMapST = null; + MaterialProperty m_AlphaMapST = null; + MaterialProperty m_FresnelMapST = null; + MaterialProperty m_AnisoRotationMapST = null; + MaterialProperty m_HeightMapST = null; + MaterialProperty m_ClearcoatColorMapST = null; + MaterialProperty m_ClearcoatNormalMapST = null; + MaterialProperty m_ClearcoatIORMapST = null; + MaterialProperty m_CarPaint2_BTFFlakeMapST = null; + + static string tilingOffsetPropNameSuffix = "_SO"; + static string m_MaterialTilingOffsetText = "_Material_SO"; static string m_AxF_BRDFTypeText = "_AxF_BRDFType"; MaterialProperty m_AxF_BRDFType = null; @@ -179,9 +192,6 @@ enum SvbrdfFresnelVariant static string m_CarPaint2_BTFFlakeMapScaleText = "_CarPaint2_BTFFlakeMapScale"; MaterialProperty m_CarPaint2_BTFFlakeMapScale; - static string m_CarPaint2_FlakeTilingText = "_CarPaint2_FlakeTiling"; - MaterialProperty m_CarPaint2_FlakeTiling; - static string m_CarPaint2_FlakeThetaFISliceLUTMapText = "_CarPaint2_FlakeThetaFISliceLUTMap"; MaterialProperty m_CarPaint2_FlakeThetaFISliceLUTMap; @@ -224,8 +234,20 @@ public AxfSurfaceInputsUIBlock(Expandable expandableBit) public override void LoadMaterialProperties() { - m_MaterialTilingU = FindProperty(m_MaterialTilingUText); - m_MaterialTilingV = FindProperty(m_MaterialTilingVText); + m_MaterialTilingOffset = FindProperty(m_MaterialTilingOffsetText); + + m_DiffuseColorMapST = FindProperty(m_DiffuseColorMapText + tilingOffsetPropNameSuffix); + m_SpecularColorMapST = FindProperty(m_SpecularColorMapText + tilingOffsetPropNameSuffix); + m_NormalMapST = FindProperty(m_NormalMapText + tilingOffsetPropNameSuffix); + m_SpecularLobeMapST = FindProperty(m_SpecularLobeMapText + tilingOffsetPropNameSuffix); + m_AlphaMapST = FindProperty(m_AlphaMapText + tilingOffsetPropNameSuffix); + m_FresnelMapST = FindProperty(m_FresnelMapText + tilingOffsetPropNameSuffix); + m_AnisoRotationMapST = FindProperty(m_AnisoRotationMapText + tilingOffsetPropNameSuffix); + m_HeightMapST = FindProperty(m_HeightMapText + tilingOffsetPropNameSuffix); + m_ClearcoatColorMapST = FindProperty(m_ClearcoatColorMapText + tilingOffsetPropNameSuffix); + m_ClearcoatNormalMapST = FindProperty(m_ClearcoatNormalMapText + tilingOffsetPropNameSuffix); + m_ClearcoatIORMapST = FindProperty(m_ClearcoatIORMapText + tilingOffsetPropNameSuffix); + m_CarPaint2_BTFFlakeMapST = FindProperty(m_CarPaint2_BTFFlakeMapText + tilingOffsetPropNameSuffix); m_AxF_BRDFType = FindProperty(m_AxF_BRDFTypeText); @@ -264,7 +286,6 @@ public override void LoadMaterialProperties() m_CarPaint2_BRDFColorMapScale = FindProperty(m_CarPaint2_BRDFColorMapScaleText); m_CarPaint2_BRDFColorMapUVScale = FindProperty(m_CarPaint2_BRDFColorMapUVScaleText); m_CarPaint2_BTFFlakeMapScale = FindProperty(m_CarPaint2_BTFFlakeMapScaleText); - m_CarPaint2_FlakeTiling = FindProperty(m_CarPaint2_FlakeTilingText); m_CarPaint2_FlakeMaxThetaI = FindProperty(m_CarPaint2_FlakeMaxThetaIText); m_CarPaint2_FlakeNumThetaF = FindProperty(m_CarPaint2_FlakeNumThetaFText); @@ -323,8 +344,7 @@ public static void ExtractFlags(uint flags, void DrawAxfSurfaceOptionsGUI() { - materialEditor.ShaderProperty(m_MaterialTilingU, "Material Tiling U"); - materialEditor.ShaderProperty(m_MaterialTilingV, "Material Tiling V"); + materialEditor.ShaderProperty(m_MaterialTilingOffset, "Main Tiling & Offset"); AxfBrdfType AxF_BRDFType = (AxfBrdfType)m_AxF_BRDFType.floatValue; AxF_BRDFType = (AxfBrdfType)EditorGUILayout.Popup("BRDF Type", (int)AxF_BRDFType, AxfBrdfTypeNames); @@ -372,15 +392,15 @@ void DrawAxfSurfaceOptionsGUI() } // Regular maps - materialEditor.TexturePropertySingleLine(Styles.diffuseColorMapText, m_DiffuseColorMap); - materialEditor.TexturePropertySingleLine(Styles.specularColorMapText, m_SpecularColorMap); - materialEditor.TexturePropertySingleLine(Styles.specularLobeMapText, m_SpecularLobeMap); + materialEditor.TexturePropertySingleLine(Styles.diffuseColorMapText, m_DiffuseColorMap, m_DiffuseColorMapST); + materialEditor.TexturePropertySingleLine(Styles.specularColorMapText, m_SpecularColorMap, m_SpecularColorMapST); + materialEditor.TexturePropertySingleLine(Styles.specularLobeMapText, m_SpecularLobeMap, m_SpecularLobeMapST); m_SpecularLobeMapScale.floatValue = EditorGUILayout.FloatField(Styles.specularLobeMapScaleText, m_SpecularLobeMapScale.floatValue); - materialEditor.TexturePropertySingleLine(Styles.fresnelMapText, m_FresnelMap); - materialEditor.TexturePropertySingleLine(Styles.normalMapText, m_NormalMap); + materialEditor.TexturePropertySingleLine(Styles.fresnelMapText, m_FresnelMap, m_FresnelMapST); + materialEditor.TexturePropertySingleLine(Styles.normalMapText, m_NormalMap, m_NormalMapST); // Alpha - materialEditor.TexturePropertySingleLine(Styles.alphaMapText, m_AlphaMap); + materialEditor.TexturePropertySingleLine(Styles.alphaMapText, m_AlphaMap, m_AlphaMapST); // Displacement //TODO: unsupported for now @@ -389,7 +409,7 @@ void DrawAxfSurfaceOptionsGUI() if (useHeightMap) { ++EditorGUI.indentLevel; - materialEditor.TexturePropertySingleLine(Styles.heightMapText, m_HeightMap); + materialEditor.TexturePropertySingleLine(Styles.heightMapText, m_HeightMap, m_HeightMapST); materialEditor.ShaderProperty(m_SVBRDF_HeightMapMaxMM, "Max Displacement (mm)"); --EditorGUI.indentLevel; } @@ -399,7 +419,7 @@ void DrawAxfSurfaceOptionsGUI() if (anisotropy) { ++EditorGUI.indentLevel; - materialEditor.TexturePropertySingleLine(Styles.anisoRotationMapText, m_AnisoRotationMap); + materialEditor.TexturePropertySingleLine(Styles.anisoRotationMapText, m_AnisoRotationMap, m_AnisoRotationMapST); --EditorGUI.indentLevel; } @@ -408,12 +428,12 @@ void DrawAxfSurfaceOptionsGUI() if (clearcoat) { ++EditorGUI.indentLevel; - materialEditor.TexturePropertySingleLine(Styles.clearcoatColorMapText, m_ClearcoatColorMap); - materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap); + materialEditor.TexturePropertySingleLine(Styles.clearcoatColorMapText, m_ClearcoatColorMap, m_ClearcoatColorMapST); + materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap, m_ClearcoatNormalMapST); clearcoatRefraction = EditorGUILayout.Toggle("Enable Refraction", clearcoatRefraction); // The IOR map is always required for the coat F0, while in the CAR_PAINT model, the IOR // is given by a scalar value. - materialEditor.TexturePropertySingleLine(Styles.clearcoatIORMapText, m_ClearcoatIORMap); + materialEditor.TexturePropertySingleLine(Styles.clearcoatIORMapText, m_ClearcoatIORMap, m_ClearcoatIORMapST); --EditorGUI.indentLevel; } @@ -455,11 +475,11 @@ void DrawAxfSurfaceOptionsGUI() } - materialEditor.TexturePropertySingleLine(Styles.BTFFlakesMapText, m_CarPaint2_BTFFlakeMap); + //materialEditor.TexturePropertySingleLine(Styles.BTFFlakesMapText, m_CarPaint2_BTFFlakeMap, m_CarPaint2_BTFFlakeMapST); + materialEditor.TexturePropertySingleLine(Styles.BTFFlakesMapText, m_CarPaint2_BTFFlakeMap, m_CarPaint2_BTFFlakeMapST); //EditorGUILayout.LabelField( "Texture Dimension = " + m_CarPaint_BTFFlakesMap_sRGB.textureDimension ); //EditorGUILayout.LabelField( "Texture Format = " + m_CarPaint_BTFFlakesMap_sRGB.textureValue. ); m_CarPaint2_BTFFlakeMapScale.floatValue = EditorGUILayout.FloatField(Styles.BTFFlakesMapScaleText, m_CarPaint2_BTFFlakeMapScale.floatValue); - m_CarPaint2_FlakeTiling.floatValue = EditorGUILayout.FloatField(Styles.FlakesTilingText, m_CarPaint2_FlakeTiling.floatValue); materialEditor.TexturePropertySingleLine(Styles.thetaFI_sliceLUTMapText, m_CarPaint2_FlakeThetaFISliceLUTMap); @@ -480,7 +500,10 @@ void DrawAxfSurfaceOptionsGUI() { ++EditorGUI.indentLevel; // materialEditor.TexturePropertySingleLine( Styles.clearcoatColorMapText, m_ClearcoatColorMap ); - materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap); + //materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap); + materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap, m_ClearcoatNormalMapST); + //materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap, m_ClearcoatNormalMapST); + // materialEditor.TexturePropertySingleLine( Styles.clearcoatIORMapText, m_ClearcoatIORMap ); m_CarPaint2_ClearcoatIOR.floatValue = EditorGUILayout.FloatField(Styles.CarPaintIORText, m_CarPaint2_ClearcoatIOR.floatValue); --EditorGUI.indentLevel; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs index 1314a93a27d..0a6a3ced62c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs @@ -103,6 +103,31 @@ public override void OnGUI() } } + void UpdateEmissiveColorAndIntensity() + { + materialEditor.serializedObject.ApplyModifiedProperties(); + foreach (Material target in materials) + { + if (target.HasProperty(kEmissiveColorLDR) && target.HasProperty(kEmissiveIntensity) && target.HasProperty(kEmissiveColor)) + { + target.SetColor(kEmissiveColor, target.GetColor(kEmissiveColorLDR) * target.GetFloat(kEmissiveIntensity)); + } + } + materialEditor.serializedObject.Update(); + } + + void UpdateEmissionUnit(float newUnitFloat) + { + foreach (Material target in materials) + { + if (target.HasProperty(kEmissiveIntensityUnit) && target.HasProperty(kEmissiveIntensity)) + { + target.SetFloat(kEmissiveIntensityUnit, newUnitFloat); + } + } + materialEditor.serializedObject.Update(); + } + void DrawEmissionGUI() { EditorGUI.BeginChangeCheck(); @@ -120,35 +145,85 @@ void DrawEmissionGUI() else { EditorGUI.BeginChangeCheck(); + DoEmissiveTextureProperty(emissiveColorLDR); + // Normalize all emissive colors for each target separately + foreach (Material material in materials) { - DoEmissiveTextureProperty(emissiveColorLDR); - emissiveColorLDR.colorValue = NormalizeEmissionColor(ref updateEmissiveColor, emissiveColorLDR.colorValue); + if (material.HasProperty(kEmissiveColorLDR)) + material.SetColor(kEmissiveColorLDR, NormalizeEmissionColor(ref updateEmissiveColor, material.GetColor(kEmissiveColorLDR))); + } + if (EditorGUI.EndChangeCheck() || updateEmissiveColor) + UpdateEmissiveColorAndIntensity(); + float newUnitFloat; + float newIntensity = emissiveIntensity.floatValue; + bool unitIsMixed = emissiveIntensityUnit.hasMixedValue; + bool intensityIsMixed = unitIsMixed || emissiveIntensity.hasMixedValue; + bool intensityChanged = false; + bool unitChanged = false; + EditorGUI.BeginChangeCheck(); + { using (new EditorGUILayout.HorizontalScope()) { EmissiveIntensityUnit unit = (EmissiveIntensityUnit)emissiveIntensityUnit.floatValue; + EditorGUI.showMixedValue = intensityIsMixed; if (unit == EmissiveIntensityUnit.Nits) { using (var change = new EditorGUI.ChangeCheckScope()) { materialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText); - if (change.changed) - emissiveIntensity.floatValue = Mathf.Clamp(emissiveIntensity.floatValue, 0, float.MaxValue); + intensityChanged = change.changed; + if (intensityChanged) + newIntensity = Mathf.Clamp(emissiveIntensity.floatValue, 0, float.MaxValue); } } else { - float evValue = LightUtils.ConvertLuminanceToEv(emissiveIntensity.floatValue); - evValue = EditorGUILayout.FloatField(Styles.emissiveIntensityText, evValue); - evValue = Mathf.Clamp(evValue, 0, float.MaxValue); - emissiveIntensity.floatValue = LightUtils.ConvertEvToLuminance(evValue); + float value = emissiveIntensity.floatValue; + if (!intensityIsMixed) + { + float evValue = LightUtils.ConvertLuminanceToEv(emissiveIntensity.floatValue); + evValue = EditorGUILayout.FloatField(Styles.emissiveIntensityText, evValue); + newIntensity = Mathf.Clamp(evValue, 0, float.MaxValue); + emissiveIntensity.floatValue = LightUtils.ConvertEvToLuminance(evValue); + } + else + { + using (var change = new EditorGUI.ChangeCheckScope()) + { + newIntensity = EditorGUILayout.FloatField(Styles.emissiveIntensityText, value); + intensityChanged = change.changed; + } + } + } + EditorGUI.showMixedValue = false; + + EditorGUI.showMixedValue = emissiveIntensityUnit.hasMixedValue; + using (var change = new EditorGUI.ChangeCheckScope()) + { + newUnitFloat = (float)(EmissiveIntensityUnit)EditorGUILayout.EnumPopup(unit); + unitChanged = change.changed; } - emissiveIntensityUnit.floatValue = (float)(EmissiveIntensityUnit)EditorGUILayout.EnumPopup(unit); + EditorGUI.showMixedValue = false; } } if (EditorGUI.EndChangeCheck() || updateEmissiveColor) - emissiveColor.colorValue = emissiveColorLDR.colorValue * emissiveIntensity.floatValue; + { + if(unitChanged) + { + if (unitIsMixed) + UpdateEmissionUnit(newUnitFloat); + else + emissiveIntensityUnit.floatValue = newUnitFloat; + } + + // We don't allow changes on intensity if units are mixed + if (intensityChanged && !unitIsMixed) + emissiveIntensity.floatValue = newIntensity; + + UpdateEmissiveColorAndIntensity(); + } } materialEditor.ShaderProperty(emissiveExposureWeight, Styles.emissiveExposureWeightText); 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 0d030662fa1..677dc24ac30 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 @@ -26,6 +26,7 @@ public enum Features ReceiveSSR = 1 << 8, ShowAfterPostProcessPass = 1 << 9, AlphaToMask = 1 << 10, + ShowPrePassAndPostPass = 1 << 11, Unlit = Surface | BlendMode | DoubleSided | DoubleSidedNormalMode | AlphaCutoff | AlphaCutoffShadowThreshold | AlphaCutoffThreshold | BackThenFrontRendering | ShowAfterPostProcessPass | AlphaToMask, Lit = All, All = ~0, @@ -99,6 +100,7 @@ static class Styles // SSR public static GUIContent receivesSSRText = new GUIContent("Receive SSR", "When enabled, this Material can receive screen space reflections."); + public static GUIContent receivesSSRTransparentText = new GUIContent("Receive SSR Transparent", "When enabled, this Material can receive screen space reflections."); public static string afterPostProcessZTestInfoBox = "After post-process material wont be ZTested. Enable the \"ZTest For After PostProcess\" checkbox in the Frame Settings to force the depth-test if the TAA is disabled."; } @@ -508,11 +510,14 @@ void DrawSurfaceGUI() if (transparentBackfaceEnable != null) materialEditor.ShaderProperty(transparentBackfaceEnable, Styles.transparentBackfaceEnableText); - if (transparentDepthPrepassEnable != null) - materialEditor.ShaderProperty(transparentDepthPrepassEnable, Styles.transparentDepthPrepassEnableText); + if ((m_Features & Features.ShowPrePassAndPostPass) != 0) + { + if (transparentDepthPrepassEnable != null) + materialEditor.ShaderProperty(transparentDepthPrepassEnable, Styles.transparentDepthPrepassEnableText); - if (transparentDepthPostpassEnable != null) - materialEditor.ShaderProperty(transparentDepthPostpassEnable, Styles.transparentDepthPostpassEnableText); + if (transparentDepthPostpassEnable != null) + materialEditor.ShaderProperty(transparentDepthPostpassEnable, Styles.transparentDepthPostpassEnableText); + } if (transparentWritingMotionVec != null) materialEditor.ShaderProperty(transparentWritingMotionVec, Styles.transparentWritingMotionVecText); @@ -736,7 +741,7 @@ void DrawLitSurfaceOptions() { // Based on the surface type, display the right recieveSSR option if (surfaceTypeValue == SurfaceType.Transparent) - materialEditor.ShaderProperty(receivesSSRTransparent, Styles.receivesSSRText); + materialEditor.ShaderProperty(receivesSSRTransparent, Styles.receivesSSRTransparentText); else materialEditor.ShaderProperty(receivesSSR, Styles.receivesSSRText); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs index a155bf6c02c..2ce0d3e6f0e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs @@ -300,7 +300,8 @@ static public void SetupBaseUnlitPass(this Material material) if (material.HasProperty(kTransparentDepthPrepassEnable)) { bool depthWriteEnable = (material.GetFloat(kTransparentDepthPrepassEnable) > 0.0f) && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent); - material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrepassStr, depthWriteEnable); + bool ssrTransparent = material.HasProperty(kReceivesSSRTransparent) ? (material.GetFloat(kReceivesSSRTransparent) > 0.0f) && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent) : false; + material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrepassStr, depthWriteEnable || ssrTransparent); } if (material.HasProperty(kTransparentDepthPostpassEnable)) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs index fe2fa6cc7ba..bfdc596a810 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs @@ -90,7 +90,8 @@ protected static void ResetMaterialCustomRenderQueue(Material material) } readonly static string[] floatPropertiesToSynchronize = { - "_UseShadowThreshold", kReceivesSSR, kReceivesSSRTransparent, kUseSplitLighting + "_UseShadowThreshold", kReceivesSSR, kReceivesSSRTransparent, kUseSplitLighting, + kTransparentDepthPrepassEnable, kTransparentDepthPostpassEnable }; protected static void SynchronizeShaderGraphProperties(Material material) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs index 0da9ede6d50..79b49b4cd8e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs @@ -568,7 +568,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera } // Add all shader properties required by the inspector - HDSubShaderUtilities.AddStencilShaderProperties(collector, false, false); + HDSubShaderUtilities.AddStencilShaderProperties(collector, false, false, false, false); HDSubShaderUtilities.AddBlendingStatesShaderProperties( collector, surfaceType, @@ -583,6 +583,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSided.isOn ? DoubleSidedMode.Enabled : DoubleSidedMode.Disabled); + HDSubShaderUtilities.AddPrePostPassProperties(collector, false, false); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template index 001dec1a33b..21d2d3bba97 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template @@ -167,6 +167,8 @@ Pass builtinData.distortion = surfaceDescription.Distortion; builtinData.distortionBlur = surfaceDescription.DistortionBlur; #endif + + RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } // -------------------------------------------------- diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs index 39095aa0797..48fab5efa23 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs @@ -292,8 +292,8 @@ static class UnlitPasses structs = CoreStructCollections.Default, fieldDependencies = CoreFieldDependencies.Default, pragmas = CorePragmas.RaytracingBasic, - keywords = CoreKeywords.HDBase, includes = CoreIncludes.Raytracing, + keywords = CoreKeywords.RaytracingVisiblity, requiredFields = new FieldCollection(){ HDFields.SubShader.Unlit, HDFields.ShaderPass.RaytracingVisibility }, }; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitPass.template index 740bb8c4fa7..c67d7288488 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitPass.template @@ -122,6 +122,7 @@ Pass #if !defined(_SURFACE_TYPE_TRANSPARENT) $SurfaceDescription.VTPackedFeedback: builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback; #endif + RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS } // -------------------------------------------------- diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs index f2db83088ee..c895f09020c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs @@ -1,6 +1,7 @@ using System; using System.Linq; using System.Reflection; +using System.Runtime.CompilerServices; using UnityEngine; using UnityEngine.Rendering.HighDefinition; using UnityEngine.Rendering; @@ -62,6 +63,8 @@ enum ShutterSpeedUnit "Custom" }; + static readonly int k_CustomPresetIndex = k_ApertureFormatNames.Length - 1; + static readonly Vector2[] k_ApertureFormatValues = { new Vector2(4.8f, 3.5f), @@ -76,6 +79,10 @@ enum ShutterSpeedUnit new Vector2(70.41f, 52.63f) }; + // Saves the value of the sensor size when the user switches from "custom" size to a preset per camera. + // We use a ConditionalWeakTable instead of a Dictionary to avoid keeping alive (with strong references) deleted cameras + static ConditionalWeakTable s_PerCameraSensorSizeHistory = new ConditionalWeakTable(); + static bool s_FovChanged; static float s_FovLastValue; @@ -298,14 +305,51 @@ static void Drawer_PhysicalCamera(SerializedHDCamera p, Editor owner) using (new EditorGUI.IndentLevelScope()) { EditorGUI.BeginChangeCheck(); - int filmGateIndex = Array.IndexOf(k_ApertureFormatValues, new Vector2((float)Math.Round(cam.sensorSize.vector2Value.x, 3), (float)Math.Round(cam.sensorSize.vector2Value.y, 3))); - if (filmGateIndex == -1) - filmGateIndex = EditorGUILayout.Popup(cameraTypeContent, k_ApertureFormatNames.Length - 1, k_ApertureFormatNames); - else - filmGateIndex = EditorGUILayout.Popup(cameraTypeContent, filmGateIndex, k_ApertureFormatNames); - if (EditorGUI.EndChangeCheck() && filmGateIndex < k_ApertureFormatValues.Length) - cam.sensorSize.vector2Value = k_ApertureFormatValues[filmGateIndex]; + int oldFilmGateIndex = Array.IndexOf(k_ApertureFormatValues, new Vector2((float)Math.Round(cam.sensorSize.vector2Value.x, 3), (float)Math.Round(cam.sensorSize.vector2Value.y, 3))); + + // If it is not one of the preset sizes, set it to custom + oldFilmGateIndex = (oldFilmGateIndex == -1) ? k_CustomPresetIndex: oldFilmGateIndex; + + // Get the new user selection + int newFilmGateIndex = EditorGUILayout.Popup(cameraTypeContent, oldFilmGateIndex, k_ApertureFormatNames); + + if (EditorGUI.EndChangeCheck()) + { + // Retrieve the previous custom size value, if one exists for this camera + object previousCustomValue; + s_PerCameraSensorSizeHistory.TryGetValue((Camera)p.serializedObject.targetObject, out previousCustomValue); + + // When switching from custom to a preset, update the last custom value (to display again, in case the user switches back to custom) + if (oldFilmGateIndex == k_CustomPresetIndex) + { + if (previousCustomValue == null) + { + s_PerCameraSensorSizeHistory.Add((Camera)p.serializedObject.targetObject, cam.sensorSize.vector2Value); + } + else + { + previousCustomValue = cam.sensorSize.vector2Value; + } + } + + if (newFilmGateIndex < k_CustomPresetIndex) + { + cam.sensorSize.vector2Value = k_ApertureFormatValues[newFilmGateIndex]; + } + else + { + // The user switched back to custom, so display by deafulr the previous custom value + if (previousCustomValue != null) + { + cam.sensorSize.vector2Value = (Vector2)previousCustomValue; + } + else + { + cam.sensorSize.vector2Value = new Vector2(36.0f, 24.0f); // this is the value new cameras are created with + } + } + } EditorGUILayout.PropertyField(cam.sensorSize, sensorSizeContent); EditorGUILayout.PropertyField(p.iso, isoContent); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs index fa013832629..8d49a2a1568 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs @@ -13,7 +13,7 @@ static partial class HDCameraUI const string msaaWarningMessage = "Manual MSAA target set with deferred rendering. This will lead to undefined behavior."; - static readonly GUIContent clearModeContent = EditorGUIUtility.TrTextContent("Background Type", "Specifies the type of background the Camera applies when it clears the screen before rendering a frame."); + static readonly GUIContent clearModeContent = EditorGUIUtility.TrTextContent("Background Type", "Specifies the type of background the Camera applies when it clears the screen before rendering a frame. Be aware that when setting this to None, the background is never cleared and since HDRP shares render texture between cameras, you may end up with garbage from previous rendering."); static readonly GUIContent backgroundColorContent = EditorGUIUtility.TrTextContent("Background Color", "The Background Color used to clear the screen when selecting Background Color before rendering."); static readonly GUIContent cullingMaskContent = EditorGUIUtility.TrTextContent("Culling Mask"); static readonly GUIContent volumeLayerMaskContent = EditorGUIUtility.TrTextContent("Volume Layer Mask"); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs index 9b690087eca..031d4d40558 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs @@ -82,6 +82,7 @@ public class GeneralSection public static readonly GUIContent supportSSRContent = EditorGUIUtility.TrTextContent("Screen Space Reflection", "When enabled, HDRP allocates memory for processing screen space reflection (SSR). This allows you to use SSR in your Unity Project."); public static readonly GUIContent supportSSRTransparentContent = EditorGUIUtility.TrTextContent("Transparent Screen Space Reflection", "When enabled, HDRP executes additional steps to achieve screen space reflection (SSR) on transparent objects."); public static readonly GUIContent supportSSAOContent = EditorGUIUtility.TrTextContent("Screen Space Ambient Occlusion", "When enabled, HDRP allocates memory for processing screen space ambient occlusion (SSAO). This allows you to use SSAO in your Unity Project."); + public static readonly GUIContent supportSSGIContent = EditorGUIUtility.TrTextContent("Screen Space Global Illumination", "When enabled, HDRP allocates memory for processing screen space global illumination (SSGI). This allows you to use SSGI in your Unity Project."); public static readonly GUIContent supportedSSSContent = EditorGUIUtility.TrTextContent("Subsurface Scattering", "When enabled, HDRP allocates memory for processing subsurface scattering (SSS). This allows you to use SSS in your Unity Project."); public static readonly GUIContent sssSampleBudget = EditorGUIUtility.TrTextContent("Sample Budget", "Maximum number of samples the Subsurface Scattering algorithm is allowed to take."); public static readonly GUIContent supportVolumetricContent = EditorGUIUtility.TrTextContent("Volumetrics", "When enabled, HDRP allocates Shader variants and memory for volumetric effects. This allows you to use volumetric lighting and fog in your Unity Project."); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs index 860e10d0bcc..1a35e081067 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs @@ -221,17 +221,8 @@ static void Drawer_SectionCookies(SerializedHDRenderPipelineAsset serialized, Ed { GraphicsFormat cookieFormat = (GraphicsFormat)serialized.renderPipelineSettings.lightLoopSettings.cookieFormat.intValue; long currentCache = PowerOfTwoTextureAtlas.GetApproxCacheSizeInByte(1, serialized.renderPipelineSettings.lightLoopSettings.cookieAtlasSize.intValue, true, cookieFormat); - if (currentCache > HDRenderPipeline.k_MaxCacheSize) - { - int reserved = PowerOfTwoTextureAtlas.GetMaxCacheSizeForWeightInByte(HDRenderPipeline.k_MaxCacheSize, true, cookieFormat); - string message = string.Format(Styles.cacheErrorFormat, HDEditorUtils.HumanizeWeight(currentCache), reserved); - EditorGUILayout.HelpBox(message, MessageType.Error); - } - else - { - string message = string.Format(Styles.cacheInfoFormat, HDEditorUtils.HumanizeWeight(currentCache)); - EditorGUILayout.HelpBox(message, MessageType.Info); - } + string message = string.Format(Styles.cacheInfoFormat, HDEditorUtils.HumanizeWeight(currentCache)); + EditorGUILayout.HelpBox(message, MessageType.Info); } EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(serialized.renderPipelineSettings.lightLoopSettings.cookieAtlasLastValidMip, Styles.cookieAtlasLastValidMipContent); @@ -305,17 +296,8 @@ static void Drawer_SectionReflection(SerializedHDRenderPipelineAsset serialized, else { long currentCache = PlanarReflectionProbeCache.GetApproxCacheSizeInByte(1, serialized.renderPipelineSettings.lightLoopSettings.planarReflectionAtlasSize.intValue, GraphicsFormat.R16G16B16A16_UNorm); - if (currentCache > HDRenderPipeline.k_MaxCacheSize) - { - int reserved = PlanarReflectionProbeCache.GetMaxCacheSizeForWeightInByte(HDRenderPipeline.k_MaxCacheSize, GraphicsFormat.R16G16B16A16_UNorm); - string message = string.Format(Styles.cacheErrorFormat, HDEditorUtils.HumanizeWeight(currentCache), reserved); - EditorGUILayout.HelpBox(message, MessageType.Error); - } - else - { - string message = string.Format(Styles.cacheInfoFormat, HDEditorUtils.HumanizeWeight(currentCache)); - EditorGUILayout.HelpBox(message, MessageType.Info); - } + string message = string.Format(Styles.cacheInfoFormat, HDEditorUtils.HumanizeWeight(currentCache)); + EditorGUILayout.HelpBox(message, MessageType.Info); } EditorGUILayout.PropertyField(serialized.renderPipelineSettings.lightLoopSettings.maxPlanarReflectionOnScreen, Styles.maxPlanarReflectionOnScreen); @@ -857,6 +839,7 @@ static void Drawer_SectionRenderingUnsorted(SerializedHDRenderPipelineAsset seri static void Drawer_SectionLightingUnsorted(SerializedHDRenderPipelineAsset serialized, Editor owner) { EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportSSAO, Styles.supportSSAOContent); + EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportSSGI, Styles.supportSSGIContent); EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportVolumetrics, Styles.supportVolumetricContent); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs index 0c739f690d0..7a1981a2f8d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs @@ -1,15 +1,28 @@ -using UnityEditor.Rendering; -using UnityEngine.Rendering.HighDefinition; +using UnityEngine; using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; + namespace UnityEditor.Rendering.HighDefinition { [CanEditMultipleObjects] [VolumeComponentEditor(typeof(GlobalIllumination))] - class GlobalIlluminatorEditor : VolumeComponentEditor + class GlobalIlluminatorEditor : VolumeComponentWithQualityEditor { - SerializedDataParameter m_LayerMask; + // Shared rasterization / ray tracing parameter + SerializedDataParameter m_Enable; + + // Screen space global illumination parameters + SerializedDataParameter m_FullResolutionSS; + SerializedDataParameter m_DepthBufferThickness; + SerializedDataParameter m_RaySteps; + SerializedDataParameter m_MaximalRadius; + SerializedDataParameter m_ClampValueSS; + SerializedDataParameter m_FilterRadius; + + // Ray tracing generic attributes SerializedDataParameter m_RayTracing; + SerializedDataParameter m_LayerMask; SerializedDataParameter m_RayLength; SerializedDataParameter m_ClampValue; SerializedDataParameter m_Mode; @@ -29,12 +42,27 @@ class GlobalIlluminatorEditor : VolumeComponentEditor SerializedDataParameter m_SecondDenoiserPass; SerializedDataParameter m_SecondDenoiserRadius; + public override bool hasAdvancedMode => true; + public override void OnEnable() { + base.OnEnable(); + var o = new PropertyFetcher(serializedObject); - m_LayerMask = Unpack(o.Find(x => x.layerMask)); + m_Enable = Unpack(o.Find(x => x.enable)); + + // SSGI Parameters + m_FullResolutionSS = Unpack(o.Find(x => x.fullResolutionSS)); + m_DepthBufferThickness = Unpack(o.Find(x => x.depthBufferThickness)); + m_RaySteps = Unpack(o.Find(x => x.raySteps)); + m_MaximalRadius = Unpack(o.Find(x => x.maximalRadius)); + m_ClampValueSS = Unpack(o.Find(x => x.clampValueSS)); + m_FilterRadius = Unpack(o.Find(x => x.filterRadius)); + + // Ray Tracing shared parameters m_RayTracing = Unpack(o.Find(x => x.rayTracing)); + m_LayerMask = Unpack(o.Find(x => x.layerMask)); m_RayLength = Unpack(o.Find(x => x.rayLength)); m_ClampValue = Unpack(o.Find(x => x.clampValue)); m_Mode = Unpack(o.Find(x => x.mode)); @@ -57,26 +85,35 @@ public override void OnEnable() public override void OnInspectorGUI() { + HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; - if (!currentAsset?.currentPlatformRenderPipelineSettings.supportRayTracing ?? false) + if (!currentAsset?.currentPlatformRenderPipelineSettings.supportSSGI ?? false) { EditorGUILayout.Space(); - EditorGUILayout.HelpBox("The current HDRP Asset does not support Ray Tracing.", MessageType.Error, wide: true); + EditorGUILayout.HelpBox("The current HDRP Asset does not support Screen Space Global illumination.", MessageType.Error, wide: true); return; } + PropertyField(m_Enable); + // If ray tracing is supported display the content of the volume component if (HDRenderPipeline.pipelineSupportsRayTracing) { PropertyField(m_RayTracing); + } + // Flag to track if the ray tracing parameters were displayed + bool rayTracingSettingsDisplayed = false; + + EditorGUI.indentLevel++; + if (HDRenderPipeline.pipelineSupportsRayTracing) + { if (m_RayTracing.overrideState.boolValue && m_RayTracing.value.boolValue) { - EditorGUI.indentLevel++; + rayTracingSettingsDisplayed = true; PropertyField(m_LayerMask); PropertyField(m_RayLength); PropertyField(m_ClampValue); - if (currentAsset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Both) { PropertyField(m_Mode); @@ -118,9 +155,26 @@ public override void OnInspectorGUI() PropertyField(m_SecondDenoiserRadius); EditorGUI.indentLevel--; } - EditorGUI.indentLevel--; } } + + // If we dit not display the ray tracing parameter, we display the ssgi ones + if (!rayTracingSettingsDisplayed) + { + base.OnInspectorGUI(); // Quality Setting + EditorGUI.indentLevel++; + GUI.enabled = useCustomValue; + PropertyField(m_FullResolutionSS, EditorGUIUtility.TrTextContent("Full Resolution", "Enables full resolution mode.")); + PropertyField(m_RaySteps); + PropertyField(m_MaximalRadius); + PropertyField(m_ClampValueSS, EditorGUIUtility.TrTextContent("Clamp Value", "Clamps the exposed intensity.")); + PropertyField(m_FilterRadius); + GUI.enabled = true; + EditorGUI.indentLevel--; + PropertyField(m_DepthBufferThickness); + } + + EditorGUI.indentLevel--; } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs index af0b5a5ea59..75d54e0d7c3 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs @@ -12,6 +12,7 @@ class RecursiveRenderingEditor : VolumeComponentEditor SerializedDataParameter m_LayerMask; SerializedDataParameter m_MaxDepth; SerializedDataParameter m_RayLength; + SerializedDataParameter m_MinSmoothness; public override void OnEnable() { @@ -21,6 +22,7 @@ public override void OnEnable() m_LayerMask = Unpack(o.Find(x => x.layerMask)); m_MaxDepth = Unpack(o.Find(x => x.maxDepth)); m_RayLength = Unpack(o.Find(x => x.rayLength)); + m_MinSmoothness = Unpack(o.Find(x => x.minSmoothness)); } public override void OnInspectorGUI() @@ -44,6 +46,7 @@ public override void OnInspectorGUI() PropertyField(m_LayerMask); PropertyField(m_MaxDepth); PropertyField(m_RayLength); + PropertyField(m_MinSmoothness); EditorGUI.indentLevel--; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs index e5cef881cb6..1910f5b14eb 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs @@ -22,6 +22,7 @@ class SerializedRenderPipelineSettings public SerializedProperty supportSSR; public SerializedProperty supportSSRTransparent; public SerializedProperty supportSSAO; + public SerializedProperty supportSSGI; public SerializedProperty supportSubsurfaceScattering; public SerializedScalableSetting sssSampleBudget; [FormerlySerializedAs("supportVolumetric")] @@ -84,6 +85,7 @@ public SerializedRenderPipelineSettings(SerializedProperty root) supportSSR = root.Find((RenderPipelineSettings s) => s.supportSSR); supportSSRTransparent = root.Find((RenderPipelineSettings s) => s.supportSSRTransparent); supportSSAO = root.Find((RenderPipelineSettings s) => s.supportSSAO); + supportSSGI = root.Find((RenderPipelineSettings s) => s.supportSSGI); supportSubsurfaceScattering = root.Find((RenderPipelineSettings s) => s.supportSubsurfaceScattering); sssSampleBudget = new SerializedScalableSetting(root.Find((RenderPipelineSettings s) => s.sssSampleBudget)); supportVolumetrics = root.Find((RenderPipelineSettings s) => s.supportVolumetrics); diff --git a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDFields.cs b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDFields.cs index 697f03a5b04..20dd121e5da 100644 --- a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDFields.cs +++ b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDFields.cs @@ -79,6 +79,7 @@ static class HDFields public static FieldDescriptor Refraction = new FieldDescriptor(string.Empty, "Refraction", "_HAS_REFRACTION 1"); public static FieldDescriptor RefractionBox = new FieldDescriptor(string.Empty, "RefractionBox", "_REFRACTION_PLANE 1"); public static FieldDescriptor RefractionSphere = new FieldDescriptor(string.Empty, "RefractionSphere", "_REFRACTION_SPHERE 1"); + public static FieldDescriptor RefractionThin = new FieldDescriptor(string.Empty, "RefractionThin", "_REFRACTION_THIN 1"); // Base Parametrization public static FieldDescriptor BaseParamSpecularColor = new FieldDescriptor(kBaseParametrization, "SpecularColor", "_MATERIAL_FEATURE_SPECULAR_COLOR"); diff --git a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs index 54228829450..8cd78f4c6ea 100644 --- a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs +++ b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs @@ -65,9 +65,9 @@ static void AddToggleProperty(this PropertyCollector collector, string reference }); } - public static void AddStencilShaderProperties(PropertyCollector collector, bool splitLighting, bool receiveSSR, bool recieveSSRTransparent = false) + public static void AddStencilShaderProperties(PropertyCollector collector, bool splitLighting, bool ssrStencil, bool receiveSSROpaque, bool receiveSSRTransparent) { - BaseLitGUI.ComputeStencilProperties(receiveSSR, splitLighting, out int stencilRef, out int stencilWriteMask, + BaseLitGUI.ComputeStencilProperties(ssrStencil, splitLighting, out int stencilRef, out int stencilWriteMask, out int stencilRefDepth, out int stencilWriteMaskDepth, out int stencilRefGBuffer, out int stencilWriteMaskGBuffer, out int stencilRefMV, out int stencilWriteMaskMV ); @@ -90,8 +90,8 @@ public static void AddStencilShaderProperties(PropertyCollector collector, bool collector.AddIntProperty("_ZTestGBuffer", 4); collector.AddToggleProperty(kUseSplitLighting, splitLighting); - collector.AddToggleProperty(kReceivesSSR, receiveSSR); - collector.AddToggleProperty(kReceivesSSRTransparent, recieveSSRTransparent); + collector.AddToggleProperty(kReceivesSSR, receiveSSROpaque); + collector.AddToggleProperty(kReceivesSSRTransparent, receiveSSRTransparent); } @@ -168,6 +168,12 @@ public static void AddRayTracingProperty(PropertyCollector collector, bool isRay collector.AddToggleProperty("_RayTracing", isRayTracing); } + public static void AddPrePostPassProperties(PropertyCollector collector, bool prepass, bool postpass) + { + collector.AddToggleProperty(kTransparentDepthPrepassEnable, prepass); + collector.AddToggleProperty(kTransparentDepthPostpassEnable, postpass); + } + public static string RenderQueueName(HDRenderQueue.RenderQueueType value) { switch (value) diff --git a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDTarget.cs b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDTarget.cs index 443c24824ba..24290c320e0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDTarget.cs @@ -601,6 +601,13 @@ static class CoreKeywords { HDBaseNoCrossFade }, { Lightmaps }, }; + + public static KeywordCollection RaytracingVisiblity = new KeywordCollection + { + { HDBaseNoCrossFade }, + { CoreKeywordDescriptors.TransparentColorShadow }, + }; + } #endregion @@ -1052,6 +1059,15 @@ static class CoreKeywordDescriptors definition = KeywordDefinition.ShaderFeature, scope = KeywordScope.Local }; + + public static KeywordDescriptor TransparentColorShadow = new KeywordDescriptor() + { + displayName = "Transparent Color Shadow", + referenceName = "TRANSPARENT_COLOR_SHADOW", + type = KeywordType.Boolean, + definition = KeywordDefinition.MultiCompile, + scope = KeywordScope.Global + }; } #endregion } diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs index 9626b33834f..f4acccf6c7e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs @@ -110,24 +110,22 @@ public override void OnInspectorGUI() if (volumetricLightingAvailable) { PropertyField(m_EnableVolumetricFog, s_EnableVolumetricFog); - if (m_EnableVolumetricFog.value.boolValue) + + EditorGUI.indentLevel++; + PropertyField(m_Albedo, s_AlbedoLabel); + PropertyField(m_Anisotropy, s_AnisotropyLabel); + PropertyField(m_GlobalLightProbeDimmer, s_GlobalLightProbeDimmerLabel); + + if (isInAdvancedMode) { - EditorGUI.indentLevel++; - PropertyField(m_Albedo, s_AlbedoLabel); - PropertyField(m_Anisotropy, s_AnisotropyLabel); - PropertyField(m_GlobalLightProbeDimmer, s_GlobalLightProbeDimmerLabel); - - if (isInAdvancedMode) - { - PropertyField(m_DepthExtent); - PropertyField(m_SliceDistributionUniformity); - PropertyField(m_ScreenResolutionPercentage); - PropertyField(m_VolumeSliceCount); - PropertyField(m_Filter); - } - - EditorGUI.indentLevel--; + PropertyField(m_DepthExtent); + PropertyField(m_SliceDistributionUniformity); + PropertyField(m_ScreenResolutionPercentage); + PropertyField(m_VolumeSliceCount); + PropertyField(m_Filter); } + + EditorGUI.indentLevel--; } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs index 813fdf8a5cd..682cba36804 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs @@ -32,17 +32,13 @@ class SerializedStaticLightingSky { SerializedObject serializedObject; public SerializedProperty skyUniqueID; - - public VolumeProfile volumeProfile - { - get => (serializedObject.targetObject as StaticLightingSky).profile; - set => (serializedObject.targetObject as StaticLightingSky).profile = value; - } + public SerializedProperty profile; public SerializedStaticLightingSky(StaticLightingSky staticLightingSky) { serializedObject = new SerializedObject(staticLightingSky); skyUniqueID = serializedObject.FindProperty("m_StaticLightingSkyUniqueID"); + profile = serializedObject.FindProperty("m_Profile"); } public void Apply() => serializedObject.ApplyModifiedProperties(); @@ -174,10 +170,10 @@ void DrawGUI() ++EditorGUI.indentLevel; //cannot use SerializeProperty due to logic in the property - var profile = m_SerializedActiveSceneLightingSky.volumeProfile; - var newProfile = EditorGUILayout.ObjectField(EditorGUIUtility.TrTextContent("Profile"), profile, typeof(VolumeProfile), allowSceneObjects: false) as VolumeProfile; + var profile = m_SerializedActiveSceneLightingSky.profile.objectReferenceValue; + var newProfile = EditorGUILayout.ObjectField(EditorGUIUtility.TrTextContent("Profile"), m_SerializedActiveSceneLightingSky.profile.objectReferenceValue, typeof(VolumeProfile), allowSceneObjects: false) as VolumeProfile; if (profile != newProfile) - m_SerializedActiveSceneLightingSky.volumeProfile = newProfile; + m_SerializedActiveSceneLightingSky.profile.objectReferenceValue = newProfile; using (new EditorGUI.DisabledScope(m_SkyClassNames.Count == 1)) // Only "None" { @@ -204,7 +200,7 @@ void UpdateSkyIntPopupData() m_SkyClassNames.Add(new GUIContent("None")); m_SkyUniqueIDs.Add(0); - VolumeProfile profile = m_SerializedActiveSceneLightingSky.volumeProfile; + VolumeProfile profile = m_SerializedActiveSceneLightingSky.profile.objectReferenceValue as VolumeProfile; if (profile != null) { var skyTypesDict = SkyManager.skyTypesDict; diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs index 92e452cebe9..53438319846 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Sky/HDRISky/HDRISkyEditor.cs @@ -13,6 +13,14 @@ class HDRISkyEditor SerializedDataParameter m_hdriSky; SerializedDataParameter m_UpperHemisphereLuxValue; SerializedDataParameter m_UpperHemisphereLuxColor; + + SerializedDataParameter m_EnableCloudMotion; + SerializedDataParameter m_Procedural; + SerializedDataParameter m_Flowmap; + SerializedDataParameter m_UpperHemisphereOnly; + SerializedDataParameter m_ScrollDirection; + SerializedDataParameter m_ScrollSpeed; + SerializedDataParameter m_EnableBackplate; SerializedDataParameter m_BackplateType; SerializedDataParameter m_GroundLevel; @@ -27,6 +35,9 @@ class HDRISkyEditor SerializedDataParameter m_RectLightShadow; SerializedDataParameter m_ShadowTint; + GUIContent[] m_DistortionModes = { new GUIContent("Procedural"), new GUIContent("Flowmap") }; + int[] m_DistortionModeValues = { 1, 0 }; + RTHandle m_IntensityTexture; Material m_IntegrateHDRISkyMaterial; // Compute the HDRI sky intensity in lux for the skybox Texture2D m_ReadBackTexture; @@ -46,6 +57,13 @@ public override void OnEnable() m_UpperHemisphereLuxValue = Unpack(o.Find(x => x.upperHemisphereLuxValue)); m_UpperHemisphereLuxColor = Unpack(o.Find(x => x.upperHemisphereLuxColor)); + m_EnableCloudMotion = Unpack(o.Find(x => x.enableDistortion)); + m_Procedural = Unpack(o.Find(x => x.procedural)); + m_Flowmap = Unpack(o.Find(x => x.flowmap)); + m_UpperHemisphereOnly = Unpack(o.Find(x => x.upperHemisphereOnly)); + m_ScrollDirection = Unpack(o.Find(x => x.scrollDirection)); + m_ScrollSpeed = Unpack(o.Find(x => x.scrollSpeed)); + m_EnableBackplate = Unpack(o.Find(x => x.enableBackplate)); m_BackplateType = Unpack(o.Find(x => x.backplateType)); m_GroundLevel = Unpack(o.Find(x => x.groundLevel)); @@ -103,12 +121,21 @@ public void GetUpperHemisphereLuxValue() m_UpperHemisphereLuxColor.value.vector3Value *= 0.5f; // Arbitrary 25% to not have too dark or too bright shadow } + bool IsFlowmapFormatInvalid(SerializedDataParameter map) + { + if (!map.overrideState.boolValue || map.value.objectReferenceValue == null) + return false; + var tex = map.value.objectReferenceValue; + if (tex.GetType() == typeof(RenderTexture)) + return (tex as RenderTexture).dimension != TextureDimension.Tex2D; + return tex.GetType() != typeof(Texture2D); + } + public override void OnInspectorGUI() { EditorGUI.BeginChangeCheck(); { PropertyField(m_hdriSky); - base.CommonSkySettingsGUI(); } bool updateDefaultShadowTint = false; if (EditorGUI.EndChangeCheck()) @@ -117,6 +144,34 @@ public override void OnInspectorGUI() updateDefaultShadowTint = true; } + PropertyField(m_EnableCloudMotion); + if (m_EnableCloudMotion.value.boolValue) + { + EditorGUI.indentLevel++; + + using (new EditorGUILayout.HorizontalScope()) + { + DrawOverrideCheckbox(m_Procedural); + using (new EditorGUI.DisabledScope(!m_Procedural.overrideState.boolValue)) + m_Procedural.value.boolValue = EditorGUILayout.IntPopup(new GUIContent("Distortion Mode"), (int)m_Procedural.value.intValue, m_DistortionModes, m_DistortionModeValues) == 1; + } + + if (!m_Procedural.value.boolValue) + { + EditorGUI.indentLevel++; + PropertyField(m_Flowmap); + if (IsFlowmapFormatInvalid(m_Flowmap)) + EditorGUILayout.HelpBox("The flowmap needs to be a 2D Texture in LatLong layout.", MessageType.Info); + PropertyField(m_UpperHemisphereOnly); + EditorGUI.indentLevel--; + } + + PropertyField(m_ScrollDirection); + PropertyField(m_ScrollSpeed); + EditorGUI.indentLevel--; + } + base.CommonSkySettingsGUI(); + if (isInAdvancedMode) { PropertyField(m_EnableBackplate, new GUIContent("Backplate", "Enable the projection of the bottom of the CubeMap on a plane with a given shape ('Disc', 'Rectangle', 'Ellispe', 'Infinite')")); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs index 34bc9598dba..cc057ec6d07 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs @@ -77,8 +77,8 @@ public enum FullScreenDebugMode // Raytracing Only /// Display ray tracing light cluster. LightCluster, - /// Display ray tracing global illumination. - RayTracedGlobalIllumination, + /// Display screen space global illumination. + ScreenSpaceGlobalIllumination, /// Display recursive ray tracing. RecursiveRayTracing, /// Display ray-traced sub-surface scattering. @@ -1093,7 +1093,7 @@ void RegisterLightingDebug() children = { new DebugUI.UIntField { displayName = "Mip Level", getter = () => data.lightingDebugSettings.cookieAtlasMipLevel, setter = value => data.lightingDebugSettings.cookieAtlasMipLevel = value, min = () => 0, max = () => (uint)(RenderPipelineManager.currentPipeline as HDRenderPipeline).GetCookieAtlasMipCount()}, - new DebugUI.Button { displayName = "Reset Cookie Atlas", action = () => data.lightingDebugSettings.clearCookieAtlas = true} + new DebugUI.BoolField { displayName = "Clear Cookie Atlas", getter = () => data.lightingDebugSettings.clearCookieAtlas, setter = value => data.lightingDebugSettings.clearCookieAtlas = value} } }); } @@ -1118,7 +1118,7 @@ void RegisterLightingDebug() children = { new DebugUI.UIntField { displayName = "Mip Level", getter = () => data.lightingDebugSettings.planarReflectionProbeMipLevel, setter = value => data.lightingDebugSettings.planarReflectionProbeMipLevel = value, min = () => 0, max = () => (uint)(RenderPipelineManager.currentPipeline as HDRenderPipeline).GetPlanarReflectionProbeMipCount()}, - new DebugUI.Button { displayName = "Reset Planar Atlas", action = () => data.lightingDebugSettings.clearPlanarReflectionProbeAtlas = true }, + new DebugUI.BoolField { displayName = "Clear Planar Atlas", getter = () => data.lightingDebugSettings.clearPlanarReflectionProbeAtlas, setter = value => data.lightingDebugSettings.clearPlanarReflectionProbeAtlas = value}, } }); } @@ -1606,7 +1606,7 @@ internal bool DebugNeedsExposure() debugLighting == DebugLightingMode.DiffuseLighting || debugLighting == DebugLightingMode.SpecularLighting || debugLighting == DebugLightingMode.VisualizeCascade) || (data.lightingDebugSettings.overrideAlbedo || data.lightingDebugSettings.overrideNormal || data.lightingDebugSettings.overrideSmoothness || data.lightingDebugSettings.overrideSpecularColor || data.lightingDebugSettings.overrideEmissiveColor || data.lightingDebugSettings.overrideAmbientOcclusion) || (debugGBuffer == DebugViewGbuffer.BakeDiffuseLightingWithAlbedoPlusEmissive) || (data.lightingDebugSettings.debugLightFilterMode != DebugLightFilterMode.None) || - (data.fullScreenDebugMode == FullScreenDebugMode.PreRefractionColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.FinalColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceReflections || data.fullScreenDebugMode == FullScreenDebugMode.LightCluster || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceShadows || data.fullScreenDebugMode == FullScreenDebugMode.NanTracker || data.fullScreenDebugMode == FullScreenDebugMode.ColorLog) || data.fullScreenDebugMode == FullScreenDebugMode.RayTracedGlobalIllumination || + (data.fullScreenDebugMode == FullScreenDebugMode.PreRefractionColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.FinalColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceReflections || data.fullScreenDebugMode == FullScreenDebugMode.LightCluster || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceShadows || data.fullScreenDebugMode == FullScreenDebugMode.NanTracker || data.fullScreenDebugMode == FullScreenDebugMode.ColorLog) || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceGlobalIllumination || (debugLighting == DebugLightingMode.ProbeVolume || debugProbeVolume == ProbeVolumeDebugMode.VisualizeAtlas); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl index f619aa2f7ce..e88e3525524 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl @@ -19,7 +19,7 @@ #define FULLSCREENDEBUGMODE_DEPTH_PYRAMID (9) #define FULLSCREENDEBUGMODE_FINAL_COLOR_PYRAMID (10) #define FULLSCREENDEBUGMODE_LIGHT_CLUSTER (11) -#define FULLSCREENDEBUGMODE_RAY_TRACED_GLOBAL_ILLUMINATION (12) +#define FULLSCREENDEBUGMODE_SCREEN_SPACE_GLOBAL_ILLUMINATION (12) #define FULLSCREENDEBUGMODE_RECURSIVE_RAY_TRACING (13) #define FULLSCREENDEBUGMODE_RAY_TRACED_SUB_SURFACE (14) #define FULLSCREENDEBUGMODE_MAX_LIGHTING_FULL_SCREEN_DEBUG (15) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader index 7d16243a47c..47598b7c9ca 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader @@ -165,7 +165,7 @@ Shader "Hidden/HDRP/DebugFullScreen" float4 color = SAMPLE_TEXTURE2D_X(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord); return color; } - if( _FullScreenDebugMode == FULLSCREENDEBUGMODE_RAY_TRACED_GLOBAL_ILLUMINATION) + if( _FullScreenDebugMode == FULLSCREENDEBUGMODE_SCREEN_SPACE_GLOBAL_ILLUMINATION) { float4 color = SAMPLE_TEXTURE2D_X(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord); return color; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs index 9923bb4d42f..2d6f1536a8f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs @@ -123,15 +123,21 @@ public Type selectedComponentType } } + static List s_ComponentTypes; + /// List of Volume component types. static public List componentTypes { get { - return VolumeManager.instance.baseComponentTypes + if (s_ComponentTypes == null) + { + s_ComponentTypes = VolumeManager.instance.baseComponentTypes .Where(t => !t.IsDefined(typeof(VolumeComponentDeprecated), false)) .OrderBy(t => ComponentDisplayName(t)) .ToList(); + } + return s_ComponentTypes; } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs index bc4f19b104d..ae46f065fc4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs @@ -3,15 +3,115 @@ namespace UnityEngine.Rendering.HighDefinition { /// - /// A volume component that holds settings for the ray traced global illumination. + /// A volume component that holds settings for the global illumination (screen space and ray traced). /// - [Serializable, VolumeComponentMenu("Ray Tracing/Global Illumination (Preview)")] - public sealed class GlobalIllumination : VolumeComponent + [Serializable, VolumeComponentMenu("Lighting/Global Illumination")] + public sealed class GlobalIllumination : VolumeComponentWithQuality { /// - /// Enable ray traced global illumination. + /// Enable screen space global illumination. /// - [Tooltip("Enable ray traced global illumination.")] + [Tooltip("Enable screen space global illumination.")] + public BoolParameter enable = new BoolParameter(false); + + /// + /// The thickness of the depth buffer value used for the ray marching step + /// + [Tooltip("Controls the thickness of the depth buffer used for ray marching.")] + public ClampedFloatParameter depthBufferThickness = new ClampedFloatParameter(0.01f, 0, 1.0f); + + /// + /// The number of steps that should be used during the ray marching pass. + /// + public int raySteps + { + get + { + if (!UsesQualitySettings()) + return m_RaySteps.value; + else + return GetLightingQualitySettings().SSGIRaySteps[(int)quality.value]; + } + set { m_RaySteps.value = value; } + } + [SerializeField] + [Tooltip("Controls the number of steps used for ray marching.")] + public ClampedIntParameter m_RaySteps = new ClampedIntParameter(24, 16, 128); + + /// + /// The maximal world space radius from which we should get indirect lighting contribution. + /// + public float maximalRadius + { + get + { + if (!UsesQualitySettings()) + return m_MaximalRadius.value; + else + return GetLightingQualitySettings().SSGIRadius[(int)quality.value]; + } + set { m_MaximalRadius.value = value; } + } + [SerializeField] + [Tooltip("Controls the maximal world space radius from which we should get indirect lighting contribution.")] + public ClampedFloatParameter m_MaximalRadius = new ClampedFloatParameter(2.0f, 0.01f, 50.0f); + + /// + /// Defines if the effect should be evaluated at full resolution. + /// + public bool fullResolutionSS + { + get + { + if (!UsesQualitySettings()) + return m_FullResolutionSS.value; + else + return GetLightingQualitySettings().SSGIFullResolution[(int)quality.value]; + } + set { m_FullResolutionSS.value = value; } + } + [SerializeField] + public BoolParameter m_FullResolutionSS = new BoolParameter(true); + + /// + /// Defines if the effect should be evaluated at full resolution. + /// + public float clampValueSS + { + get + { + if (!UsesQualitySettings()) + return m_ClampValueSS.value; + else + return GetLightingQualitySettings().SSGIClampValue[(int)quality.value]; + } + set { m_ClampValueSS.value = value; } + } + [SerializeField] + public ClampedFloatParameter m_ClampValueSS = new ClampedFloatParameter(2.0f, 0.01f, 10.0f); + + /// + /// Defines the radius for the spatial filter + /// + public int filterRadius + { + get + { + if (!UsesQualitySettings()) + return m_FilterRadius.value; + else + return GetLightingQualitySettings().SSGIFilterRadius[(int)quality.value]; + } + set { m_FilterRadius.value = value; } + } + [Tooltip("Filter Radius")] + [SerializeField] + public ClampedIntParameter m_FilterRadius = new ClampedIntParameter(2, 2, 8); + + /// + /// Toggles ray traced global illumination. + /// + [Tooltip("Toggles ray traced global illumination.")] public BoolParameter rayTracing = new BoolParameter(false); /// 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 f35359935df..1ddd8c08256 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 @@ -511,7 +511,7 @@ public bool applyRangeAttenuation /// /// If enabled, display an emissive mesh rect synchronized with the intensity and color of the light. /// - internal bool displayAreaLightEmissiveMesh + public bool displayAreaLightEmissiveMesh { get => m_DisplayAreaLightEmissiveMesh; set @@ -1492,9 +1492,53 @@ void CreateChildEmissiveMeshViewerIfNeeded() if (PrefabUtility.IsPartOfPrefabAsset(this)) return; #endif + bool here = m_ChildEmissiveMeshViewer != null && !m_ChildEmissiveMeshViewer.Equals(null); - //if not here, create it - if (m_ChildEmissiveMeshViewer == null || m_ChildEmissiveMeshViewer.Equals(null)) +#if UNITY_EDITOR + //if not parented anymore, destroy it + if (here && m_ChildEmissiveMeshViewer.transform.parent != transform) + { + if (Application.isPlaying) + Destroy(m_ChildEmissiveMeshViewer); + else + DestroyImmediate(m_ChildEmissiveMeshViewer); + m_ChildEmissiveMeshViewer = null; + m_EmissiveMeshFilter = null; + here = false; + } +#endif + + //if not here, try to find it first + if (!here) + { + foreach (Transform child in transform) + { + var test = child.GetComponents(typeof(Component)); + if (child.name == k_EmissiveMeshViewerName + && child.hideFlags == (HideFlags.NotEditable | HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor) + && child.GetComponents(typeof(MeshFilter)).Length == 1 + && child.GetComponents(typeof(MeshRenderer)).Length == 1 + && child.GetComponents(typeof(Component)).Length == 3) // Transform + MeshFilter + MeshRenderer + { + m_ChildEmissiveMeshViewer = child.gameObject; + m_ChildEmissiveMeshViewer.transform.localPosition = Vector3.zero; + m_ChildEmissiveMeshViewer.transform.localRotation = Quaternion.identity; + m_ChildEmissiveMeshViewer.transform.localScale = Vector3.one; + m_ChildEmissiveMeshViewer.layer = areaLightEmissiveMeshLayer == -1 ? gameObject.layer : areaLightEmissiveMeshLayer; + + m_EmissiveMeshFilter = m_ChildEmissiveMeshViewer.GetComponent(); + emissiveMeshRenderer = m_ChildEmissiveMeshViewer.GetComponent(); + emissiveMeshRenderer.shadowCastingMode = m_AreaLightEmissiveMeshShadowCastingMode; + emissiveMeshRenderer.motionVectorGenerationMode = m_AreaLightEmissiveMeshMotionVectorGenerationMode; + + here = true; + break; + } + } + } + + //if still not here, create it + if (!here) { m_ChildEmissiveMeshViewer = new GameObject(k_EmissiveMeshViewerName, typeof(MeshFilter), typeof(MeshRenderer)); m_ChildEmissiveMeshViewer.hideFlags = HideFlags.NotEditable | HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; @@ -1502,6 +1546,7 @@ void CreateChildEmissiveMeshViewerIfNeeded() m_ChildEmissiveMeshViewer.transform.localPosition = Vector3.zero; m_ChildEmissiveMeshViewer.transform.localRotation = Quaternion.identity; m_ChildEmissiveMeshViewer.transform.localScale = Vector3.one; + m_ChildEmissiveMeshViewer.layer = areaLightEmissiveMeshLayer == -1 ? gameObject.layer : areaLightEmissiveMeshLayer; m_EmissiveMeshFilter = m_ChildEmissiveMeshViewer.GetComponent(); emissiveMeshRenderer = m_ChildEmissiveMeshViewer.GetComponent(); @@ -1525,6 +1570,8 @@ void DestroyChildEmissiveMeshViewer() ShadowCastingMode m_AreaLightEmissiveMeshShadowCastingMode = ShadowCastingMode.Off; [SerializeField] MotionVectorGenerationMode m_AreaLightEmissiveMeshMotionVectorGenerationMode; + [SerializeField] + int m_AreaLightEmissiveMeshLayer = -1; //Special value that means we need to grab the one in the Light for initialization (for migration purpose) /// Change the Shadow Casting Mode of the generated emissive mesh for Area Light public ShadowCastingMode areaLightEmissiveMeshShadowCastingMode @@ -1559,7 +1606,24 @@ public MotionVectorGenerationMode areaLightEmissiveMeshMotionVectorGenerationMod } } } - + + /// Change the Layer of the generated emissive mesh for Area Light + public int areaLightEmissiveMeshLayer + { + get => m_AreaLightEmissiveMeshLayer; + set + { + if (m_AreaLightEmissiveMeshLayer == value) + return; + + m_AreaLightEmissiveMeshLayer = value; + if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null)) + { + emissiveMeshRenderer.gameObject.layer = m_AreaLightEmissiveMeshLayer; + } + } + } + private void DisableCachedShadowSlot() { if (WillRenderShadowMap() && !ShadowIsUpdatedEveryFrame()) @@ -2118,6 +2182,28 @@ void LateUpdate() return; #endif +#if UNITY_EDITOR + //if not parented anymore, refresh it + if (m_ChildEmissiveMeshViewer != null && !m_ChildEmissiveMeshViewer.Equals(null)) + { + if (m_ChildEmissiveMeshViewer.transform.parent != transform) + { + CreateChildEmissiveMeshViewerIfNeeded(); + UpdateAreaLightEmissiveMesh(); + } + if (m_ChildEmissiveMeshViewer.gameObject.isStatic != gameObject.isStatic) + m_ChildEmissiveMeshViewer.gameObject.isStatic = gameObject.isStatic; + if (GameObjectUtility.GetStaticEditorFlags(m_ChildEmissiveMeshViewer.gameObject) != GameObjectUtility.GetStaticEditorFlags(gameObject)) + GameObjectUtility.SetStaticEditorFlags(m_ChildEmissiveMeshViewer.gameObject, GameObjectUtility.GetStaticEditorFlags(gameObject)); + } +#endif + + //auto change layer on emissive mesh + if (areaLightEmissiveMeshLayer == -1 + && m_ChildEmissiveMeshViewer != null && !m_ChildEmissiveMeshViewer.Equals(null) + && m_ChildEmissiveMeshViewer.gameObject.layer != gameObject.layer) + m_ChildEmissiveMeshViewer.gameObject.layer = gameObject.layer; + // Delayed cleanup when removing emissive mesh from timeline if (needRefreshEmissiveMeshesFromTimeLineUpdate) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs index c113acf19eb..b528bbdb2f6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs @@ -63,9 +63,6 @@ public LightCookieManager(HDRenderPipelineAsset hdAsset, int maxCacheSize) cookieFormat = (GraphicsFormat)gLightLoopSettings.cookieFormat; cookieAtlasLastValidMip = gLightLoopSettings.cookieAtlasLastValidMip; - if (PowerOfTwoTextureAtlas.GetApproxCacheSizeInByte(1, cookieAtlasSize, true, cookieFormat) > HDRenderPipeline.k_MaxCacheSize) - cookieAtlasSize = PowerOfTwoTextureAtlas.GetMaxCacheSizeForWeightInByte(HDRenderPipeline.k_MaxCacheSize, true, cookieFormat); - m_CookieAtlas = new PowerOfTwoTextureAtlas(cookieAtlasSize, gLightLoopSettings.cookieAtlasLastValidMip, cookieFormat, name: "Cookie Atlas (Punctual Lights)", useMipMap: true); m_CubeToPanoMaterial = CoreUtils.CreateEngineMaterial(hdResources.shaders.cubeToPanoPS); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs index 8d76bfb1b02..a502c37133c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs @@ -121,6 +121,11 @@ class LightDefinitions public static uint s_ScreenSpaceColorShadowFlag = 0x100; public static uint s_InvalidScreenSpaceShadow = 0xff; public static uint s_ScreenSpaceShadowIndexMask = 0xff; + + // Indirect diffuse flags + public static int k_IndirectDiffuseFlagOff = 0x00; + public static int k_ScreenSpaceIndirectDiffuseFlag = 0x01; + public static int k_RayTracedIndirectDiffuseFlag = 0x02; } [GenerateHLSL] @@ -997,7 +1002,7 @@ void LightLoopNewRender() m_ScreenSpaceShadowsUnion.Clear(); } - void LightLoopNewFrame(HDCamera hdCamera) + void LightLoopNewFrame(CommandBuffer cmd, HDCamera hdCamera) { var frameSettings = hdCamera.frameSettings; @@ -1015,6 +1020,13 @@ void LightLoopNewFrame(HDCamera hdCamera) { m_WorldToViewMatrices.Add(GetWorldToViewMatrix(hdCamera, viewIndex)); } + + // Clear the cookie atlas if needed at the beginning of the frame. + if (m_DebugDisplaySettings.data.lightingDebugSettings.clearCookieAtlas) + { + m_TextureCaches.lightCookieManager.ResetAllocator(); + m_TextureCaches.lightCookieManager.ClearAtlasTexture(cmd); + } } void LightLoopReleaseResolutionDependentBuffers() @@ -2714,7 +2726,8 @@ bool PrepareLightsForGPU(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu internal void ReserveCookieAtlasTexture(HDAdditionalLightData hdLightData, Light light, HDLightType lightType) { // Note: light component can be null if a Light is used for shuriken particle lighting. - switch (hdLightData.ComputeLightType(light)) + lightType = light == null ? HDLightType.Point : lightType; + switch (lightType) { case HDLightType.Directional: m_TextureCaches.lightCookieManager.ReserveSpace(hdLightData.surfaceTexture); @@ -4061,12 +4074,6 @@ static void RenderLightLoopDebugOverlay(in DebugParameters debugParameters, Comm } } - if (lightingDebug.clearCookieAtlas) - { - parameters.cookieManager.ResetAllocator(); - parameters.cookieManager.ClearAtlasTexture(cmd); - } - if (lightingDebug.displayCookieAtlas) { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DisplayCookieAtlas))) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl index b13cb8c12e9..63b4a6b8c86 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl @@ -59,6 +59,9 @@ #define SCREEN_SPACE_COLOR_SHADOW_FLAG (256) #define INVALID_SCREEN_SPACE_SHADOW (255) #define SCREEN_SPACE_SHADOW_INDEX_MASK (255) +#define INDIRECT_DIFFUSE_FLAG_OFF (0) +#define SCREEN_SPACE_INDIRECT_DIFFUSE_FLAG (1) +#define RAY_TRACED_INDIRECT_DIFFUSE_FLAG (2) // Generated from UnityEngine.Rendering.HighDefinition.SFiniteLightBound // PackingRules = Exact diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl index c9b3f261ab0..242a44f0fa4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl @@ -531,6 +531,12 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS #endif +#if !defined(_SURFACE_TYPE_TRANSPARENT) + // Only use the texture ssgi if the use indirect diffuse flag matches + if (_UseIndirectDiffuse == SCREEN_SPACE_INDIRECT_DIFFUSE_FLAG) + builtinData.bakeDiffuseLighting += LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS).xyz * GetInverseCurrentExposureMultiplier(); +#endif + ApplyDebugToLighting(context, builtinData, aggregateLighting); // Also Apply indiret diffuse (GI) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderVariablesLightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderVariablesLightLoop.hlsl index 4298ff62652..3f45edd1510 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderVariablesLightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderVariablesLightLoop.hlsl @@ -31,8 +31,5 @@ TEXTURE2D_X_UINT(_ContactShadowTexture); // Screen space shadows TEXTURE2D_ARRAY(_ScreenSpaceShadowsTexture); -#if RAYTRACING_ENABLED - // Indirect Diffuse Texture - TEXTURE2D_X(_IndirectDiffuseTexture); -#endif - +// Indirect Diffuse Texture +TEXTURE2D_X(_IndirectDiffuseTexture); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDAdditionalReflectionData.Legacy.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDAdditionalReflectionData.Legacy.cs index 1b979ba2b23..1f446401766 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDAdditionalReflectionData.Legacy.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDAdditionalReflectionData.Legacy.cs @@ -30,6 +30,16 @@ public override void PrepareCulling() var tr = transform; var position = tr.position; var cubeProbe = reflectionProbe; + + if (cubeProbe == null || cubeProbe.Equals(null)) + { + // case 1244047 + // This can happen when removing the component from the editor and then undo the remove. + // The order of call maybe incorrect and the code flows here before the reflection probe + // is restored. + return; + } + switch (influence.shape) { case InfluenceShape.Box: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs index d7acda444b7..145981a32b3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs @@ -428,6 +428,13 @@ public virtual void PrepareCulling() { } /// public void RequestRenderNextUpdate() => m_WasRenderedSinceLastOnDemandRequest = false; + // Forces the re-rendering for both OnDemand and OnEnable + internal void ForceRenderingNextUpdate() + { + m_WasRenderedSinceLastOnDemandRequest = false; + wasRenderedAfterOnEnable = false; + } + void UpdateProbeName() { // TODO: ask if this is ok: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeCullingResults.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeCullingResults.cs index 6ca43e2b60f..4fa75f24e34 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeCullingResults.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeCullingResults.cs @@ -10,7 +10,6 @@ struct HDProbeCullingResults List m_VisibleProbes; public IReadOnlyList visibleProbes => m_VisibleProbes ?? s_EmptyList; - internal List writeableVisibleProbes => m_VisibleProbes; internal void Reset() { @@ -20,11 +19,11 @@ internal void Reset() m_VisibleProbes.Clear(); } - internal void Set(List visibleProbes) + internal void AddProbe(HDProbe visibleProbes) { Assert.IsNotNull(m_VisibleProbes); - m_VisibleProbes.AddRange(visibleProbes); + m_VisibleProbes.Add(visibleProbes); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs index 5a2bcc6dac5..4f17ce5df33 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs @@ -1,5 +1,6 @@ using System; using System.Collections.Generic; +using System.Linq; using Unity.Collections.LowLevel.Unsafe; using UnityEngine.Assertions; @@ -30,9 +31,10 @@ public static ReflectionSystemParameters Parameters set => s_Instance.Parameters = value; } - public static IList realtimeViewDependentProbes => s_Instance.realtimeViewDependentProbes; - public static IList realtimeViewIndependentProbes => s_Instance.realtimeViewIndependentProbes; - public static IList bakedProbes => s_Instance.bakedProbes; + public static IEnumerable realtimeViewDependentProbes => s_Instance.realtimeViewDependentProbes; + public static IEnumerable realtimeViewIndependentProbes => s_Instance.realtimeViewIndependentProbes; + public static IEnumerable bakedProbes => s_Instance.bakedProbes; + public static int bakedProbeCount => s_Instance.bakedProbeCount; public static void RegisterProbe(HDProbe probe) => s_Instance.RegisterProbe(probe); public static void UnregisterProbe(HDProbe probe) => s_Instance.UnregisterProbe(probe); @@ -143,21 +145,25 @@ static Texture CreateAndSetRenderTargetIfRequired(HDProbe probe, ProbeSettings.M class HDProbeSystemInternal : IDisposable { - List m_BakedProbes = new List(); - List m_RealtimeViewDependentProbes = new List(); - List m_RealtimeViewIndependentProbes = new List(); + HashSet m_BakedProbes = new HashSet(); + HashSet m_RealtimeViewDependentProbes = new HashSet(); + HashSet m_RealtimeViewIndependentProbes = new HashSet(); int m_PlanarProbeCount = 0; - PlanarReflectionProbe[] m_PlanarProbes = new PlanarReflectionProbe[32]; + bool m_RebuildPlanarProbeArray; + HashSet m_PlanarProbes = new HashSet(); + PlanarReflectionProbe[] m_PlanarProbesArray = new PlanarReflectionProbe[32]; BoundingSphere[] m_PlanarProbeBounds = new BoundingSphere[32]; CullingGroup m_PlanarProbeCullingGroup = new CullingGroup(); - public IList bakedProbes + public IEnumerable bakedProbes { get { RemoveDestroyedProbes(m_BakedProbes); return m_BakedProbes; } } - public IList realtimeViewDependentProbes + public IEnumerable realtimeViewDependentProbes { get { RemoveDestroyedProbes(m_RealtimeViewDependentProbes); return m_RealtimeViewDependentProbes; } } - public IList realtimeViewIndependentProbes + public IEnumerable realtimeViewIndependentProbes { get { RemoveDestroyedProbes(m_RealtimeViewIndependentProbes); return m_RealtimeViewIndependentProbes; } } + public int bakedProbeCount => m_BakedProbes.Count; + public ReflectionSystemParameters Parameters; public void Dispose() @@ -172,12 +178,7 @@ internal void RegisterProbe(HDProbe probe) switch (settings.mode) { case ProbeSettings.Mode.Baked: - // TODO: Remove the duplicate check - // In theory, register/unregister are called by pair, never twice register in a row - // So there should not any "duplicate" calls. still it happens and we must prevent - // duplicate entries. - if (!m_BakedProbes.Contains(probe)) - m_BakedProbes.Add(probe); + m_BakedProbes.Add(probe); break; case ProbeSettings.Mode.Realtime: switch (settings.type) @@ -198,22 +199,19 @@ internal void RegisterProbe(HDProbe probe) { case ProbeSettings.ProbeType.PlanarProbe: { - // TODO: Remove the duplicate check - // In theory, register/unregister are called by pair, never twice register in a row - // So there should not any "duplicate" calls. still it happens and we must prevent - // duplicate entries. - if (Array.IndexOf(m_PlanarProbes, (PlanarReflectionProbe) probe) != -1) - break; - - // Grow the arrays - if (m_PlanarProbeCount == m_PlanarProbes.Length) + if (m_PlanarProbes.Add((PlanarReflectionProbe)probe)) { - Array.Resize(ref m_PlanarProbes, m_PlanarProbes.Length * 2); - Array.Resize(ref m_PlanarProbeBounds, m_PlanarProbeBounds.Length * 2); + // Insert in the array + // Grow the arrays + if (m_PlanarProbeCount == m_PlanarProbesArray.Length) + { + Array.Resize(ref m_PlanarProbesArray, m_PlanarProbes.Count * 2); + Array.Resize(ref m_PlanarProbeBounds, m_PlanarProbeBounds.Length * 2); + } + m_PlanarProbesArray[m_PlanarProbeCount] = (PlanarReflectionProbe)probe; + m_PlanarProbeBounds[m_PlanarProbeCount] = ((PlanarReflectionProbe)probe).boundingSphere; + ++m_PlanarProbeCount; } - m_PlanarProbes[m_PlanarProbeCount] = (PlanarReflectionProbe)probe; - m_PlanarProbeBounds[m_PlanarProbeCount] = ((PlanarReflectionProbe)probe).boundingSphere; - ++m_PlanarProbeCount; break; } } @@ -226,16 +224,11 @@ internal void UnregisterProbe(HDProbe probe) m_RealtimeViewIndependentProbes.Remove(probe); // Remove swap back - var index = Array.IndexOf(m_PlanarProbes, probe); - if (index != -1) + if (m_PlanarProbes.Remove(probe)) { - if (index < m_PlanarProbeCount) - { - m_PlanarProbes[index] = m_PlanarProbes[m_PlanarProbeCount - 1]; - m_PlanarProbeBounds[index] = m_PlanarProbeBounds[m_PlanarProbeCount - 1]; - m_PlanarProbes[m_PlanarProbeCount - 1] = null; - } - --m_PlanarProbeCount; + // It is best to rebuild the full array when we need it instead of doing it at each unregister. + // So we mark it as dirty. + m_RebuildPlanarProbeArray = true; } } @@ -246,15 +239,34 @@ internal HDProbeCullState PrepareCull(Camera camera) if (m_PlanarProbeCullingGroup == null) return default; - UpdateBoundsAndRemoveDestroyedProbes(m_PlanarProbes, m_PlanarProbeBounds, ref m_PlanarProbeCount); + RebuildPlanarProbeArrayIfRequired(); + + UpdateBoundsAndRemoveDestroyedProbes(m_PlanarProbesArray, m_PlanarProbeBounds, ref m_PlanarProbeCount); m_PlanarProbeCullingGroup.targetCamera = camera; m_PlanarProbeCullingGroup.SetBoundingSpheres(m_PlanarProbeBounds); m_PlanarProbeCullingGroup.SetBoundingSphereCount(m_PlanarProbeCount); - var stateHash = ComputeStateHashDebug(m_PlanarProbeBounds, m_PlanarProbes, m_PlanarProbeCount); + var stateHash = ComputeStateHashDebug(m_PlanarProbeBounds, m_PlanarProbesArray, m_PlanarProbeCount); - return new HDProbeCullState(m_PlanarProbeCullingGroup, m_PlanarProbes, stateHash); + return new HDProbeCullState(m_PlanarProbeCullingGroup, m_PlanarProbesArray, stateHash); + } + + void RebuildPlanarProbeArrayIfRequired() + { + if (m_RebuildPlanarProbeArray) + { + RemoveDestroyedProbes(m_PlanarProbes); + + m_RebuildPlanarProbeArray = false; + var i = 0; + foreach (var probe in m_PlanarProbes) + { + m_PlanarProbesArray[i] = (PlanarReflectionProbe)probe; + ++i; + } + m_PlanarProbeCount = m_PlanarProbes.Count; + } } int[] m_QueryCullResults_Indices; @@ -262,29 +274,22 @@ internal void QueryCullResults(HDProbeCullState state, ref HDProbeCullingResults { Assert.IsNotNull(state.cullingGroup, "Culling was not prepared, please prepare cull before performing it."); Assert.IsNotNull(state.hdProbes, "Culling was not prepared, please prepare cull before performing it."); - var stateHash = ComputeStateHashDebug(m_PlanarProbeBounds, m_PlanarProbes, m_PlanarProbeCount); + var stateHash = ComputeStateHashDebug(m_PlanarProbeBounds, m_PlanarProbesArray, m_PlanarProbeCount); Assert.AreEqual(stateHash, state.stateHash, "HDProbes changes since culling was prepared, this will lead to incorrect results."); results.Reset(); - var probes = results.writeableVisibleProbes; Array.Resize( ref m_QueryCullResults_Indices, Parameters.maxActivePlanarReflectionProbe + Parameters.maxActiveReflectionProbe ); var indexCount = state.cullingGroup.QueryIndices(true, m_QueryCullResults_Indices, 0); - for (int i = 0; i < indexCount; ++i) - probes.Add(state.hdProbes[m_QueryCullResults_Indices[i]]); + for (var i = 0; i < indexCount; ++i) + results.AddProbe(state.hdProbes[m_QueryCullResults_Indices[i]]); } - static void RemoveDestroyedProbes(List probes) - { - for (int i = probes.Count - 1; i >= 0; --i) - { - if (probes[i] == null || probes[i].Equals(null)) - probes.RemoveAt(i); - } - } + static void RemoveDestroyedProbes(HashSet probes) + => probes.RemoveWhere(p => p == null || p.Equals(null)); static void UpdateBoundsAndRemoveDestroyedProbes(PlanarReflectionProbe[] probes, BoundingSphere[] bounds, ref int count) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.compute new file mode 100644 index 00000000000..0516d9984e2 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.compute @@ -0,0 +1,126 @@ +#pragma kernel BilateralUpSampleSingle BILATERAL_UPSAMPLE=BilateralUpSampleSingle SINGLE_CHANNEL +#pragma kernel BilateralUpSampleColor BILATERAL_UPSAMPLE=BilateralUpSampleColor +#pragma kernel BilateralUpSampleColorTM BILATERAL_UPSAMPLE=BilateralUpSampleColorTM TONE_MAPPED + +//#pragma enable_d3d11_debug_symbols + +#define BILATERAL_UPSAMPLE_TILE_SIZE 8 + +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingCommon.hlsl" + +#define _UpsampleTolerance 1e-7f +#define _NoiseFilterStrength 0.99999f + +// Mip chain depth buffer +TEXTURE2D_X(_DepthTexture); +// The half resolution texture that needs to be upscaled +TEXTURE2D_X(_LowResolutionTexture); + +// Constant buffer where all variables should land +CBUFFER_START(UnityScreenSpaceGlobalIllumination) + float4 _HalfScreenSize; + float2 _DepthPyramidFirstMipLevelOffset; +CBUFFER_END + +// The output of our upscaling pass +RW_TEXTURE2D_X(float4, _OutputUpscaledTexture); + +// THe bilateral upscale fonction (color version) +float3 BilUpColor(float HiDepth, float4 LowDepths, float3 lowValue0, float3 lowValue1, float3 lowValue2, float3 lowValue3) +{ + float4 weights = float4(9, 3, 1, 3) / (abs(HiDepth - LowDepths) + _UpsampleTolerance); + float TotalWeight = dot(weights, 1) + _NoiseFilterStrength; + float3 WeightedSum = lowValue0 * weights.x + + lowValue1 * weights.y + + lowValue2 * weights.z + + lowValue3 * weights.w + + _NoiseFilterStrength; + return WeightedSum / TotalWeight; +} + +// THe bilateral upscale fonction (single channel version) +float BilUpSingle(float HiDepth, float4 LowDepths, float4 lowValue) +{ + float4 weights = float4(9, 3, 1, 3) / (abs(HiDepth - LowDepths) + _UpsampleTolerance); + float TotalWeight = dot(weights, 1) + _NoiseFilterStrength; + float WeightedSum = dot(lowValue, weights) + _NoiseFilterStrength; + return WeightedSum / TotalWeight; +} + +// This table references the set of pixels that are used for bilateral upscale based on the expected order +static const int2 UpscaleBilateralPixels[16] = {int2(0, 0), int2(0, -1), int2(-1, -1), int2(-1, 0) + , int2(0, 0), int2(0, -1), int2(1, -1), int2(1, 0) + , int2(0, 0) , int2(-1, 0), int2(-1, 1), int2(0, 1) + , int2(0, 0), int2(1, 0), int2(1, 1), int2(0, 1), }; + +[numthreads(BILATERAL_UPSAMPLE_TILE_SIZE, BILATERAL_UPSAMPLE_TILE_SIZE, 1)] +void BILATERAL_UPSAMPLE(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + // If out of bounds, discard + if (any(dispatchThreadId.xy > uint2(_ScreenSize.xy))) + return; + + // The pixel position to process + const uint2 outputCoord = dispatchThreadId.xy; + + // Read the depth value as early as possible and use it as late as possible + float hiResDepth = LOAD_TEXTURE2D_X(_DepthTexture, outputCoord).x; + + // Define what is the half resolution of this pixel + int2 halfResolution = (int2)(outputCoord / 2); + + // Define what is the half resolution of this pixel + int2 coordRepresenatative = halfResolution * 2; + + // Compute the shift within the half res + int2 halfResShift = outputCoord - coordRepresenatative; + + // Compute the shift of the pixel in the group + int shiftIndex = halfResShift.y * 2 + halfResShift.x; + + // Compute the shift in the upscale table + int offsetInCoordTable = shiftIndex * 4; + + // Compute the half resolution coordinates we should tap from + int2 halfResTap0 = clamp(0, halfResolution + UpscaleBilateralPixels[offsetInCoordTable], _HalfScreenSize.xy - 1); + int2 halfResTap1 = clamp(0, halfResolution + UpscaleBilateralPixels[offsetInCoordTable + 1], _HalfScreenSize.xy - 1); + int2 halfResTap2 = clamp(0, halfResolution + UpscaleBilateralPixels[offsetInCoordTable + 2], _HalfScreenSize.xy - 1); + int2 halfResTap3 = clamp(0, halfResolution + UpscaleBilateralPixels[offsetInCoordTable + 3], _HalfScreenSize.xy - 1); + + // Grab the depth of all the half resolution pixels + float4 lowDepths = float4(LOAD_TEXTURE2D_X(_DepthTexture, asuint(_DepthPyramidFirstMipLevelOffset) + halfResTap0).x + , LOAD_TEXTURE2D_X(_DepthTexture, asuint(_DepthPyramidFirstMipLevelOffset) + halfResTap1).x + , LOAD_TEXTURE2D_X(_DepthTexture, asuint(_DepthPyramidFirstMipLevelOffset) + halfResTap2).x + , LOAD_TEXTURE2D_X(_DepthTexture, asuint(_DepthPyramidFirstMipLevelOffset) + halfResTap3).x); + +#if SINGLE_CHANNEL + // Grab all the scalar values required for upscale + float4 lowRes = float4(_LowResolutionTexture[COORD_TEXTURE2D_X(halfResTap0)].x + , _LowResolutionTexture[COORD_TEXTURE2D_X(halfResTap1)].x + , _LowResolutionTexture[COORD_TEXTURE2D_X(halfResTap2)].x + , _LowResolutionTexture[COORD_TEXTURE2D_X(halfResTap3)].x); + // Upscale and output + _OutputUpscaledTexture[COORD_TEXTURE2D_X(outputCoord)] = BilUpSingle(hiResDepth, lowDepths, lowRes); +#else + // Grab all the color values required for upscale + float3 lowResCol0 = max(0, _LowResolutionTexture[COORD_TEXTURE2D_X(halfResTap0)].xyz); + float3 lowResCol1 = max(0, _LowResolutionTexture[COORD_TEXTURE2D_X(halfResTap1)].xyz); + float3 lowResCol2 = max(0, _LowResolutionTexture[COORD_TEXTURE2D_X(halfResTap2)].xyz); + float3 lowResCol3 = max(0, _LowResolutionTexture[COORD_TEXTURE2D_X(halfResTap3)].xyz); + + // Upscale + float3 upscaledColor = BilUpColor(hiResDepth, lowDepths, lowResCol0, lowResCol1, lowResCol2, lowResCol3); + + #if TONE_MAPPED + // Reverse the tone mapping (when SSGI is computed in half res, we denoise it in tonemapped space to avoid high variance during the denoising) + _OutputUpscaledTexture[COORD_TEXTURE2D_X(outputCoord)] = float4(upscaledColor / (1.0 - upscaledColor), 1.0f); + #else + _OutputUpscaledTexture[COORD_TEXTURE2D_X(outputCoord)] = float4(upscaledColor, 1.0f); + #endif +#endif +} \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.compute.meta b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.compute.meta new file mode 100644 index 00000000000..4132f499f40 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.compute.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 68e831c555284d741b985e05369f0e63 +ComputeShaderImporter: + externalObjects: {} + currentAPIMask: 278528 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute new file mode 100644 index 00000000000..64e18e22537 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute @@ -0,0 +1,268 @@ +#pragma kernel SpatialFilterHalf SPATIAL_FILTER=SpatialFilterHalf HALF_RES +#pragma kernel SpatialFilter SPATIAL_FILTER=SpatialFilter +#pragma kernel TemporalFilterHalf TEMPORAL_FILTER=TemporalFilterHalf HALF_RES +#pragma kernel TemporalFilter TEMPORAL_FILTER=TemporalFilter +#pragma kernel CopyHistory COPY_HISTORY=CopyHistory + +// Common includes +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/Sampling.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + +// HDRP includes +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/BilateralFilter.hlsl" + +// #pragma only_renderers d3d11 +// #pragma enable_d3d11_debug_symbols + +// Tile size of this compute shaders +#define SSGI_FILTER_TILE_SIZE 8 + +// Noisy buffer input +TEXTURE2D_X(_InputNoisyBuffer); + +// Constant buffer that should hold all the scalar values require +CBUFFER_START(UnityScreenSpaceGlobalIllumination) + float2 _DepthPyramidFirstMipLevelOffset; + float4 _HalfScreenSize; + int _IndirectDiffuseSpatialFilter; +CBUFFER_END + +// Denoised output buffer +RW_TEXTURE2D_X(float4, _OutputFilteredBuffer); + +#define SPATIAL_FILTER_SIGMA_RATIO 1.0 +#define DEPTH_WEIGHT_MULTIPLIER 1000.0f +#define NORMAL_WEIGHT_MULTIPLIER 5.0 + +[numthreads(SSGI_FILTER_TILE_SIZE, SSGI_FILTER_TILE_SIZE, 1)] +void SPATIAL_FILTER(uint3 dispatchThreadId : SV_DispatchThreadID , uint2 groupThreadId : SV_GroupThreadID , uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + // Fetch the current pixel coordinates + int2 centerCoord = dispatchThreadId.xy; + +#if HALF_RES + // Get the posinputs of the current version of the pixel + float depth = LOAD_TEXTURE2D_X(_DepthTexture, asuint(_DepthPyramidFirstMipLevelOffset) + centerCoord).r; + float4 normalCompressed = LOAD_TEXTURE2D_X(_NormalBufferTexture, centerCoord * 2 ); + NormalData normalData; + DecodeFromNormalBuffer(normalCompressed, 0, normalData); +#else + // Get the posinputs of the current version of the pixel + float depth = LOAD_TEXTURE2D_X(_DepthTexture, centerCoord).r; + float4 normalCompressed = LOAD_TEXTURE2D_X(_NormalBufferTexture, centerCoord); + NormalData normalData; + DecodeFromNormalBuffer(normalCompressed, 0, normalData); +#endif + + // If the current point we are processing is a background point or the whole history should be discarded for an other reason, we invalidate the history + if (depth == UNITY_RAW_FAR_CLIP_VALUE) + { + _OutputFilteredBuffer[COORD_TEXTURE2D_X(centerCoord)] = 0; + return; + } + + // Convert the depth into linear for weight evaluation + float centerz01 = Linear01Depth(depth, _ZBufferParams); + float3 colorSum = 0.0; + float wSum = 0.0; + int2 tapCoord = centerCoord; + float sigma = _IndirectDiffuseSpatialFilter * SPATIAL_FILTER_SIGMA_RATIO; + + // Loop through the neighboord and do our filter + for (int y = -_IndirectDiffuseSpatialFilter; y <= _IndirectDiffuseSpatialFilter; ++y) + { + for (int x = -_IndirectDiffuseSpatialFilter; x <= _IndirectDiffuseSpatialFilter; ++x) + { + // This could probably be avoided, but the shader is badwidth bound anyway, so.. + float r = sqrt(x * x + y * y); + + // Compute the absolute tap coord + tapCoord = centerCoord + int2(x, y); + + // We should not tap outside of the screen (given that its a unit, if we go below zero we wrap around) +#if HALF_RES + if (tapCoord.x >= _HalfScreenSize.x + || tapCoord.x < 0 + || tapCoord.y >= _HalfScreenSize.y + || tapCoord.y < 0) + continue; +#else + if (tapCoord.x >= _ScreenSize.x + || tapCoord.x < 0 + || tapCoord.y >= _ScreenSize.y + || tapCoord.y < 0) + continue; +#endif + + // Read the depth of the tap pixel +#if HALF_RES + float tapDepth = LOAD_TEXTURE2D_X(_DepthTexture, asuint(_DepthPyramidFirstMipLevelOffset) + tapCoord).r; + float4 normalCompressedTap = LOAD_TEXTURE2D_X(_NormalBufferTexture, tapCoord * 2); + NormalData normalDataTap; + DecodeFromNormalBuffer(normalCompressedTap, 0, normalDataTap); +#else + float tapDepth = LOAD_TEXTURE2D_X(_DepthTexture, tapCoord).r; + float4 normalCompressedTap = LOAD_TEXTURE2D_X(_NormalBufferTexture, tapCoord); + NormalData normalDataTap; + DecodeFromNormalBuffer(normalCompressedTap, 0, normalDataTap); +#endif + // Convert the tapped depth to linear for weight evaluation + float tapz01 = Linear01Depth(tapDepth, _ZBufferParams); + + // Compute the depth for this pixel + float depthWeight = max(0.0, 1.0 - abs(tapz01 - centerz01) * DEPTH_WEIGHT_MULTIPLIER); + + const float normalCloseness = sqr(sqr(max(0.0, dot(normalDataTap.normalWS, normalData.normalWS)))); + const float normalError = 1.0 - normalCloseness; + const float normalWeight = max(0.0, (1.0 - normalError * NORMAL_WEIGHT_MULTIPLIER)); + + // Compute the weight (skip computation for the center) + const float w = r ? gaussian(r, sigma) * depthWeight * normalWeight : 1.0; + + // Accumuate this value + colorSum += LOAD_TEXTURE2D_X(_InputNoisyBuffer, tapCoord).xyz * w; + wSum += w; + } + } + + // Output the result to the buffer and propagate the w channel as is. + // TODO: We could save bandwidth by doing this using a 111110 texture and storing the w in a different texture + _OutputFilteredBuffer[COORD_TEXTURE2D_X(centerCoord)] = float4(colorSum / wSum, LOAD_TEXTURE2D_X(_InputNoisyBuffer, centerCoord).w); +} + +// History buffer input +TEXTURE2D_X(_HistoryBuffer); +// Depth buffer of the previous frame, this is either the full res depth or half res based on the variant of the shader +TEXTURE2D_X(_HistoryDepthTexture); + +[numthreads(SSGI_FILTER_TILE_SIZE, SSGI_FILTER_TILE_SIZE, 1)] +void TEMPORAL_FILTER(uint3 dispatchThreadId : SV_DispatchThreadID + , uint2 groupThreadId : SV_GroupThreadID + , uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + int2 centerCoord = dispatchThreadId.xy; + + // Read the color as early as possible + float4 color = LOAD_TEXTURE2D_X(_InputNoisyBuffer, centerCoord); + +#if HALF_RES + // We need the full res coordinate for the inputs + uint2 fullResCoord = centerCoord * 2; + + // Get the posinputs of the current version of the pixel + float depth = LOAD_TEXTURE2D_X(_DepthTexture, asuint(_DepthPyramidFirstMipLevelOffset) + centerCoord).r; + PositionInputs posInputs = GetPositionInput(fullResCoord, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, GetWorldToViewMatrix()); +#else + // Get the posinputs of the current version of the pixel + float depth = LOAD_TEXTURE2D_X(_DepthTexture, centerCoord).r; + PositionInputs posInputs = GetPositionInput(centerCoord, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, GetWorldToViewMatrix()); +#endif + + // Initialize the output buffer in case of an early exit. + _OutputFilteredBuffer[COORD_TEXTURE2D_X(centerCoord)] = 0.0; + + + // If the current point we are processing is a background point or the whole history should be discarded for an other reason, we invalidate the history + if (depth == UNITY_RAW_FAR_CLIP_VALUE) + return; + + // Decode the velocity of the pixel + float2 velocity = float2(0.0, 0.0); +#if HALF_RES + DecodeMotionVector(LOAD_TEXTURE2D_X(_CameraMotionVectorsTexture, (float2)fullResCoord), velocity); +#else + DecodeMotionVector(LOAD_TEXTURE2D_X(_CameraMotionVectorsTexture, (float2)centerCoord), velocity); +#endif + + // Compute the pixel coordinate for the history tapping + int2 historyTapCoord = (int2)((posInputs.positionNDC - velocity) * _ScreenSize.xy); +#if HALF_RES + historyTapCoord *= 0.5; + // If the pixel was outside of the screen during the previous frame, invalidate the history + if (historyTapCoord.x >= _HalfScreenSize.x || historyTapCoord.x < 0 + || historyTapCoord.y >= _HalfScreenSize.y || historyTapCoord.y < 0) + return; +#else + // If the pixel was outside of the screen during the previous frame, invalidate the history + if (historyTapCoord.x >= _ScreenSize.x || historyTapCoord.x < 0 + || historyTapCoord.y >= _ScreenSize.y || historyTapCoord.y < 0) + return; +#endif + + // Fetch the depth of the history pixel. If the history position was a background point, invalidate the history + float historyDepth = LOAD_TEXTURE2D_X(_HistoryDepthTexture, historyTapCoord).r; + + // If the history was a background pixel, skip it + bool invalidHistory = false; + if (historyDepth == UNITY_RAW_FAR_CLIP_VALUE) + invalidHistory = true; + + // Compute the world space position (from previous frame) + float3 historyPositionWS = ComputeWorldSpacePosition(posInputs.positionNDC - velocity, historyDepth, UNITY_MATRIX_PREV_I_VP); + + // Is it too far from the current position? + if (length(historyPositionWS - posInputs.positionWS) > 0.1) + invalidHistory = true; + + // Fetch history data + float4 history = LOAD_TEXTURE2D_X(_HistoryBuffer, historyTapCoord); + float sampleCount = history.w; + + // Accumulation factor that tells us how much we need to keep the history data + float accumulationFactor = 0.0; + + // If the history is invalid + if (invalidHistory || sampleCount == 0.0) + { + // We only take the current value + accumulationFactor = 0.0; + + // To avoid nan values + #if SINGLE_CHANNEL + history.x = 0.0; + #else + history.xyz = 0.0; + #endif + sampleCount = 1.0; + } + else + { + // Otherwise we compute the accumulation factor + accumulationFactor = sampleCount >= 8.0 ? 0.97 : (sampleCount / (sampleCount + 1.0)); + + // Update the sample count + sampleCount = min(sampleCount + 1.0, 8.0); + + // If the history pixel was moving, we descide to throw partially the history + // TODO: Expose this as a parameter + if (color.w > 0.0) + { + sampleCount = 5.0; + accumulationFactor = sampleCount / (sampleCount + 1.0); + } + } + + // Do the accumulation based on the values we computed and store the new sample count in the w channel + _OutputFilteredBuffer[COORD_TEXTURE2D_X(centerCoord)] = float4(color.xyz * (1.0 - accumulationFactor) + history.xyz * accumulationFactor, sampleCount); +} + +[numthreads(SSGI_FILTER_TILE_SIZE, SSGI_FILTER_TILE_SIZE, 1)] +void COPY_HISTORY(uint3 dispatchThreadId : SV_DispatchThreadID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + if (any(dispatchThreadId.xy > uint2(_ScreenSize.xy))) + return; // Out of bounds, discard + + _OutputFilteredBuffer[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = LOAD_TEXTURE2D_X(_InputNoisyBuffer, dispatchThreadId.xy); +} \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute.meta b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute.meta new file mode 100644 index 00000000000..76ca950c3f0 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a435d803bc32d0845ba1a713b7a1c8b1 +ComputeShaderImporter: + externalObjects: {} + currentAPIMask: 4 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs new file mode 100644 index 00000000000..fb30bdd2939 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs @@ -0,0 +1,168 @@ +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; +using UnityEngine.Experimental.Rendering; +using UnityEngine.Experimental.Rendering.HighDefinition; + +namespace UnityEngine.Experimental.Rendering.HighDefinition +{ + class SSGIDenoiser + { + // Resources used for the denoiser + ComputeShader m_SSGIDenoiserCS; + + // Required for fetching depth and normal buffers + SharedRTManager m_SharedRTManager; + HDRenderPipeline m_RenderPipeline; + + int m_SpatialFilterHalfKernel; + int m_SpatialFilterKernel; + int m_TemporalFilterHalfKernel; + int m_TemporalFilterKernel; + int m_CopyHistory; + + // Temporary variables to avoid memory alloc + Vector2 firstMipOffset = new Vector2(0.0f, 0.0f); + + public SSGIDenoiser() + { + } + + public void Init(RenderPipelineResources rpResources, SharedRTManager sharedRTManager, HDRenderPipeline renderPipeline) + { + // Keep track of the resources + m_SSGIDenoiserCS = rpResources.shaders.ssGIDenoiserCS; + + // Keep track of the shared rt manager + m_SharedRTManager = sharedRTManager; + m_RenderPipeline = renderPipeline; + + // Fetch the kernels we are going to require + m_SpatialFilterHalfKernel = m_SSGIDenoiserCS.FindKernel("SpatialFilterHalf"); + m_SpatialFilterKernel = m_SSGIDenoiserCS.FindKernel("SpatialFilter"); + + // Fetch the kernels we are going to require + m_TemporalFilterHalfKernel = m_SSGIDenoiserCS.FindKernel("TemporalFilterHalf"); + m_TemporalFilterKernel = m_SSGIDenoiserCS.FindKernel("TemporalFilter"); + + m_CopyHistory = m_SSGIDenoiserCS.FindKernel("CopyHistory"); + } + + public void Release() + { + } + + void EvaluateDispatchParameters(HDCamera hdCamera, bool halfResolution, int tileSize, + out int numTilesX, out int numTilesY, out Vector4 halfScreenSize) + { + if (halfResolution) + { + // Fetch texture dimensions + int texWidth = hdCamera.actualWidth / 2; + int texHeight = hdCamera.actualHeight / 2; + numTilesX = (texWidth + (tileSize - 1)) / tileSize; + numTilesY = (texHeight + (tileSize - 1)) / tileSize; + halfScreenSize = new Vector4(texWidth, texHeight, 1.0f / texWidth, 1.0f / texHeight); + + } + else + { + // Fetch texture dimensions + int texWidth = hdCamera.actualWidth; + int texHeight = hdCamera.actualHeight; + numTilesX = (texWidth + (tileSize - 1)) / tileSize; + numTilesY = (texHeight + (tileSize - 1)) / tileSize; + halfScreenSize = new Vector4(texWidth / 2, texHeight / 2, 0.5f / texWidth, 0.5f / texHeight); + } + } + + RTHandle IndirectDiffuseHistoryBufferAllocatorFunction(string viewName, int frameIndex, RTHandleSystem rtHandleSystem) + { + return rtHandleSystem.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, + enableRandomWrite: true, useMipMap: false, autoGenerateMips: false, + name: string.Format("IndirectDiffuseHistoryBuffer{0}", frameIndex)); + } + + public void Denoise(CommandBuffer cmd, HDCamera hdCamera, + RTHandle noisyBuffer, RTHandle outputBuffer, + bool halfResolution = false) + { + // Grab the global illumination volume component + var giSettings = hdCamera.volumeStack.GetComponent(); + + var historyDepthBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth); + var historyDepthBuffer1 = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth1); + // If the depth textures are not available, we can't denoise + if (historyDepthBuffer == null || historyDepthBuffer1 == null) + { + HDUtils.BlitCameraTexture(cmd, noisyBuffer, outputBuffer); + return; + } + + // Compute the dispatch parameters based on if we are half res or not + int tileSize = 8; + int numTilesX, numTilesY; + Vector4 halfScreenSize; + EvaluateDispatchParameters(hdCamera, halfResolution, tileSize, out numTilesX, out numTilesY, out halfScreenSize); + + // Pick the right kernel to use + int m_KernelFilter = halfResolution ? m_SpatialFilterHalfKernel : m_SpatialFilterKernel; + + // Bind the input scalars + var info = m_SharedRTManager.GetDepthBufferMipChainInfo(); + firstMipOffset.Set(HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].x), HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].y)); + cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, firstMipOffset); + cmd.SetComputeIntParam(m_SSGIDenoiserCS, HDShaderIDs._IndirectDiffuseSpatialFilter, giSettings.filterRadius); + // Inject half screen size if required + if (halfResolution) + cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._HalfScreenSize, halfScreenSize); + + // Bind the input buffers + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture()); + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._InputNoisyBuffer, noisyBuffer); + + // Bind the output buffer + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._OutputFilteredBuffer, outputBuffer); + + // Do the spatial pass + cmd.DispatchCompute(m_SSGIDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount); + + // Grab the history buffer + RTHandle indirectDiffuseHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF); + if(indirectDiffuseHistory == null) + { + indirectDiffuseHistory = hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF, IndirectDiffuseHistoryBufferAllocatorFunction, 1); + // clear it to black if this is the first pass to avoid nans + CoreUtils.SetRenderTarget(cmd, indirectDiffuseHistory, m_SharedRTManager.GetDepthStencilBuffer(), ClearFlag.Color, clearColor: Color.black); + } + + // Pick the right kernel to use + m_KernelFilter = halfResolution ? m_TemporalFilterHalfKernel : m_TemporalFilterKernel; + + // Bind the input buffers + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture()); + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); + if (halfResolution) + { + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer1); + cmd.SetComputeVectorParam(m_SSGIDenoiserCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, firstMipOffset); + } + else + { + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer); + } + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._HistoryBuffer, indirectDiffuseHistory); + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._InputNoisyBuffer, outputBuffer); + + // Bind the output buffer + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_KernelFilter, HDShaderIDs._OutputFilteredBuffer, noisyBuffer); + + // Do the temporal pass + cmd.DispatchCompute(m_SSGIDenoiserCS, m_KernelFilter, numTilesX, numTilesY, hdCamera.viewCount); + + // Copy the new version into the history buffer + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_CopyHistory, HDShaderIDs._InputNoisyBuffer, noisyBuffer); + cmd.SetComputeTextureParam(m_SSGIDenoiserCS, m_CopyHistory, HDShaderIDs._OutputFilteredBuffer, indirectDiffuseHistory); + cmd.DispatchCompute(m_SSGIDenoiserCS, m_CopyHistory, numTilesX, numTilesY, hdCamera.viewCount); + } + } +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs.meta new file mode 100644 index 00000000000..39df34e40f3 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d3e15f22b48ced841a9f0183a77078f7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute new file mode 100644 index 00000000000..0f241b56bc7 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute @@ -0,0 +1,353 @@ +// HDRP generic includes +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" + +// Raytracing includes (should probably be in generic files) +#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/RaytracingSampling.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl" + +// #pragma enable_d3d11_debug_symbols + +#pragma kernel TraceGlobalIllumination TRACE_GLOBAL_ILLUMINATION=TraceGlobalIllumination GI_TRACE +#pragma kernel TraceGlobalIlluminationHalf TRACE_GLOBAL_ILLUMINATION=TraceGlobalIlluminationHalf GI_TRACE HALF_RES +#pragma kernel ReprojectGlobalIllumination REPROJECT_GLOBAL_ILLUMINATION=ReprojectGlobalIllumination GI_REPROJECT +#pragma kernel ReprojectGlobalIlluminationHalf REPROJECT_GLOBAL_ILLUMINATION=ReprojectGlobalIlluminationHalf GI_REPROJECT HALF_RES + +// The dispatch tile resolution +#define INDIRECT_DIFFUSE_TILE_SIZE 8 + +// Epslon value used for the computation +#define GI_TRACE_EPS 0.00024414 + +// Input depth pyramid texture +TEXTURE2D_X(_DepthTexture); +// Input texture that holds the offset for every level of the depth pyramid +StructuredBuffer _DepthPyramidMipLevelOffsets; + +// Constant buffer that holds all scalar that we need +CBUFFER_START(UnityScreenSpaceGlobalIllumination) + int _IndirectDiffuseSteps; + float _IndirectDiffuseThicknessScale; + float _IndirectDiffuseThicknessBias; + float _IndirectDiffuseMaximalRadius; + int _IndirectDiffuseProbeFallbackFlag; + int _IndirectDiffuseProbeFallbackBias; + float4 _ColorPyramidUvScaleAndLimitPrevFrame; +CBUFFER_END + +// Output texture that holds the hit point NDC coordinates +RW_TEXTURE2D_X(float2, _IndirectDiffuseHitPointTextureRW); + +// TODO: It is not really possible to share all of this with SSR for couple reason, but it probably possible share a part of it +bool RayMarch(float3 positionWS, float3 sampleDir, float3 normalWS, float2 positionSS, float deviceDepth, bool killRay, out float3 rayPos) +{ + // Initialize ray pos to invalid value + rayPos = float3(-1.0, -1.0, -1.0); + + // Compute the sampled position in world space (one meter away from the original point along the sampled direction) + float3 sampledPosWS = positionWS + sampleDir * _IndirectDiffuseMaximalRadius; + + // Convert the sampled position to NDC, then to SS + float3 sampledPosNDC = ComputeNormalizedDeviceCoordinatesWithZ(sampledPosWS, UNITY_MATRIX_VP); // Jittered + float3 sampledPosSS = float3(sampledPosNDC.xy * _ScreenSize.xy, sampledPosNDC.z); + + // If the point is behind the camera, this ray should not be cast + killRay = killRay || (sampledPosSS.z <= 0); + + // If this ray + if (killRay) + return false; + + // We start tracing from the center of the current pixel, and do so up to the far plane. + float3 rayOrigin = float3(positionSS + 0.5, deviceDepth); + + // Compute the ray direction in screen space + float3 rayDir = (sampledPosSS - rayOrigin); + + // Compute the reciprocal of the direction (not sure why tho ftm) + float3 rcpRayDir = rcp(rayDir); + + // Compute a ray step (added an abs here looks better, maybe its wrong need to check mmore) + int2 rayStep = int2((rcpRayDir.x) >= 0 ? 1 : 0, + (rcpRayDir.y) >= 0 ? 1 : 0); + + float3 raySign = float3(rcpRayDir.x >= 0 ? 1 : -1, + rcpRayDir.y >= 0 ? 1 : -1, + rcpRayDir.z >= 0 ? 1 : -1); + bool rayTowardsEye = rcpRayDir.z >= 0; + + // Build the bounds that start at the center of the pixel and travel to the edge of the screen + float tMax; + { + // Shrink the frustum by half a texel for efficiency reasons. + const float halfTexel = 0.5; + + float3 bounds; + bounds.x = clamp(sampledPosSS.x, halfTexel, _ScreenSize.x - halfTexel); + bounds.y = clamp(sampledPosSS.y, halfTexel, _ScreenSize.y - halfTexel); + // If we do not want to intersect the skybox, it is more efficient to not trace too far. + float maxDepth = -0.00000024; // 2^-22 + bounds.z = (rcpRayDir.z >= 0) ? 1 : maxDepth; + + float3 dist = bounds * rcpRayDir - (rayOrigin * rcpRayDir); + tMax = Min3(dist.x, dist.y, dist.z); + } + + // Start ray marching from the next texel to avoid self-intersections. + float t; + { + // 'rayOrigin' is the exact texel center. + float2 dist = abs(0.5 * rcpRayDir.xy); + t = min(dist.x, dist.y); + } + + int mipLevel = 0; + int2 mipOffset = _DepthPyramidMipLevelOffsets[mipLevel]; + int iterCount = 0; + bool hit = false; + bool miss = false; + bool belowMip0 = false; // This value is set prior to entering the cell + + while (!(hit || miss) && (t <= tMax) && (iterCount < _IndirectDiffuseSteps)) + { + rayPos = rayOrigin + t * rayDir; + + // Ray position often ends up on the edge. To determine (and look up) the right cell, + // we need to bias the position by a small epsilon in the direction of the ray. + float2 sgnEdgeDist = round(rayPos.xy) - rayPos.xy; + float2 satEdgeDist = clamp(raySign.xy * sgnEdgeDist + GI_TRACE_EPS, 0, GI_TRACE_EPS); + rayPos.xy += raySign.xy * satEdgeDist; + + int2 mipCoord = (int2)rayPos.xy >> mipLevel; + // Bounds define 4 faces of a cube: + // 2 walls in front of the ray, and a floor and a base below it. + float4 bounds; + + bounds.z = LOAD_TEXTURE2D_X(_CameraDepthTexture, mipOffset + mipCoord).r; + bounds.xy = (mipCoord + rayStep) << mipLevel; + + // We define the depth of the base as the depth value as: + // b = DeviceDepth((1 + thickness) * LinearDepth(d)) + // b = ((f - n) * d + n * (1 - (1 + thickness))) / ((f - n) * (1 + thickness)) + // b = ((f - n) * d - n * thickness) / ((f - n) * (1 + thickness)) + // b = d / (1 + thickness) - n / (f - n) * (thickness / (1 + thickness)) + // b = d * k_s + k_b + bounds.w = bounds.z * _IndirectDiffuseThicknessScale + _IndirectDiffuseThicknessBias; + + float4 dist = bounds * rcpRayDir.xyzz - (rayOrigin.xyzz * rcpRayDir.xyzz); + float distWall = min(dist.x, dist.y); + float distFloor = dist.z; + float distBase = dist.w; + + // Note: 'rayPos' given by 't' can correspond to one of several depth values: + // - above or exactly on the floor + // - inside the floor (between the floor and the base) + // - below the base + bool belowFloor = rayPos.z < bounds.z; + bool aboveBase = rayPos.z >= bounds.w; + + bool insideFloor = belowFloor && aboveBase; + bool hitFloor = (t <= distFloor) && (distFloor <= distWall); + + // Game rules: + // * if the closest intersection is with the wall of the cell, switch to the coarser MIP, and advance the ray. + // * if the closest intersection is with the heightmap below, switch to the finer MIP, and advance the ray. + // * if the closest intersection is with the heightmap above, switch to the finer MIP, and do NOT advance the ray. + // Victory conditions: + // * See below. Do NOT reorder the statements! + + miss = belowMip0 && insideFloor; + hit = (mipLevel == 0) && (hitFloor || insideFloor); + belowMip0 = (mipLevel == 0) && belowFloor; + + // 'distFloor' can be smaller than the current distance 't'. + // We can also safely ignore 'distBase'. + // If we hit the floor, it's always safe to jump there. + // If we are at (mipLevel != 0) and we are below the floor, we should not move. + t = hitFloor ? distFloor : (((mipLevel != 0) && belowFloor) ? t : distWall); + rayPos.z = bounds.z; // Retain the depth of the potential intersection + + // Warning: both rays towards the eye, and tracing behind objects has linear + // rather than logarithmic complexity! This is due to the fact that we only store + // the maximum value of depth, and not the min-max. + mipLevel += (hitFloor || belowFloor || rayTowardsEye) ? -1 : 1; + mipLevel = clamp(mipLevel, 0, 6); + mipOffset = _DepthPyramidMipLevelOffsets[mipLevel]; + // mipLevel = 0; + + iterCount++; + } + + // Treat intersections with the sky as misses. + miss = miss || ((rayPos.z == 0)); + return hit && !miss; +} + +[numthreads(INDIRECT_DIFFUSE_TILE_SIZE, INDIRECT_DIFFUSE_TILE_SIZE, 1)] +void TRACE_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + // Compute the pixel position to process + uint2 currentCoord = dispatchThreadId.xy; + +#if HALF_RES + // Fetch the mipoffset for the second mip (half res) + int2 mipOffset = _DepthPyramidMipLevelOffsets[1]; + // Grab the depth of the half res pixel (better than grabbing a random one across the 4 candidates or averaging) + float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, mipOffset + currentCoord).x; + // Compute the full resolution pixel for the inputs that do not have a pyramid + uint2 fullResCoord = currentCoord * 2; +#else + // Read the depth value as early as possible + float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; +#endif + // Initialize the hitpoint texture to a miss + _IndirectDiffuseHitPointTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float2(99.0, 0.0); + + // Read the pixel normal + NormalData normalData; +#if HALF_RES + // For half resolution, we take the top left corner (0, 0) in the upscaled 2x2 pixel neighborhood + DecodeFromNormalBuffer(fullResCoord.xy, normalData); +#else + DecodeFromNormalBuffer(currentCoord.xy, normalData); +#endif + // Generete a new direction to follow + float2 newSample; + newSample.x = GetBNDSequenceSample(currentCoord.xy, _RaytracingFrameIndex, 0); + newSample.y = GetBNDSequenceSample(currentCoord.xy, _RaytracingFrameIndex, 1); + + // Importance sample with a cosine lobe (direction that will be used for ray casting) + float3 sampleDir = SampleHemisphereCosine(newSample.x, newSample.y, normalData.normalWS); + + // Compute the camera position + float3 camPosWS = GetCurrentViewPosition(); + + // If this is a background pixel, we flag the ray as a dead ray (we are also trying to keep the usage of the depth buffer the latest possible) + bool killRay = deviceDepth == UNITY_RAW_FAR_CLIP_VALUE; + // Convert this to a world space position (camera relative) +#if HALF_RES + PositionInputs posInput = GetPositionInput(fullResCoord, _ScreenSize.zw, deviceDepth, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); +#else + PositionInputs posInput = GetPositionInput(currentCoord, _ScreenSize.zw, deviceDepth, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); +#endif + + // Compute the view direction (world space) + float3 viewWS = GetWorldSpaceNormalizeViewDir(posInput.positionWS); + + // Apply normal bias with the magnitude dependent on the distance from the camera. + // Unfortunately, we only have access to the shading normal, which is less than ideal... + posInput.positionWS = camPosWS + (posInput.positionWS - camPosWS) * (1 - 0.001 * rcp(max(dot(normalData.normalWS, viewWS), FLT_EPS))); + deviceDepth = ComputeNormalizedDeviceCoordinatesWithZ(posInput.positionWS, UNITY_MATRIX_VP).z; + + // Ray March along our ray + float3 rayPos; + bool hit = RayMarch(posInput.positionWS, sampleDir, normalData.normalWS, posInput.positionSS, deviceDepth, killRay, rayPos); + + // If we had a hit, store the NDC position of the intersection point + if (hit) + { + // Note that we are using 'rayPos' from the penultimate iteration, rather than + // recompute it using the last value of 't', which would result in an overshoot. + // It also needs to be precisely at the center of the pixel to avoid artifacts. + float2 hitPositionNDC = floor(rayPos.xy) * _ScreenSize.zw + (0.5 * _ScreenSize.zw); // Should we precompute the half-texel bias? We seem to use it a lot. + _IndirectDiffuseHitPointTextureRW[COORD_TEXTURE2D_X(currentCoord)] = hitPositionNDC; + } +} + +// Input hit point texture that holds the NDC position if an intersection was found +TEXTURE2D_X(_IndirectDiffuseHitPointTexture); +// Depth buffer of the previous frame (full resolution) +TEXTURE2D_X(_HistoryDepthTexture); +// Output indirect diffuse texture +RW_TEXTURE2D_X(float4, _IndirectDiffuseTextureRW); + +[numthreads(INDIRECT_DIFFUSE_TILE_SIZE, INDIRECT_DIFFUSE_TILE_SIZE, 1)] +void REPROJECT_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + // Compute the pixel position to process + uint2 currentCoord = groupId * INDIRECT_DIFFUSE_TILE_SIZE + groupThreadId; + +#if HALF_RES + // Fetch the mipoffset for the second mip (given that we are in half res) + int2 mipOffset = _DepthPyramidMipLevelOffsets[1]; + float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, mipOffset + currentCoord).x; + + // Compute the full resolution pixel for the inputs that do not have a pyramid + uint2 fullResCoord = currentCoord * 2; +#else + // Fetch the depth of the current pixel + float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; +#endif + + // Read the hit point ndc position to fetch + float2 hitPositionNDC = LOAD_TEXTURE2D_X(_IndirectDiffuseHitPointTexture, currentCoord).xy; + + // Grab the depth of the hit point + float hitPointDepth = LOAD_TEXTURE2D_X(_DepthTexture, hitPositionNDC * _ScreenSize.xy).x; + + // Flag that tracks if this ray lead to a valid result + bool invalid = false; + + // If this missed, we need to find something else to fallback on + if (hitPositionNDC.x > 1.0) + invalid = true; + + // Fetch the motion vector of the current target pixel + float2 motionVectorNDC; + DecodeMotionVector(SAMPLE_TEXTURE2D_X_LOD(_CameraMotionVectorsTexture, s_linear_clamp_sampler, min(hitPositionNDC, 1.0f - 0.5f * _ScreenSize.zw) * _RTHandleScale.xy, 0), motionVectorNDC); + + float2 prevFrameNDC = hitPositionNDC - motionVectorNDC; + float2 prevFrameUV = prevFrameNDC * _ColorPyramidUvScaleAndLimitPrevFrame.xy; + + // If the previous value to read was out of screen, this is invalid, needs a fallback + if ((prevFrameUV.x < 0) + || (prevFrameUV.x > _ColorPyramidUvScaleAndLimitPrevFrame.z) + || (prevFrameUV.y < 0) + || (prevFrameUV.y > _ColorPyramidUvScaleAndLimitPrevFrame.w)) + invalid = true; + + // Grab the depth of the hit point and reject the history buffer if the depth is too different + // TODO: Find a better metric + float hitPointHistoryDepth = LOAD_TEXTURE2D_X(_HistoryDepthTexture, prevFrameNDC * _ScreenSize.xy).x; + if (abs(hitPointHistoryDepth - hitPointDepth) > 0.01) + invalid = true; + + // Based on if the intersection was valid (or not, pick a source for the lighting) + float3 color = 0.0; + if (!invalid) + // The intersection was considered valid, we can read from the color pyramid + color = SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_linear_clamp_sampler, prevFrameUV, 0).rgb; + + // TODO: Remove me when you can find where the nans come from + if (AnyIsNaN(color)) + color = 0.0f; + + // Convert the color to HSV + float3 hsvColor = RgbToHsv(color); + + // We need to clamp before leaving, this need to be exposed properly before clamping + // We only apply the clamp to the luminance + hsvColor.z = clamp(hsvColor.z * GetInversePreviousExposureMultiplier() * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp); + + // Convert back to the RGB space + color = HsvToRgb(hsvColor); + + // We are simply interested to know if the intersected pixel was moving, so we multiply it by a big number + // TODO: make this process not binary +#if HALF_RES + // Write the output to the target pixel + _IndirectDiffuseTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(color / (1.0 + color), length(motionVectorNDC * 10000.0f)); +#else + // Write the output to the target pixel + _IndirectDiffuseTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(color, length(motionVectorNDC * 10000.0f)); +#endif + +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute.meta b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute.meta new file mode 100644 index 00000000000..b261cbec441 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 96170a954eb538b40a5ff369552c3629 +ComputeShaderImporter: + externalObjects: {} + currentAPIMask: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs new file mode 100644 index 00000000000..9a0d4ee6cd4 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs @@ -0,0 +1,209 @@ +using UnityEngine.Experimental.Rendering; +using UnityEngine.Experimental.Rendering.HighDefinition; + +namespace UnityEngine.Rendering.HighDefinition +{ + public partial class HDRenderPipeline + { + // Buffers used for the evaluation + RTHandle m_IndirectDiffuseBuffer0 = null; + RTHandle m_IndirectDiffuseBuffer1 = null; + RTHandle m_IndirectDiffuseHitPointBuffer = null; + + // The set of kernels that we shall be using + int m_TraceGlobalIlluminationKernel; + int m_TraceGlobalIlluminationHalfKernel; + int m_ReprojectGlobalIlluminationKernel; + int m_ReprojectGlobalIlluminationHalfKernel; + int m_BilateralUpSampleColorTMKernel; + + // Temporal variables (to avoid allocation at runtime) + Vector4 halfScreenSize = new Vector4(0.0f, 0.0f, 0.0f, 0.0f); + Vector2 firstMipOffset = new Vector2(0.0f, 0.0f); + + void InitScreenSpaceGlobalIllumination() + { + if (m_Asset.currentPlatformRenderPipelineSettings.supportSSGI) + { + m_IndirectDiffuseBuffer0 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, autoGenerateMips: false, name: "IndirectDiffuseBuffer0"); + m_IndirectDiffuseBuffer1 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, autoGenerateMips: false, name: "IndirectDiffuseBuffer1"); + m_IndirectDiffuseHitPointBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, autoGenerateMips: false, name: "IndirectDiffuseHitBuffer"); + + // Grab the sets of shaders that we'll be using + ComputeShader ssGICS = m_Asset.renderPipelineResources.shaders.screenSpaceGlobalIlluminationCS; + ComputeShader bilateralUpsampleCS = m_Asset.renderPipelineResources.shaders.bilateralUpsampleCS; + + // Grab the set of kernels that we shall be using + m_TraceGlobalIlluminationKernel = ssGICS.FindKernel("TraceGlobalIllumination"); + m_TraceGlobalIlluminationHalfKernel = ssGICS.FindKernel("TraceGlobalIlluminationHalf"); + m_ReprojectGlobalIlluminationKernel = ssGICS.FindKernel("ReprojectGlobalIllumination"); + m_ReprojectGlobalIlluminationHalfKernel = ssGICS.FindKernel("ReprojectGlobalIlluminationHalf"); + m_BilateralUpSampleColorTMKernel = bilateralUpsampleCS.FindKernel("BilateralUpSampleColorTM"); + } + } + + void ReleaseScreenSpaceGlobalIllumination() + { + if (m_IndirectDiffuseBuffer0 != null) + RTHandles.Release(m_IndirectDiffuseBuffer0); + if (m_IndirectDiffuseBuffer1 != null) + RTHandles.Release(m_IndirectDiffuseBuffer1); + if (m_IndirectDiffuseHitPointBuffer != null) + RTHandles.Release(m_IndirectDiffuseHitPointBuffer); + } + + // This is shared between SSGI and RTGI + bool ValidIndirectDiffuseState(HDCamera hdCamera) + { + var settings = hdCamera.volumeStack.GetComponent(); + return m_Asset.currentPlatformRenderPipelineSettings.supportSSGI + && hdCamera.camera.cameraType != CameraType.Reflection + && hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSGI) + && settings.enable.value; + } + + // Bind the indirect diffuse texture for the lightloop to read from it + void BindIndirectDiffuseTexture(CommandBuffer cmd) + { + cmd.SetGlobalTexture(HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseBuffer0); + } + + // If there is no SSGI, bind a black 1x1 texture + void BindBlackIndirectDiffuseTexture(CommandBuffer cmd) + { + cmd.SetGlobalTexture(HDShaderIDs._IndirectDiffuseTexture, TextureXR.GetBlackTexture()); + } + + void RenderSSGI(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount) + { + // Grab the global illumination volume component + GlobalIllumination giSettings = hdCamera.volumeStack.GetComponent(); + + // Grab the noise texture manager + BlueNoise blueNoise = GetBlueNoiseManager(); + + // Grab the shaders we shall be using + ComputeShader ssGICS = m_Asset.renderPipelineResources.shaders.screenSpaceGlobalIlluminationCS; + + // Evaluate the dispatch parameters + int texWidth, texHeight; + if (giSettings.fullResolutionSS) + { + texWidth = hdCamera.actualWidth; + texHeight = hdCamera.actualHeight; + halfScreenSize.Set(texWidth * 0.5f, texHeight * 0.5f, 2.0f / texWidth, 2.0f / texHeight); + } + else + { + texWidth = hdCamera.actualWidth / 2; + texHeight = hdCamera.actualHeight / 2; + halfScreenSize.Set(texWidth, texHeight, 1.0f / texWidth, 1.0f / texHeight); + } + int areaTileSize = 8; + int numTilesXHR = (texWidth + (areaTileSize - 1)) / areaTileSize; + int numTilesYHR = (texHeight + (areaTileSize - 1)) / areaTileSize; + + // Based on if we are doing it in half resolution or full, we need to define initial and final buffer to avoid a useless blit + RTHandle buffer0, buffer1; + if (!giSettings.fullResolutionSS) + { + buffer0 = m_IndirectDiffuseBuffer0; + buffer1 = m_IndirectDiffuseBuffer1; + } + else + { + buffer0 = m_IndirectDiffuseBuffer1; + buffer1 = m_IndirectDiffuseBuffer0; + } + + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SsgiPass))) + { + // Fetch the right tracing kernel + int currentKernel = giSettings.fullResolutionSS ? m_TraceGlobalIlluminationKernel : m_TraceGlobalIlluminationHalfKernel; + + // Inject all the input scalars + float n = hdCamera.camera.nearClipPlane; + float f = hdCamera.camera.farClipPlane; + float thickness = giSettings.depthBufferThickness.value; + float thicknessScale = 1.0f / (1.0f + thickness); + float thicknessBias = -n / (f - n) * (thickness * thicknessScale); + cmd.SetComputeFloatParam(ssGICS, HDShaderIDs._IndirectDiffuseThicknessScale, thicknessScale); + cmd.SetComputeFloatParam(ssGICS, HDShaderIDs._IndirectDiffuseThicknessBias, thicknessBias); + cmd.SetComputeIntParam(ssGICS, HDShaderIDs._IndirectDiffuseSteps, giSettings.raySteps); + cmd.SetComputeFloatParam(ssGICS, HDShaderIDs._IndirectDiffuseMaximalRadius, giSettings.maximalRadius); + // Inject half screen size if required + if (!giSettings.fullResolutionSS) + cmd.SetComputeVectorParam(ssGICS, HDShaderIDs._HalfScreenSize, halfScreenSize); + + // Inject the ray-tracing sampling data + blueNoise.BindDitheredRNGData1SPP(cmd); + + // Inject all the input textures/buffers + cmd.SetComputeTextureParam(ssGICS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture()); + cmd.SetComputeTextureParam(ssGICS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); + cmd.SetComputeTextureParam(ssGICS, currentKernel, HDShaderIDs._IndirectDiffuseHitPointTextureRW, m_IndirectDiffuseHitPointBuffer); + var info = m_SharedRTManager.GetDepthBufferMipChainInfo(); + cmd.SetComputeBufferParam(ssGICS, currentKernel, HDShaderIDs._DepthPyramidMipLevelOffsets, info.GetOffsetBufferData(m_DepthPyramidMipLevelOffsetsBuffer)); + cmd.SetGlobalBuffer(HDShaderIDs.g_vLightListGlobal, m_TileAndClusterData.lightList); + + // Do the ray marching + cmd.DispatchCompute(ssGICS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount); + + // Fetch the right kernel to use + currentKernel = giSettings.fullResolutionSS ? m_ReprojectGlobalIlluminationKernel : m_ReprojectGlobalIlluminationHalfKernel; + + // Inject all the input scalars + cmd.SetComputeFloatParam(ssGICS, HDShaderIDs._RaytracingIntensityClamp, giSettings.clampValueSS); + cmd.SetComputeVectorParam(ssGICS, HDShaderIDs._ColorPyramidUvScaleAndLimitPrevFrame, HDUtils.ComputeViewportScaleAndLimit(hdCamera.historyRTHandleProperties.previousViewportSize, hdCamera.historyRTHandleProperties.previousRenderTargetSize)); + + // Bind all the input buffers + cmd.SetComputeTextureParam(ssGICS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); + cmd.SetComputeTextureParam(ssGICS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); + cmd.SetComputeTextureParam(ssGICS, currentKernel, HDShaderIDs._IndirectDiffuseHitPointTexture, m_IndirectDiffuseHitPointBuffer); + var previousColorPyramid = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain); + cmd.SetComputeTextureParam(ssGICS, currentKernel, HDShaderIDs._ColorPyramidTexture, previousColorPyramid != null ? previousColorPyramid : TextureXR.GetBlackTexture()); + var historyDepthBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth); + cmd.SetComputeTextureParam(ssGICS, currentKernel, HDShaderIDs._HistoryDepthTexture, historyDepthBuffer != null ? historyDepthBuffer : TextureXR.GetBlackTexture()); + cmd.SetComputeBufferParam(ssGICS, currentKernel, HDShaderIDs._DepthPyramidMipLevelOffsets, info.GetOffsetBufferData(m_DepthPyramidMipLevelOffsetsBuffer)); + + // Bind the output texture + cmd.SetComputeTextureParam(ssGICS, currentKernel, HDShaderIDs._IndirectDiffuseTextureRW, buffer1); + + // Do the reprojection + cmd.DispatchCompute(ssGICS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount); + + // Do the denoising part + SSGIDenoiser ssgiDenoiser = GetSSGIDenoiser(); + ssgiDenoiser.Denoise(cmd, hdCamera, buffer1, buffer0, halfResolution: !giSettings.fullResolutionSS); + + // If this was a half resolution effect, we still have to upscale it + if (!giSettings.fullResolutionSS) + { + ComputeShader bilateralUpsampleCS = m_Asset.renderPipelineResources.shaders.bilateralUpsampleCS; + + // Re-evaluate the dispatch parameters (we are evaluating the upsample in full resolution) + numTilesXHR = (hdCamera.actualWidth + (areaTileSize - 1)) / areaTileSize; + numTilesYHR = (hdCamera.actualHeight + (areaTileSize - 1)) / areaTileSize; + + // Inject the input scalars + cmd.SetComputeVectorParam(bilateralUpsampleCS, HDShaderIDs._HalfScreenSize, halfScreenSize); + firstMipOffset.Set(HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].x), HDShadowUtils.Asfloat((uint)info.mipLevelOffsets[1].y)); + cmd.SetComputeVectorParam(bilateralUpsampleCS, HDShaderIDs._DepthPyramidFirstMipLevelOffset, firstMipOffset); + + // Inject all the input buffers + cmd.SetComputeTextureParam(bilateralUpsampleCS, m_BilateralUpSampleColorTMKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthTexture()); + cmd.SetComputeTextureParam(bilateralUpsampleCS, m_BilateralUpSampleColorTMKernel, HDShaderIDs._LowResolutionTexture, buffer1); + cmd.SetComputeBufferParam(bilateralUpsampleCS, m_BilateralUpSampleColorTMKernel, HDShaderIDs._DepthPyramidMipLevelOffsets, info.GetOffsetBufferData(m_DepthPyramidMipLevelOffsetsBuffer)); + + // Inject the output textures + cmd.SetComputeTextureParam(bilateralUpsampleCS, m_BilateralUpSampleColorTMKernel, HDShaderIDs._OutputUpscaledTexture, buffer0); + + // Upscale the buffer to full resolution + cmd.DispatchCompute(bilateralUpsampleCS, m_BilateralUpSampleColorTMKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount); + } + + (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, m_IndirectDiffuseBuffer0, FullScreenDebugMode.ScreenSpaceGlobalIllumination); + } + } + } +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs.meta new file mode 100644 index 00000000000..ee4112dc252 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8e106aaaafa6ea1449c03db0a6b59eef +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs index 6d46c1fbad4..3dfd208c165 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs @@ -246,27 +246,22 @@ void RenderScreenSpaceShadows(HDCamera hdCamera, CommandBuffer cmd) return; } - if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing)) + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.ScreenSpaceShadows))) { - using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.ScreenSpaceShadows))) - { - // First of all we handle the directional light - RenderDirectionalLightScreenSpaceShadow(cmd, hdCamera); + // First of all we handle the directional light + RenderDirectionalLightScreenSpaceShadow(cmd, hdCamera); + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing)) + { // We handle the other light sources RenderLightScreenSpaceShadows(hdCamera, cmd); + } - // We do render the debug view - EvaluateShadowDebugView(cmd, hdCamera); + // We do render the debug view + EvaluateShadowDebugView(cmd, hdCamera); - // Big the right texture - cmd.SetGlobalTexture(HDShaderIDs._ScreenSpaceShadowsTexture, m_ScreenSpaceShadowTextureArray); - } - } - else - { - // We bind the black texture in this case - BindBlackShadowTexture(cmd); + // Bind the right texture + cmd.SetGlobalTexture(HDShaderIDs._ScreenSpaceShadowsTexture, m_ScreenSpaceShadowTextureArray); } } @@ -911,12 +906,20 @@ void RenderPunctualScreenSpaceShadow(CommandBuffer cmd, HDCamera hdCamera void EvaluateShadowDebugView(CommandBuffer cmd, HDCamera hdCamera) { - ComputeShader shadowFilter = m_Asset.renderPipelineRayTracingResources.shadowFilterCS; - // If this is the right debug mode and the index we are asking for is in the range HDRenderPipeline hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline); if (FullScreenDebugMode.ScreenSpaceShadows == hdrp.m_CurrentDebugDisplaySettings.data.fullScreenDebugMode) { + if (!hdrp.rayTracingSupported) + { + // In this case we have not rendered any screenspace shadows, so push a black texture on the debug display + hdrp.PushFullScreenDebugTexture(hdCamera, cmd, TextureXR.GetBlackTextureArray(), FullScreenDebugMode.ScreenSpaceShadows); + return; + } + + // TODO: move the debug kernel outside of the ray tracing resources + ComputeShader shadowFilter = m_Asset.renderPipelineRayTracingResources.shadowFilterCS; + // Texture dimensions int texWidth = hdCamera.actualWidth; int texHeight = hdCamera.actualHeight; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader index 8590a6b6cb8..773e56a909d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader @@ -7,8 +7,21 @@ Shader "HDRP/AxF" ///////////////////////////////////////////////////////////////////////////// // General Parameters - _MaterialTilingU( "Material U Tiling", Float ) = 1 - _MaterialTilingV( "Material V Tiling", Float ) = 1 + + // Tilings and offsets + _Material_SO( "Main Material Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_DiffuseColorMap_SO( "_SVBRDF_DiffuseColorMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_SpecularColorMap_SO( "_SVBRDF_SpecularColorMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_NormalMap_SO( "_SVBRDF_NormalMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_SpecularLobeMap_SO( "_SVBRDF_SpecularLobeMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_AlphaMap_SO( "_SVBRDF_AlphaMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_FresnelMap_SO( "_SVBRDF_FresnelMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_AnisoRotationMap_SO( "_SVBRDF_AnisoRotationMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_HeightMap_SO( "_SVBRDF_HeightMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_ClearcoatColorMap_SO( "_SVBRDF_ClearcoatColorMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _ClearcoatNormalMap_SO( "_ClearcoatNormalMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_ClearcoatIORMap_SO( "_SVBRDF_ClearcoatIORMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _CarPaint2_BTFFlakeMap_SO( "_CarPaint2_BTFFlakeMap Tiling & Offset", Vector) = (1, 1, 0, 0) [Enum(SVBRDF, 0, CarPaint, 1, BTF, 2)] _AxF_BRDFType("_AxF_BRDFType", Float) = 0 @@ -48,7 +61,6 @@ Shader "HDRP/AxF" _CarPaint2_BRDFColorMapUVScale("_CarPaint2_BRDFColorMapUVScale", Vector) = (1,1,0,0) // To be used when we have the bit BRDFColorUseDiagonalClamp set in _Flags // Flakes - _CarPaint2_FlakeTiling("_CarPaint2_FlakeTiling", Float) = 1 _CarPaint2_BTFFlakeMapScale("_CarPaint2_BTFFlakeMapScale", Float) = 1 // Scale is useless if we're directly provided a RGBA16F format _CarPaint2_BTFFlakeMap("_CarPaint2_BTFFlakeMap", 2DArray) = "black" {} _CarPaint2_FlakeThetaFISliceLUTMap( "_CarPaint2_FlakeThetaFISliceLUTMap", 2D ) = "black" {} diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl index 0e0996a22c1..1854d742dc1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl @@ -5,6 +5,9 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" +// Note: the scaling _Material_SO.xy should already be in texuv, but NOT the bias. +#define AXF_TRANSFORM_TEXUV(texuv, name) ((texuv.xy) * name##_SO.xy + name##_SO.zw + _Material_SO.zw) + void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData) { #if defined(_AXF_BRDF_TYPE_SVBRDF) || defined(_AXF_BRDF_TYPE_CAR_PAINT) // Not implemented for BTF @@ -55,7 +58,7 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p ApplyDoubleSidedFlipOrMirror(input, doubleSidedConstants); // Apply double sided flip on the vertex normal - float2 UV0 = input.texCoord0.xy * float2(_MaterialTilingU, _MaterialTilingV); + float2 UV0 = input.texCoord0.xy * _Material_SO.xy; //----------------------------------------------------------------------------- // _AXF_BRDF_TYPE_SVBRDF @@ -69,28 +72,44 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p #ifdef _AXF_BRDF_TYPE_SVBRDF - surfaceData.diffuseColor = SAMPLE_TEXTURE2D(_SVBRDF_DiffuseColorMap, sampler_SVBRDF_DiffuseColorMap, UV0).xyz; - surfaceData.specularColor = SAMPLE_TEXTURE2D(_SVBRDF_SpecularColorMap, sampler_SVBRDF_SpecularColorMap, UV0).xyz; - surfaceData.specularLobe.xy = _SVBRDF_SpecularLobeMapScale * SAMPLE_TEXTURE2D(_SVBRDF_SpecularLobeMap, sampler_SVBRDF_SpecularLobeMap, UV0).xy; + surfaceData.diffuseColor = + SAMPLE_TEXTURE2D(_SVBRDF_DiffuseColorMap, sampler_SVBRDF_DiffuseColorMap, AXF_TRANSFORM_TEXUV(UV0, _SVBRDF_DiffuseColorMap)).xyz; + surfaceData.specularColor = + SAMPLE_TEXTURE2D(_SVBRDF_SpecularColorMap, sampler_SVBRDF_SpecularColorMap, AXF_TRANSFORM_TEXUV(UV0, _SVBRDF_SpecularColorMap)).xyz; + surfaceData.specularLobe.xy = + _SVBRDF_SpecularLobeMapScale * SAMPLE_TEXTURE2D(_SVBRDF_SpecularLobeMap, sampler_SVBRDF_SpecularLobeMap, AXF_TRANSFORM_TEXUV(UV0, _SVBRDF_SpecularLobeMap)).xy; // The AxF models include both a general coloring term that they call "specular color" while the f0 is actually another term, // seemingly always scalar: - surfaceData.fresnelF0 = SAMPLE_TEXTURE2D(_SVBRDF_FresnelMap, sampler_SVBRDF_FresnelMap, UV0).x; - surfaceData.height_mm = SAMPLE_TEXTURE2D(_SVBRDF_HeightMap, sampler_SVBRDF_HeightMap, UV0).x * _SVBRDF_HeightMapMaxMM; + surfaceData.fresnelF0 = SAMPLE_TEXTURE2D(_SVBRDF_FresnelMap, sampler_SVBRDF_FresnelMap, AXF_TRANSFORM_TEXUV(UV0, _SVBRDF_FresnelMap)).x; + surfaceData.height_mm = SAMPLE_TEXTURE2D(_SVBRDF_HeightMap, sampler_SVBRDF_HeightMap, AXF_TRANSFORM_TEXUV(UV0, _SVBRDF_HeightMap)).x * _SVBRDF_HeightMapMaxMM; // Our importer range remaps the [-HALF_PI, HALF_PI) range to [0,1). We map back here: - surfaceData.anisotropyAngle = HALF_PI * (2.0 * SAMPLE_TEXTURE2D(_SVBRDF_AnisoRotationMap, sampler_SVBRDF_AnisoRotationMap, UV0).x - 1.0); - surfaceData.clearcoatColor = SAMPLE_TEXTURE2D(_SVBRDF_ClearcoatColorMap, sampler_SVBRDF_ClearcoatColorMap, UV0).xyz; + surfaceData.anisotropyAngle = + HALF_PI * (2.0 * SAMPLE_TEXTURE2D(_SVBRDF_AnisoRotationMap, sampler_SVBRDF_AnisoRotationMap, AXF_TRANSFORM_TEXUV(UV0, _SVBRDF_AnisoRotationMap)).x - 1.0); + surfaceData.clearcoatColor = + SAMPLE_TEXTURE2D(_SVBRDF_ClearcoatColorMap, sampler_SVBRDF_ClearcoatColorMap, AXF_TRANSFORM_TEXUV(UV0, _SVBRDF_ClearcoatColorMap)).xyz; + // The importer transforms the IOR to an f0, we map it back here as an IOR clamped under at 1.0 // TODO: if we're reusing float textures anyway, we shouldn't need the normalization that transforming to an f0 provides. - float clearcoatF0 = SAMPLE_TEXTURE2D(_SVBRDF_ClearcoatIORMap, sampler_SVBRDF_ClearcoatIORMap, UV0).x; + float clearcoatF0 = SAMPLE_TEXTURE2D(_SVBRDF_ClearcoatIORMap, sampler_SVBRDF_ClearcoatIORMap, AXF_TRANSFORM_TEXUV(UV0, _SVBRDF_ClearcoatIORMap)).x; float sqrtF0 = sqrt(clearcoatF0); surfaceData.clearcoatIOR = max(1.0, (1.0 + sqrtF0) / (1.00001 - sqrtF0)); // We make sure it's working for F0=1 // TBN - GetNormalWS(input, 2.0 * SAMPLE_TEXTURE2D(_SVBRDF_NormalMap, sampler_SVBRDF_NormalMap, UV0).xyz - 1.0, surfaceData.normalWS, doubleSidedConstants); - GetNormalWS(input, 2.0 * SAMPLE_TEXTURE2D(_ClearcoatNormalMap, sampler_ClearcoatNormalMap, UV0).xyz - 1.0, surfaceData.clearcoatNormalWS, doubleSidedConstants); - - alpha = SAMPLE_TEXTURE2D(_SVBRDF_AlphaMap, sampler_SVBRDF_AlphaMap, UV0).x; + GetNormalWS( + input, + 2.0 * SAMPLE_TEXTURE2D(_SVBRDF_NormalMap, sampler_SVBRDF_NormalMap, AXF_TRANSFORM_TEXUV(UV0, _SVBRDF_NormalMap)).xyz - 1.0, + surfaceData.normalWS, + doubleSidedConstants + ); + GetNormalWS( + input, + 2.0 * SAMPLE_TEXTURE2D(_ClearcoatNormalMap, sampler_ClearcoatNormalMap, AXF_TRANSFORM_TEXUV(UV0, _ClearcoatNormalMap)).xyz - 1.0, + surfaceData.clearcoatNormalWS, + doubleSidedConstants + ); + + alpha = SAMPLE_TEXTURE2D(_SVBRDF_AlphaMap, sampler_SVBRDF_AlphaMap, AXF_TRANSFORM_TEXUV(UV0, _SVBRDF_AlphaMap)).x; // Useless for SVBRDF surfaceData.flakesUV = input.texCoord0.xy; @@ -108,13 +127,17 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p surfaceData.specularLobe = _CarPaint2_CTSpreads.xyz; // We may want to modify these (eg for Specular AA) surfaceData.normalWS = input.tangentToWorld[2].xyz; - GetNormalWS(input, 2.0 * SAMPLE_TEXTURE2D(_ClearcoatNormalMap, sampler_ClearcoatNormalMap, UV0).xyz - 1.0, surfaceData.clearcoatNormalWS, doubleSidedConstants); - - // Create mirrored UVs to hide flakes tiling - surfaceData.flakesUV = _CarPaint2_FlakeTiling * UV0; - + GetNormalWS( + input, + 2.0 * SAMPLE_TEXTURE2D(_ClearcoatNormalMap, sampler_ClearcoatNormalMap, AXF_TRANSFORM_TEXUV(UV0, _ClearcoatNormalMap)).xyz - 1.0, + surfaceData.clearcoatNormalWS, + doubleSidedConstants + ); + + surfaceData.flakesUV = AXF_TRANSFORM_TEXUV(UV0, _CarPaint2_BTFFlakeMap); surfaceData.flakesMipLevel = CALCULATE_TEXTURE2D_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, surfaceData.flakesUV); + // Create mirrored UVs to hide flakes tiling // TODO_FLAKES: this isn't really tiling if ((int(surfaceData.flakesUV.y) & 1) == 0) surfaceData.flakesUV.x += 0.5; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl index 9c3383f73da..d19ba0e0cad 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl @@ -51,8 +51,21 @@ SAMPLER(sampler_SVBRDF_ClearcoatIORMap); CBUFFER_START(UnityPerMaterial) - float _MaterialTilingU; // Size of the U range, in millimeters (currently used as UV scale factor) - float _MaterialTilingV; // Size of the V range, in millimeters (currently used as UV scale factor) + // Scale/Offsets: + float4 _Material_SO; // Main scale, TODO: scale - but not offset - could be moved to vertex shader and applied to uv0 + + float4 _SVBRDF_DiffuseColorMap_SO; + float4 _SVBRDF_SpecularColorMap_SO; + float4 _SVBRDF_NormalMap_SO; + float4 _SVBRDF_SpecularLobeMap_SO; + float4 _SVBRDF_AlphaMap_SO; + float4 _SVBRDF_FresnelMap_SO; + float4 _SVBRDF_AnisoRotationMap_SO; + float4 _SVBRDF_HeightMap_SO; + float4 _SVBRDF_ClearcoatColorMap_SO; + float4 _ClearcoatNormalMap_SO; + float4 _SVBRDF_ClearcoatIORMap_SO; + float4 _CarPaint2_BTFFlakeMap_SO; uint _Flags; // Bit 0 = Anisotropic. If true, specular lobe map contains 2 channels and the _AnisotropicRotationAngleMap needs to be read // Bit 1 = HasClearcoat. If true, the clearcoat must be applied. The _ClearcoatNormalMap must be valid and contain clearcoat normal data. @@ -94,7 +107,6 @@ CBUFFER_START(UnityPerMaterial) float4 _CarPaint2_CTSpreads; // Description of multi-lobes spread values // Flakes - float _CarPaint2_FlakeTiling; // Tiling factor for flakes uint _CarPaint2_FlakeMaxThetaI; // Maximum thetaI index uint _CarPaint2_FlakeNumThetaF; // Amount of thetaF entries (in litterature, that's called thetaH, the angle between the normal and the half vector) uint _CarPaint2_FlakeNumThetaI; // Amount of thetaI entries (in litterature, that's called thetaD, the angle between the light/view and the half vector) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl index 65e1815119f..efd7a3a5096 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl @@ -42,8 +42,8 @@ void InitBuiltinData(PositionInputs posInput, float alpha, float3 normalWS, floa builtinData.renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS; // We only want to read the screen space buffer that holds the indirect diffuse signal if this is not a transparent surface -#if RAYTRACING_ENABLED && (SHADERPASS == SHADERPASS_GBUFFER || SHADERPASS == SHADERPASS_FORWARD) && !defined(_SURFACE_TYPE_TRANSPARENT) - if (_RaytracedIndirectDiffuse == 1) +#if RAYTRACING_ENABLED && ((SHADERPASS == SHADERPASS_GBUFFER) || (SHADERPASS == SHADERPASS_FORWARD)) && !defined(_SURFACE_TYPE_TRANSPARENT) + if (_UseIndirectDiffuse == RAY_TRACED_INDIRECT_DIFFUSE_FLAG) { #if SHADERPASS == SHADERPASS_GBUFFER // Incase we shall be using raytraced indirect diffuse, we want to make sure to not add the GBuffer because that will be happening later in the pipeline 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 4f2504252ed..aa381dd10c3 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 @@ -212,7 +212,7 @@ internal DecalSystem.DecalHandle Handle } } - void OnEnable() + void InitMaterial() { if (m_Material == null) { @@ -223,6 +223,13 @@ void OnEnable() m_Material = null; #endif } + } + + void Reset() => InitMaterial(); + + void OnEnable() + { + InitMaterial(); if (m_Handle != null) { 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 ceeed37afbd..903fda5eb61 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 @@ -783,7 +783,14 @@ public int DrawOrder { get { - return this.m_Material.GetInt("_DrawOrder"); + if (m_IsHDRenderPipelineDecal) + { + return this.m_Material.GetInt("_DrawOrder"); + } + else + { + return 0; + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs index 2c6a6789a7c..3ec6613de7e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs @@ -10,7 +10,7 @@ class DiffusionProfileConstants public const int SSS_PIXELS_PER_SAMPLE = 4; } - public enum DefaultSssSampleBudgetForQualityLevel + enum DefaultSssSampleBudgetForQualityLevel { Low = 20, Medium = 40, diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/FabricRaytracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/FabricRaytracing.hlsl index 4f0cdad8ae4..630961565d9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/FabricRaytracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/FabricRaytracing.hlsl @@ -19,6 +19,11 @@ IndirectLighting EvaluateBSDF_RaytracedRefraction(LightLoopContext lightLoopCont ZERO_INITIALIZE(IndirectLighting, lighting); return lighting; } + +float RecursiveRenderingReflectionPerceptualSmoothness(BSDFData bsdfData) +{ + return PerceptualRoughnessToPerceptualSmoothness(bsdfData.perceptualRoughness); +} #endif #if (SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairRayTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairRayTracing.hlsl index b7821ccbcc1..05ed7fa24b2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairRayTracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairRayTracing.hlsl @@ -19,6 +19,11 @@ IndirectLighting EvaluateBSDF_RaytracedRefraction(LightLoopContext lightLoopCont ZERO_INITIALIZE(IndirectLighting, lighting); return lighting; } + +float RecursiveRenderingReflectionPerceptualSmoothness(BSDFData bsdfData) +{ + return PerceptualRoughnessToPerceptualSmoothness(bsdfData.perceptualRoughness); +} #endif #if (SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl index 1b0bd269b0a..501d6c8f3a4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl @@ -494,7 +494,7 @@ float4 GetBlendMask(LayerTexCoord layerTexCoord, float4 vertexColor, bool useLod // It also means that when using wind, users can't use vertex color to modulate the effect of influence from the main layer. float4 maskVertexColor = vertexColor; #if defined(_LAYER_MASK_VERTEX_COLOR_MUL) - blendMasks *= maskVertexColor; + blendMasks *= saturate(maskVertexColor); #elif defined(_LAYER_MASK_VERTEX_COLOR_ADD) blendMasks = saturate(blendMasks + maskVertexColor * 2.0 - 1.0); #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl index dd646cbe1eb..9fc292fcfee 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl @@ -2005,6 +2005,7 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext, #else GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor); #endif + ApplyAmbientOcclusionFactor(aoFactor, builtinData, lighting); // Subsurface scattering mode diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl index 43e98cb58e5..bfca68a34d1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl @@ -27,6 +27,12 @@ IndirectLighting EvaluateBSDF_RaytracedRefraction(LightLoopContext lightLoopCont return lighting; } + +float RecursiveRenderingReflectionPerceptualSmoothness(BSDFData bsdfData) +{ + return PerceptualRoughnessToPerceptualSmoothness(bsdfData.perceptualRoughness); +} + #if HAS_REFRACTION void OverrideRefractionData(SurfaceData surfaceData, float refractionDistance, float3 refractionPositionWS, inout BSDFData bsdfData, inout PreLightData preLightData) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs index 42b8fd65502..aaf3e2390c2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs @@ -29,6 +29,7 @@ class SharedRTManager // MSAA resolve materials Material m_DepthResolveMaterial = null; Material m_ColorResolveMaterial = null; + Material m_MotionVectorResolve = null; // Flags that defines if we are using a local texture or external bool m_ReuseGBufferMemory = false; @@ -94,6 +95,7 @@ public void InitSharedBuffers(GBufferManager gbufferManager, RenderPipelineSetti // Create the required resolve materials m_DepthResolveMaterial = CoreUtils.CreateEngineMaterial(resources.shaders.depthValuesPS); m_ColorResolveMaterial = CoreUtils.CreateEngineMaterial(resources.shaders.colorResolvePS); + m_MotionVectorResolve = CoreUtils.CreateEngineMaterial(resources.shaders.resolveMotionVecPS); CoreUtils.SetKeyword(m_DepthResolveMaterial, "_HAS_MOTION_VECTORS", m_MotionVectorsSupport); } @@ -310,6 +312,7 @@ public void Cleanup() // Do not forget to release the materials CoreUtils.Destroy(m_DepthResolveMaterial); CoreUtils.Destroy(m_ColorResolveMaterial); + CoreUtils.Destroy(m_MotionVectorResolve); } } @@ -372,6 +375,20 @@ public void ResolveSharedRT(CommandBuffer cmd, HDCamera hdCamera) } } } + + public void ResolveMotionVectorTexture(CommandBuffer cmd, HDCamera hdCamera) + { + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA) && m_MotionVectorsSupport) + { + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.ResolveMSAAMotionVector))) + { + CoreUtils.SetRenderTarget(cmd, m_MotionVectorsRT); + Shader.SetGlobalTexture(HDShaderIDs._MotionVectorTextureMS, m_MotionVectorsMSAART); + cmd.DrawProcedural(Matrix4x4.identity, m_MotionVectorResolve, SampleCountToPassIndex(m_MSAASamples), MeshTopology.Triangles, 3, 1); + } + } + } + public void ResolveMSAAColor(CommandBuffer cmd, HDCamera hdCamera, RTHandle msaaTarget, RTHandle simpleTarget) { if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA)) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLitRayTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLitRayTracing.hlsl index 7bd36d45fb8..7b6533b507e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLitRayTracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLitRayTracing.hlsl @@ -43,6 +43,11 @@ IndirectLighting EvaluateBSDF_RaytracedRefraction(LightLoopContext lightLoopCont ZERO_INITIALIZE(IndirectLighting, lighting); return lighting; } + +float RecursiveRenderingReflectionPerceptualSmoothness(BSDFData bsdfData) +{ + return PerceptualRoughnessToPerceptualSmoothness(bsdfData.perceptualRoughnessB); +} #endif #if (SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader index 0e1236c3e1f..2e282274290 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader @@ -540,6 +540,8 @@ Shader "HDRP/Unlit" #define SHADOW_LOW #pragma multi_compile _ TRANSPARENT_COLOR_SHADOW + + #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute index 223aeabc3fc..8a0b252c5a1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute @@ -218,7 +218,8 @@ void Uber(uint3 dispatchThreadId : SV_DispatchThreadID) // Alpha mask #ifdef ENABLE_ALPHA // Post processing is not applied on pixels with zero alpha - color.xyz = lerp(inputColor.xyz, color.xyz, inputColor.a); + // Saturate is necessary to avoid issues when additive blending pushes the alpha over 1. + color.xyz = lerp(inputColor.xyz, color.xyz, saturate(inputColor.a)); #endif // Done diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/Shaders.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/Shaders.meta index b3eb26ca90a..2fd8fad0054 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/Shaders.meta +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/Shaders.meta @@ -1,9 +1,5 @@ fileFormatVersion: 2 -<<<<<<< HEAD:com.unity.render-pipelines.high-definition/Runtime/VirtualTexturing/Shaders.meta guid: 968a10978df084e459eb939d1458edbf -======= -guid: a3dedab66a32c7a4f81978ba0b448948 ->>>>>>> origin/master:com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/Shaders.meta folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 74ad3623b32..9151820d743 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1,4 +1,5 @@ using System; +using System.Diagnostics; using System.Collections.Generic; using System.Linq; using UnityEngine.Experimental.Rendering; @@ -17,6 +18,7 @@ namespace UnityEngine.Rendering.HighDefinition /// HDCamera class. /// This class holds all information for a given camera. Constants used for shading as well as buffers persistent from one frame to another etc. ///
+ [DebuggerDisplay("({camera.name})")] public class HDCamera { #region Public API @@ -200,6 +202,9 @@ internal struct ShadowHistoryUsage internal SkyUpdateContext m_LightingOverrideSky = new SkyUpdateContext(); + /// Mark the HDCamera as persistant so it won't be destroyed if the camera is disabled + internal bool isPersistent = false; + // VisualSky is the sky used for rendering in the main view. // LightingSky is the sky used for lighting the scene (ambient probe and sky reflection) // It's usually the visual sky unless a sky lighting override is setup. @@ -259,6 +264,9 @@ internal HDAdditionalCameraData.ClearColorMode clearColorMode } } + HDAdditionalCameraData.ClearColorMode m_PreviousClearColorMode = HDAdditionalCameraData.ClearColorMode.None; + + internal Color backgroundColorHDR { get @@ -375,7 +383,7 @@ internal bool IsVolumetricReprojectionEnabled() // That way you will never update an HDCamera and forget to update the dependent system. // NOTE: This function must be called only once per rendering (not frame, as a single camera can be rendered multiple times with different parameters during the same frame) // Otherwise, previous frame view constants will be wrong. - internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, MSAASamples newMSAASamples, XRPass xrPass) + internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, MSAASamples newMSAASamples, XRPass xrPass, bool allocateHistoryBuffers = true) { // Inherit animation settings from the parent camera. Camera aniCam = (parentCamera != null) ? parentCamera : camera; @@ -404,6 +412,7 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, UpdateAntialiasing(); // Handle memory allocation. + if (allocateHistoryBuffers) { // Have to do this every frame in case the settings have changed. // The condition inside controls whether we perform init/deinit or not. @@ -457,7 +466,7 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, } else { - finalViewport = new Rect(camera.pixelRect.x, camera.pixelRect.y, camera.pixelWidth, camera.pixelHeight); + finalViewport = GetPixelRect(); } actualWidth = Math.Max((int)finalViewport.size.x, 1); @@ -493,12 +502,18 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, RTHandles.SetReferenceSize(nonScaledViewport.x, nonScaledViewport.y, msaaSamples); } + /// Set the RTHandle scale to the actual camera size (can be scaled) + internal void SetReferenceSize() + { + RTHandles.SetReferenceSize(actualWidth, actualHeight, msaaSamples); + m_HistoryRTSystem.SwapAndSetReferenceSize(actualWidth, actualHeight, msaaSamples); + } + // Updating RTHandle needs to be done at the beginning of rendering (not during update of HDCamera which happens in batches) // The reason is that RTHandle will hold data necessary to setup RenderTargets and viewports properly. internal void BeginRender(CommandBuffer cmd) { - RTHandles.SetReferenceSize(actualWidth, actualHeight, msaaSamples); - m_HistoryRTSystem.SwapAndSetReferenceSize(actualWidth, actualHeight, msaaSamples); + SetReferenceSize(); m_RecorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera); @@ -556,7 +571,7 @@ internal static void CleanUnused() bool hasPersistentHistory = camera.m_AdditionalCameraData != null && camera.m_AdditionalCameraData.hasPersistentHistory; // We keep preview camera around as they are generally disabled/enabled every frame. They will be destroyed later when camera.camera is null - if (camera.camera == null || (!camera.camera.isActiveAndEnabled && camera.camera.cameraType != CameraType.Preview && !hasPersistentHistory)) + if (camera.camera == null || (!camera.camera.isActiveAndEnabled && camera.camera.cameraType != CameraType.Preview && !hasPersistentHistory && !camera.isPersistent)) s_Cleanup.Add(key); } @@ -569,6 +584,20 @@ internal static void CleanUnused() s_Cleanup.Clear(); } + internal static void ResetAllHistoryRTHandleSystems(int width, int height) + { + foreach (var kvp in s_Cameras) + { + var hdCamera = kvp.Value; + var currentHistorySize = hdCamera.m_HistoryRTSystem.rtHandleProperties.currentRenderTargetSize; + // We only reset if the new size if smaller than current reference (otherwise we might increase the size of off screen camera with lower resolution than the new reference. + if (width < currentHistorySize.x || height < currentHistorySize.y) + { + hdCamera.m_HistoryRTSystem.ResetReferenceSize(width, height); + } + } + } + unsafe internal void UpdateShaderVariablesGlobalCB(ref ShaderVariablesGlobal cb, int frameCount) { bool taaEnabled = frameSettings.IsEnabled(FrameSettingsField.Postprocess) @@ -772,6 +801,9 @@ internal void UpdateCurrentSky(SkyManager skyManager) } } } + + internal void OverridePixelRect(Rect newPixelRect) => m_OverridePixelRect = newPixelRect; + internal void ResetPixelRect() => m_OverridePixelRect = null; #endregion #region Private API @@ -803,6 +835,7 @@ public RTHandle Allocator(string id, int frameIndex, RTHandleSystem rtHandleSyst IEnumerator> m_RecorderCaptureActions; int m_RecorderTempRT = Shader.PropertyToID("TempRecorder"); MaterialPropertyBlock m_RecorderPropertyBlock = new MaterialPropertyBlock(); + Rect? m_OverridePixelRect = null; void SetupCurrentMaterialQuality(CommandBuffer cmd) { @@ -858,9 +891,11 @@ void UpdateAntialiasing() } // When changing antialiasing mode to TemporalAA we must reset the history, otherwise we get one frame of garbage - if (previousAntialiasing != antialiasing && antialiasing == AntialiasingMode.TemporalAntialiasing) + if ( (previousAntialiasing != antialiasing && antialiasing == AntialiasingMode.TemporalAntialiasing) + || (m_PreviousClearColorMode != clearColorMode)) { resetPostProcessingHistory = true; + m_PreviousClearColorMode = clearColorMode; } } @@ -1237,6 +1272,14 @@ void ReleaseHistoryBuffer() { m_HistoryRTSystem.ReleaseAll(); } + + Rect GetPixelRect() + { + if (m_OverridePixelRect != null) + return m_OverridePixelRect.Value; + else + return new Rect(camera.pixelRect.x, camera.pixelRect.y, camera.pixelWidth, camera.pixelHeight); + } #endregion } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs index 47b2c979f1b..08a16af16a0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs @@ -19,6 +19,8 @@ public enum HDCameraFrameHistoryType Normal, /// Depth buffer. Depth, + /// Mip one of the depth buffer . + Depth1, /// Ambient Occlusion buffer. AmbientOcclusion, /// Ray traced ambient occlusion buffer. diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs index d9925114bbd..f7bacf1b677 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs @@ -42,6 +42,31 @@ internal GlobalLightingQualitySettings() SSRMaxRaySteps[(int)ScalableSettingLevelParameter.Level.Low] = 16; SSRMaxRaySteps[(int)ScalableSettingLevelParameter.Level.Medium] = 32; SSRMaxRaySteps[(int)ScalableSettingLevelParameter.Level.High] = 64; + + /* Screen Space Global Illumination */ + SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Low] = 24; + SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Medium] = 32; + SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.High] = 64; + + SSGIResolution[(int)ScalableSettingLevelParameter.Level.Low] = false; + SSGIResolution[(int)ScalableSettingLevelParameter.Level.Medium] = true; + SSGIResolution[(int)ScalableSettingLevelParameter.Level.High] = true; + + SSGIRadius[(int)ScalableSettingLevelParameter.Level.Low] = 0.5f; + SSGIRadius[(int)ScalableSettingLevelParameter.Level.Medium] = 3.0f; + SSGIRadius[(int)ScalableSettingLevelParameter.Level.High] = 5.0f; + + SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.Low] = false; + SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.Medium] = true; + SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.High] = true; + + SSGIClampValue[(int)ScalableSettingLevelParameter.Level.Low] = 0.5f; + SSGIClampValue[(int)ScalableSettingLevelParameter.Level.Medium] = 0.8f; + SSGIClampValue[(int)ScalableSettingLevelParameter.Level.High] = 1.0f; + + SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.Low] = 2; + SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.Medium] = 5; + SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.High] = 7; } internal static GlobalLightingQualitySettings NewDefault() => new GlobalLightingQualitySettings(); @@ -66,6 +91,20 @@ internal GlobalLightingQualitySettings() /// Maximum number of rays for Screen Space Reflection for each quality level. public int[] SSRMaxRaySteps = new int[s_QualitySettingCount]; + // Screen Space Global Illumination + [System.NonSerialized] + public int[] SSGIRaySteps = new int[s_QualitySettingCount]; + [System.NonSerialized] + public bool[] SSGIResolution = new bool[s_QualitySettingCount]; + [System.NonSerialized] + public float[] SSGIRadius = new float[s_QualitySettingCount]; + [System.NonSerialized] + public bool[] SSGIFullResolution = new bool[s_QualitySettingCount]; + [System.NonSerialized] + public float[] SSGIClampValue = new float[s_QualitySettingCount]; + [System.NonSerialized] + public int[] SSGIFilterRadius = new int[s_QualitySettingCount]; + // TODO: Volumetric fog quality // TODO: Shadows. This needs to be discussed further as there is an idiosyncracy here as we have different level of quality settings, diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs index d43fb0c89af..73b9af844f4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs @@ -37,6 +37,7 @@ internal enum HDProfileId SsrTracing, SsrReprojection, PrepareForTransparentSsr, + SsgiPass, ForwardEmissive, ForwardOpaque, ForwardOpaqueDebug, @@ -76,6 +77,7 @@ internal enum HDProfileId RenderWireFrame, PushToColorPicker, ResolveMSAAColor, + ResolveMSAAMotionVector, ResolveMSAADepth, ConvolveReflectionProbe, ConvolvePlanarReflectionProbe, diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index 497c5984b3a..00657624e74 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs @@ -147,6 +147,11 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest, colorBuffer = RenderTransparency(m_RenderGraph, hdCamera, colorBuffer, prepassOutput.depthBuffer, prepassOutput.motionVectorsBuffer, currentColorPyramid, prepassOutput.depthPyramidTexture, shadowResult, cullingResults); + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.TransparentsWriteMotionVector)) + { + prepassOutput.motionVectorsBuffer = ResolveMotionVector(m_RenderGraph, hdCamera, prepassOutput.motionVectorsBuffer); + } + // TODO RENDERGRAPH : Move this to the end after we do move semantic and graph pruning to avoid doing the rest of the frame for nothing // Transparent objects may write to the depth and motion vectors buffers. aovRequest.PushCameraTexture(m_RenderGraph, AOVBuffers.DepthStencil, hdCamera, prepassOutput.resolvedDepthBuffer, aovBuffers); @@ -1015,6 +1020,48 @@ TextureHandle ResolveMSAAColor(RenderGraph renderGraph, HDCamera hdCamera, Textu } } + class ResolveMotionVectorData + { + public TextureHandle input; + public TextureHandle output; + public Material resolveMaterial; + public int passIndex; + } + + TextureHandle ResolveMotionVector(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle input) + { + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA)) + { + using (var builder = renderGraph.AddRenderPass("ResolveMotionVector", out var passData)) + { + var outputDesc = renderGraph.GetTextureDesc(input); + outputDesc.enableMSAA = false; + outputDesc.enableRandomWrite = true; + outputDesc.bindTextureMS = false; + outputDesc.name = string.Format("{0}Resolved", outputDesc.name); + + passData.input = builder.ReadTexture(input); + passData.output = builder.UseColorBuffer(renderGraph.CreateTexture(outputDesc), 0); + passData.resolveMaterial = m_MotionVectorResolve; + passData.passIndex = SampleCountToPassIndex(m_MSAASamples); + + builder.SetRenderFunc( + (ResolveColorData data, RenderGraphContext context) => + { + var res = context.resources; + var mpb = context.renderGraphPool.GetTempMaterialPropertyBlock(); + mpb.SetTexture(HDShaderIDs._MotionVectorTextureMS, res.GetTexture(data.input)); + context.cmd.DrawProcedural(Matrix4x4.identity, data.resolveMaterial, data.passIndex, MeshTopology.Triangles, 3, 1, mpb); + }); + + return passData.output; + } + } + else + { + return input; + } + } #if UNITY_EDITOR class RenderGizmosPassData { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index 23a2872f6d5..09de756b62f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -293,6 +293,7 @@ internal int GetMaxScreenSpaceShadows() bool m_ValidAPI; // False by default mean we render normally, true mean we don't render anything bool m_IsDepthBufferCopyValid; RenderTexture m_TemporaryTargetForCubemaps; + HDCamera m_CurrentHDCamera; private CameraCache<(Transform viewer, HDProbe probe, int face)> m_ProbeCameraCache = new CameraCache<(Transform viewer, HDProbe probe, int face)>(); @@ -331,6 +332,7 @@ internal bool showCascade // MSAA resolve materials Material m_ColorResolveMaterial = null; + Material m_MotionVectorResolve = null; // Flag that defines if ray tracing is supported by the current asset and platform bool m_RayTracingSupported = false; @@ -517,6 +519,8 @@ public HDRenderPipeline(HDRenderPipelineAsset asset, HDRenderPipelineAsset defau m_AmbientOcclusionSystem.InitRaytracing(this); } + // Initialize the SSGI structures + InitScreenSpaceGlobalIllumination(); // Initialize screen space shadows InitializeScreenSpaceShadows(); @@ -529,6 +533,7 @@ public HDRenderPipeline(HDRenderPipelineAsset asset, HDRenderPipelineAsset defau InitializePrepass(m_Asset); m_ColorResolveMaterial = CoreUtils.CreateEngineMaterial(asset.renderPipelineResources.shaders.colorResolvePS); + m_MotionVectorResolve = CoreUtils.CreateEngineMaterial(asset.renderPipelineResources.shaders.resolveMotionVecPS); InitializeProbeVolumes(); } @@ -594,6 +599,20 @@ void ValidateResources() #endif + /// + /// Resets the reference size of the internal RTHandle System. + /// This allows users to reduce the memory footprint of render textures after doing a super sampled rendering pass for example. + /// + /// New width of the internal RTHandle System. + /// New height of the internal RTHandle System. + public void ResetRTHandleReferenceSize(int width, int height) + { + RTHandles.ResetReferenceSize(width, height); + HDCamera.ResetAllHistoryRTHandleSystems(width, height); + if (m_RenderGraph != null) + m_RenderGraph.ResetRTHandleReferenceSize(width, height); + } + void InitializeRenderTextures() { RenderPipelineSettings settings = m_Asset.currentPlatformRenderPipelineSettings; @@ -915,6 +934,7 @@ protected override void Dispose(bool disposing) base.Dispose(disposing); ReleaseScreenSpaceShadows(); + ReleaseScreenSpaceGlobalIllumination(); if (m_RayTracingSupported) { @@ -923,8 +943,8 @@ protected override void Dispose(bool disposing) ReleaseRayTracedIndirectDiffuse(); ReleaseRayTracedReflections(); ReleasePathTracing(); - ReleaseRayTracingManager(); } + ReleaseRayTracingManager(); m_DebugDisplaySettings.UnregisterDebug(); CleanupLightLoop(); @@ -984,6 +1004,7 @@ protected override void Dispose(bool disposing) m_RenderGraph.UnRegisterDebug(); CleanupPrepass(); CoreUtils.Destroy(m_ColorResolveMaterial); + CoreUtils.Destroy(m_MotionVectorResolve); #if UNITY_EDITOR SceneViewDrawMode.ResetDrawMode(); @@ -1028,7 +1049,7 @@ void DisposeProbeCameraPool() // Dispose of Render Pipeline can be call either by OnValidate() or by OnDisable(). // Inside an OnValidate() call we can't call a DestroyImmediate(). // Here we are releasing our singleton to not leak while doing a domain reload. - // However this is doing a call to DestroyImmediate(). + // However this is doing a call to DestroyImmediate(). // To workaround this, and was we only leak with Singleton while doing domain reload (and not in OnValidate) // we are detecting if we are in an OnValidate call and releasing the Singleton only if it is not the case. if (!m_Asset.isInOnValidateCall) @@ -1103,13 +1124,13 @@ void UpdateShaderVariablesGlobalCB(HDCamera hdCamera, CommandBuffer cmd) ScreenSpaceReflection settings = hdCamera.volumeStack.GetComponent(); bool usesRaytracedReflections = hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && settings.rayTracing.value; m_ShaderVariablesGlobalCB._UseRayTracedReflections = usesRaytracedReflections ? 1 : 0; - m_ShaderVariablesGlobalCB._RaytracedIndirectDiffuse = ValidIndirectDiffuseState(hdCamera) ? 1 : 0; + m_ShaderVariablesGlobalCB._UseIndirectDiffuse = ValidIndirectDiffuseState(hdCamera) ? (RayTracedIndirectDiffuseState(hdCamera) ? LightDefinitions.k_RayTracedIndirectDiffuseFlag : LightDefinitions.k_ScreenSpaceIndirectDiffuseFlag) : LightDefinitions.k_IndirectDiffuseFlagOff; m_ShaderVariablesGlobalCB._EnableRecursiveRayTracing = recursiveSettings.enable.value ? 1u : 0u; } else { m_ShaderVariablesGlobalCB._UseRayTracedReflections = 0; - m_ShaderVariablesGlobalCB._RaytracedIndirectDiffuse = 0; + m_ShaderVariablesGlobalCB._UseIndirectDiffuse = ValidIndirectDiffuseState(hdCamera) ? LightDefinitions.k_ScreenSpaceIndirectDiffuseFlag : LightDefinitions.k_IndirectDiffuseFlagOff; m_ShaderVariablesGlobalCB._EnableRecursiveRayTracing = 0; } @@ -1693,6 +1714,14 @@ ref _cullingResults continue; } + // HACK! We render the probe until we know the ambient probe for the associated sky context is ready. + // For one-off rendering the dynamic ambient probe will be set to black until they are not processed, leading to faulty rendering. + // So we enqueue another rendering and then we will not set the probe texture until we have rendered with valid ambient probe. + if (!m_SkyManager.HasSetValidAmbientProbe(hdCamera)) + { + visibleProbe.ForceRenderingNextUpdate(); + } + hdCamera.parentCamera = parentCamera; // Used to inherit the properties of the view HDAdditionalCameraData hdCam; @@ -1739,26 +1768,30 @@ ref _cullingResults // TODO: store DecalCullResult }; - // As we render realtime texture on GPU side, we must tag the texture so our texture array cache detect that something have change - visibleProbe.realtimeTexture.IncrementUpdateCount(); - - if (cameraSettings.Count > 1) + if (m_SkyManager.HasSetValidAmbientProbe(hdCamera)) { - var face = (CubemapFace)j; - request.target = new RenderRequest.Target + // As we render realtime texture on GPU side, we must tag the texture so our texture array cache detect that something have change + visibleProbe.realtimeTexture.IncrementUpdateCount(); + + if (cameraSettings.Count > 1) { - copyToTarget = visibleProbe.realtimeTexture, - face = face - }; - } - else - { - request.target = new RenderRequest.Target + var face = (CubemapFace)j; + request.target = new RenderRequest.Target + { + copyToTarget = visibleProbe.realtimeTexture, + face = face + }; + } + else { - id = visibleProbe.realtimeTexture, - face = CubemapFace.Unknown - }; + request.target = new RenderRequest.Target + { + id = visibleProbe.realtimeTexture, + face = CubemapFace.Unknown + }; + } } + renderRequests.Add(request); @@ -1970,6 +2003,7 @@ AOVRequestData aovRequest // Updates RTHandle hdCamera.BeginRender(cmd); + m_CurrentHDCamera = hdCamera; if (m_RayTracingSupported) { @@ -2037,7 +2071,7 @@ AOVRequestData aovRequest // Do anything we need to do upon a new frame. // The NewFrame must be after the VolumeManager update and before Resize because it uses properties set in NewFrame - LightLoopNewFrame(hdCamera); + LightLoopNewFrame(cmd, hdCamera); // Apparently scissor states can leak from editor code. As it is not used currently in HDRP (apart from VR). We disable scissor at the beginning of the frame. cmd.DisableScissorRect(); @@ -2046,7 +2080,6 @@ AOVRequestData aovRequest m_PostProcessSystem.BeginFrame(cmd, hdCamera, this); ApplyDebugDisplaySettings(hdCamera, cmd); - m_SkyManager.UpdateCurrentSkySettings(hdCamera); SetupCameraProperties(hdCamera, renderContext, cmd); @@ -2354,7 +2387,32 @@ void AsyncSSAODispatch(CommandBuffer c, HDGPUAsyncTaskParams a) bool validIndirectDiffuse = ValidIndirectDiffuseState(hdCamera); if (validIndirectDiffuse) { - RenderIndirectDiffuse(hdCamera, cmd, renderContext, m_FrameCount); + if (RayTracedIndirectDiffuseState(hdCamera)) + { + RenderRayTracedIndirectDiffuse(hdCamera, cmd, renderContext, m_FrameCount); + } + else + { + RenderSSGI(hdCamera, cmd, renderContext, m_FrameCount); + BindIndirectDiffuseTexture(cmd); + } + } + else + { + BindBlackIndirectDiffuseTexture(cmd); + } + } + else + { + bool validIndirectDiffuse = ValidIndirectDiffuseState(hdCamera); + if (validIndirectDiffuse) + { + RenderSSGI(hdCamera, cmd, renderContext, m_FrameCount); + BindIndirectDiffuseTexture(cmd); + } + else + { + BindBlackIndirectDiffuseTexture(cmd); } } @@ -2481,6 +2539,12 @@ void Callback(CommandBuffer c, HDCamera cam) // Render all type of transparent forward (unlit, lit, complex (hair...)) to keep the sorting between transparent objects. RenderForwardTransparent(cullingResults, hdCamera, false, renderContext, cmd); + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.TransparentsWriteMotionVector)) + { + m_SharedRTManager.ResolveMotionVectorTexture(cmd, hdCamera); + cmd.SetGlobalTexture(HDShaderIDs._CameraMotionVectorsTexture, m_SharedRTManager.GetMotionVectorsBuffer()); + } + // We push the motion vector debug texture here as transparent object can overwrite the motion vector texture content. if(m_Asset.currentPlatformRenderPipelineSettings.supportMotionVectors) PushFullScreenDebugTexture(hdCamera, cmd, m_SharedRTManager.GetMotionVectorsBuffer(), FullScreenDebugMode.MotionVectors); @@ -2639,6 +2703,8 @@ void Callback(CommandBuffer c, HDCamera cam) // Otherwise command would not be rendered in order. renderContext.ExecuteCommandBuffer(cmd); cmd.Clear(); + + m_CurrentHDCamera = null; } struct BlitFinalCameraTextureParameters @@ -2884,6 +2950,7 @@ ref HDCullingResults cullingResults hdProbeCullState = HDProbeSystem.PrepareCull(camera); // We need to set the ambient probe here because it's passed down to objects during the culling process. + skyManager.UpdateCurrentSkySettings(hdCamera); skyManager.SetupAmbientProbe(hdCamera); using (new ProfilingScope(null, ProfilingSampler.Get(HDProfileId.CullResultsCull))) @@ -2899,7 +2966,7 @@ ref HDCullingResults cullingResults } } - if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.PlanarProbe)) + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.PlanarProbe) && hdProbeCullState.cullingGroup != null) HDProbeSystem.QueryCullResults(hdProbeCullState, ref cullingResults.hdProbeCullingResults); else cullingResults.hdProbeCullingResults = default; @@ -3250,7 +3317,7 @@ void RenderDBuffer(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext { // We still bind black textures to make sure that something is bound (can be a problem on some platforms) m_DbufferManager.BindBlackTextures(cmd); - + // Bind buffer to make sure that something is bound . cmd.SetGlobalBuffer(HDShaderIDs._DecalPropertyMaskBufferSRV, m_DbufferManager.propertyMaskBuffer); @@ -3839,7 +3906,7 @@ void RenderTransparentDepthPrepass(CullingResults cull, HDCamera hdCamera, Scrip { if (hdCamera.IsTransparentSSREnabled()) { - // But we also need to bind the normal buffer for objects that will recieve SSR + // But we also need to bind the normal buffer for objects that will receive SSR CoreUtils.SetRenderTarget(cmd, m_SharedRTManager.GetPrepassBuffersRTI(hdCamera.frameSettings), m_SharedRTManager.GetDepthStencilBuffer()); } else @@ -4126,27 +4193,38 @@ void RenderSSRTransparent(HDCamera hdCamera, CommandBuffer cmd, ScriptableRender if (!hdCamera.IsTransparentSSREnabled()) return; - BuildCoarseStencilAndResolveIfNeeded(hdCamera, cmd); - - // Before doing anything, we need to clear the target buffers and rebuild the depth pyramid for tracing - // NOTE: This is probably something we can avoid if we read from the depth buffer and traced on the pyramid without the transparent objects - using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.PrepareForTransparentSsr))) + var settings = hdCamera.volumeStack.GetComponent(); + bool usesRaytracedReflections = hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && settings.rayTracing.value; + if (usesRaytracedReflections) { - // Clear the SSR lighting buffer (not sure it is required) - CoreUtils.SetRenderTarget(cmd, m_SsrLightingTexture, ClearFlag.Color, Color.clear); - CoreUtils.SetRenderTarget(cmd, m_SsrHitPointTexture, ClearFlag.Color, Color.clear); + hdCamera.xr.StartSinglePass(cmd); + RenderRayTracedReflections(hdCamera, cmd, m_SsrLightingTexture, renderContext, m_FrameCount, true); + hdCamera.xr.StopSinglePass(cmd); } + else + { + BuildCoarseStencilAndResolveIfNeeded(hdCamera, cmd); + + // Before doing anything, we need to clear the target buffers and rebuild the depth pyramid for tracing + // NOTE: This is probably something we can avoid if we read from the depth buffer and traced on the pyramid without the transparent objects + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.PrepareForTransparentSsr))) + { + // Clear the SSR lighting buffer (not sure it is required) + CoreUtils.SetRenderTarget(cmd, m_SsrLightingTexture, ClearFlag.Color, Color.clear); + CoreUtils.SetRenderTarget(cmd, m_SsrHitPointTexture, ClearFlag.Color, Color.clear); + } - // Evaluate the screen space reflection for the transparent pixels - var previousColorPyramid = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain); - var parameters = PrepareSSRParameters(hdCamera, m_SharedRTManager.GetDepthBufferMipChainInfo(), true); - RenderSSR(parameters, m_SharedRTManager.GetDepthStencilBuffer(), m_SharedRTManager.GetDepthTexture(), m_SsrHitPointTexture, m_SharedRTManager.GetStencilBuffer(), TextureXR.GetBlackTexture(), previousColorPyramid, m_SsrLightingTexture, cmd, renderContext); + // Evaluate the screen space reflection for the transparent pixels + var previousColorPyramid = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain); + var parameters = PrepareSSRParameters(hdCamera, m_SharedRTManager.GetDepthBufferMipChainInfo(), true); + RenderSSR(parameters, m_SharedRTManager.GetDepthStencilBuffer(), m_SharedRTManager.GetDepthTexture(), m_SsrHitPointTexture, m_SharedRTManager.GetStencilBuffer(), TextureXR.GetBlackTexture(), previousColorPyramid, m_SsrLightingTexture, cmd, renderContext); - // If color pyramid was not valid, we bind a black texture - if (!hdCamera.colorPyramidHistoryIsValid) - { - cmd.SetGlobalTexture(HDShaderIDs._SsrLightingTexture, TextureXR.GetClearTexture()); - hdCamera.colorPyramidHistoryIsValid = true; // For the next frame... + // If color pyramid was not valid, we bind a black texture + if (!hdCamera.colorPyramidHistoryIsValid) + { + cmd.SetGlobalTexture(HDShaderIDs._SsrLightingTexture, TextureXR.GetClearTexture()); + hdCamera.colorPyramidHistoryIsValid = true; // For the next frame... + } } // Push our texture to the debug menu @@ -4814,6 +4892,7 @@ void SendGeometryGraphicsBuffers(CommandBuffer cmd, HDCamera hdCamera) Texture normalBuffer = null; bool needDepthBuffer = false; Texture depthBuffer = null; + Texture depthBuffer1 = null; HDAdditionalCameraData acd = null; hdCamera.camera.TryGetComponent(out acd); @@ -4827,7 +4906,7 @@ void SendGeometryGraphicsBuffers(CommandBuffer cmd, HDCamera hdCamera) VFXCameraBufferTypes neededVFXBuffers = VFXManager.IsCameraBufferNeeded(hdCamera.camera); needNormalBuffer |= ((neededVFXBuffers & VFXCameraBufferTypes.Normal) != 0 || (externalAccess & HDAdditionalCameraData.BufferAccessType.Normal) != 0); needDepthBuffer |= ((neededVFXBuffers & VFXCameraBufferTypes.Depth) != 0 || (externalAccess & HDAdditionalCameraData.BufferAccessType.Depth) != 0); - if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && GetRayTracingState()) + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && GetRayTracingState() || ValidIndirectDiffuseState(hdCamera)) { needNormalBuffer = true; needDepthBuffer = true; @@ -4859,11 +4938,20 @@ RTHandle Allocator(string id, int frameIndex, RTHandleSystem rtHandleSystem) return rtHandleSystem.Alloc(Vector2.one, TextureXR.slices, colorFormat: mainDepthBuffer.rt.graphicsFormat, dimension: TextureXR.dimension, enableRandomWrite: mainDepthBuffer.rt.enableRandomWrite, name: $"Depth History Buffer" ); } - depthBuffer = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth) ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.Depth, Allocator, 1); for (int i = 0; i < hdCamera.viewCount; i++) cmd.CopyTexture(mainDepthBuffer, i, 0, 0, 0, hdCamera.actualWidth, hdCamera.actualHeight, depthBuffer, i, 0, 0, 0); + + RTHandle Allocator1(string id, int frameIndex, RTHandleSystem rtHandleSystem) + { + return rtHandleSystem.Alloc(Vector2.one * 0.5f, TextureXR.slices, colorFormat: mainDepthBuffer.rt.graphicsFormat, dimension: TextureXR.dimension, enableRandomWrite: mainDepthBuffer.rt.enableRandomWrite, name: $"Depth History Buffer Mip 1" + ); + } + var mipchainInfo = m_SharedRTManager.GetDepthBufferMipChainInfo(); + depthBuffer1 = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Depth1) ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.Depth1, Allocator1, 1); + for (int i = 0; i < hdCamera.viewCount; i++) + cmd.CopyTexture(mainDepthBuffer, i, 0, 0, 0, hdCamera.actualWidth / 2, hdCamera.actualHeight / 2, depthBuffer1, i, 0, 0, 0); } // Send buffers to client. @@ -4891,6 +4979,99 @@ void SendColorGraphicsBuffer(CommandBuffer cmd, HDCamera hdCamera) } } + /// + /// Overrides the current camera, changing all the matrices and view parameters for the new one. + /// It allows you to render objects from another camera, which can be useful in custom passes for example. + /// + internal struct OverrideCameraRendering : IDisposable + { + CommandBuffer cmd; + Camera overrideCamera; + HDCamera overrideHDCamera; + float originalAspect; + + /// + /// Overrides the current camera, changing all the matrices and view parameters for the new one. + /// + /// The current command buffer in use + /// The camera that will replace the current one + /// + /// + /// using (new HDRenderPipeline.OverrideCameraRendering(cmd, overrideCamera)) + /// { + /// ... + /// } + /// + /// + public OverrideCameraRendering(CommandBuffer cmd, Camera overrideCamera) + { + this.cmd = cmd; + this.overrideCamera = overrideCamera; + this.overrideHDCamera = null; + this.originalAspect = 0; + + if (!IsContextValid(overrideCamera)) + return; + + var hdrp = HDRenderPipeline.currentPipeline; + overrideHDCamera = HDCamera.GetOrCreate(overrideCamera); + + // Mark the HDCamera as persistant so it's not deleted because it's camera is disabled. + overrideHDCamera.isPersistent = true; + + // We need to patch the pixel rect of the camera because by default the camera size is synchronized + // with the game view and so it breaks in the scene view. Note that we can't use Camera.pixelRect here + // because when we assign it, the change is not instantaneous and is not reflected in pixelWidth/pixelHeight. + overrideHDCamera.OverridePixelRect(hdrp.m_CurrentHDCamera.camera.pixelRect); + // We also sync the aspect ratio of the camera, this time using the camera instead of HDCamera. + // This will update the projection matrix to match the aspect of the current rendering camera. + originalAspect = overrideCamera.aspect; + overrideCamera.aspect = (float)hdrp.m_CurrentHDCamera.camera.pixelRect.width / (float)hdrp.m_CurrentHDCamera.camera.pixelRect.height; + + // Update HDCamera datas + overrideHDCamera.Update(overrideHDCamera.frameSettings, hdrp, hdrp.m_MSAASamples, hdrp.m_XRSystem.emptyPass, allocateHistoryBuffers: false); + // Reset the reference size as it could have been changed by the override camera + hdrp.m_CurrentHDCamera.SetReferenceSize(); + overrideHDCamera.UpdateShaderVariablesGlobalCB(ref hdrp.m_ShaderVariablesGlobalCB, hdrp.m_FrameCount); + + ConstantBuffer.PushGlobal(cmd, hdrp.m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); + } + + bool IsContextValid(Camera overrideCamera) + { + var hdrp = HDRenderPipeline.currentPipeline; + + if (hdrp.m_CurrentHDCamera == null) + { + Debug.LogError("OverrideCameraRendering can only be called inside the render loop !"); + return false; + } + + if (overrideCamera == hdrp.m_CurrentHDCamera.camera) + return false; + + return true; + } + + /// + /// Reset the camera settings to the original camera + /// + void IDisposable.Dispose() + { + if (!IsContextValid(overrideCamera)) + return; + + overrideHDCamera.ResetPixelRect(); + overrideCamera.aspect = originalAspect; + + var hdrp = HDRenderPipeline.currentPipeline; + // Reset the reference size as it could have been changed by the override camera + hdrp.m_CurrentHDCamera.SetReferenceSize(); + hdrp.m_CurrentHDCamera.UpdateShaderVariablesGlobalCB(ref hdrp.m_ShaderVariablesGlobalCB, hdrp.m_FrameCount); + ConstantBuffer.PushGlobal(cmd, hdrp.m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); + } + } + #if ENABLE_VIRTUALTEXTURES RTHandle GetVTFeedbackBufferForForward(HDCamera hdCamera) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs index 46e2b05c52b..51bb0335eaa 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -222,6 +222,7 @@ static class HDShaderIDs public static readonly int unity_OrthoParams = Shader.PropertyToID("unity_OrthoParams"); public static readonly int _InvProjParam = Shader.PropertyToID("_InvProjParam"); public static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize"); + public static readonly int _HalfScreenSize = Shader.PropertyToID("_HalfScreenSize"); public static readonly int _ScreenParams = Shader.PropertyToID("_ScreenParams"); public static readonly int _RTHandleScale = Shader.PropertyToID("_RTHandleScale"); public static readonly int _RTHandleScaleHistory = Shader.PropertyToID("_RTHandleScaleHistory"); @@ -303,6 +304,8 @@ static class HDShaderIDs public static readonly int _SsrHitPointTexture = Shader.PropertyToID("_SsrHitPointTexture"); public static readonly int _SsrClearCoatMaskTexture = Shader.PropertyToID("_SsrClearCoatMaskTexture"); public static readonly int _DepthPyramidMipLevelOffsets = Shader.PropertyToID("_DepthPyramidMipLevelOffsets"); + public static readonly int _DepthPyramidFirstMipLevelOffset = Shader.PropertyToID("_DepthPyramidFirstMipLevelOffset"); + // Still used by ray tracing. public static readonly int _SsrStencilBit = Shader.PropertyToID("_SsrStencilBit"); @@ -358,6 +361,7 @@ static class HDShaderIDs public static readonly int _Cubemap = Shader.PropertyToID("_Cubemap"); public static readonly int _InvOmegaP = Shader.PropertyToID("_InvOmegaP"); + public static readonly int _DistortionParam = Shader.PropertyToID("_DistortionParam"); public static readonly int _SkyParam = Shader.PropertyToID("_SkyParam"); public static readonly int _BackplateParameters0 = Shader.PropertyToID("_BackplateParameters0"); public static readonly int _BackplateParameters1 = Shader.PropertyToID("_BackplateParameters1"); @@ -367,6 +371,9 @@ static class HDShaderIDs public static readonly int _SkyIntensity = Shader.PropertyToID("_SkyIntensity"); public static readonly int _PixelCoordToViewDirWS = Shader.PropertyToID("_PixelCoordToViewDirWS"); + public static readonly int _Flowmap = Shader.PropertyToID("_Flowmap"); + public static readonly int _FlowmapParam = Shader.PropertyToID("_FlowmapParam"); + public static readonly int _Size = Shader.PropertyToID("_Size"); public static readonly int _Source = Shader.PropertyToID("_Source"); public static readonly int _Destination = Shader.PropertyToID("_Destination"); @@ -565,9 +572,19 @@ static class HDShaderIDs // Indirect diffuse public static readonly int _IndirectDiffuseTexture = Shader.PropertyToID("_IndirectDiffuseTexture"); public static readonly int _IndirectDiffuseTextureRW = Shader.PropertyToID("_IndirectDiffuseTextureRW"); - public static readonly int _IndirectDiffuseHitPointTextureRW = Shader.PropertyToID("_IndirectDiffuseHitPointTextureRW"); public static readonly int _UpscaledIndirectDiffuseTextureRW = Shader.PropertyToID("_UpscaledIndirectDiffuseTextureRW"); - + public static readonly int _IndirectDiffuseHitPointTexture = Shader.PropertyToID("_IndirectDiffuseHitPointTexture"); + public static readonly int _IndirectDiffuseHitPointTextureRW = Shader.PropertyToID("_IndirectDiffuseHitPointTextureRW"); + public static readonly int _IndirectDiffuseThicknessScale = Shader.PropertyToID("_IndirectDiffuseThicknessScale"); + public static readonly int _IndirectDiffuseThicknessBias = Shader.PropertyToID("_IndirectDiffuseThicknessBias"); + public static readonly int _IndirectDiffuseSteps = Shader.PropertyToID("_IndirectDiffuseSteps"); + public static readonly int _IndirectDiffuseMaximalRadius = Shader.PropertyToID("_IndirectDiffuseMaximalRadius"); + public static readonly int _InputNoisyBuffer = Shader.PropertyToID("_InputNoisyBuffer"); + public static readonly int _OutputFilteredBuffer = Shader.PropertyToID("_OutputFilteredBuffer"); + public static readonly int _LowResolutionTexture = Shader.PropertyToID("_LowResolutionTexture"); + public static readonly int _OutputUpscaledTexture = Shader.PropertyToID("_OutputUpscaledTexture"); + public static readonly int _IndirectDiffuseSpatialFilter = Shader.PropertyToID("_IndirectDiffuseSpatialFilter"); + // Deferred Lighting public static readonly int _RaytracingLitBufferRW = Shader.PropertyToID("_RaytracingLitBufferRW"); public static readonly int _RaytracingDiffuseRay = Shader.PropertyToID("_RaytracingDiffuseRay"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs index 740f1e1ef71..bf6a56d012f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs @@ -5,28 +5,23 @@ namespace UnityEngine.Rendering.HighDefinition { public partial class HDRenderPipeline { - // Buffers used for the evaluation - RTHandle m_IndirectDiffuseBuffer = null; - // String values const string m_RayGenIndirectDiffuseIntegrationName = "RayGenIntegration"; - const string m_RayGenIndirectDiffuseFullResName = "RayGenFullRes"; - const string m_MissIndirectDiffuseName = "MissShaderIndirectDiffuse"; - const string m_ClosestHitIndirectDiffuseName = "ClosestHitMain"; void InitRayTracedIndirectDiffuse() { - m_IndirectDiffuseBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, autoGenerateMips: false, name: "IndirectDiffuseBuffer"); } void ReleaseRayTracedIndirectDiffuse() { - RTHandles.Release(m_IndirectDiffuseBuffer); } - void BindIndirectDiffuseTexture(CommandBuffer cmd) + bool RayTracedIndirectDiffuseState(HDCamera hdCamera) { - cmd.SetGlobalTexture(HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseBuffer); + var settings = hdCamera.volumeStack.GetComponent(); + return ValidIndirectDiffuseState(hdCamera) + && settings.rayTracing.value + && hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing); } RTHandle IndirectDiffuseHistoryBufferAllocatorFunction(string viewName, int frameIndex, RTHandleSystem rtHandleSystem) @@ -35,23 +30,11 @@ RTHandle IndirectDiffuseHistoryBufferAllocatorFunction(string viewName, int fram enableRandomWrite: true, useMipMap: false, autoGenerateMips: false, name: string.Format("IndirectDiffuseHistoryBuffer{0}", frameIndex)); } - - RTHandle GetIndirectDiffuseTexture() - { - return m_IndirectDiffuseBuffer; - } - - bool ValidIndirectDiffuseState(HDCamera hdCamera) - { - // First thing to check is: Do we have a valid ray-tracing environment? - var settings = hdCamera.volumeStack.GetComponent(); - return !(!hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) || !settings.rayTracing.value); - } - - void RenderIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount) + + void RenderRayTracedIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount) { - // If we are not supposed to evaluate the indirect diffuse term, quit right away - if (!ValidIndirectDiffuseState(hdCamera)) + // If we are not supposed to evaluate the ray traced indirect diffuse term, quit right away + if (!RayTracedIndirectDiffuseState(hdCamera)) return; GlobalIllumination giSettings = hdCamera.volumeStack.GetComponent(); @@ -82,6 +65,11 @@ void RenderIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, ScriptableRende RenderIndirectDiffusePerformance(hdCamera, cmd, renderContext, frameCount); } + PropagateIndirectDiffuseData(hdCamera, cmd, renderContext, frameCount); + } + + void PropagateIndirectDiffuseData(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext, int frameCount) + { // Bind the indirect diffuse texture (for forward materials) BindIndirectDiffuseTexture(cmd); @@ -94,11 +82,11 @@ void RenderIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, ScriptableRende int indirectDiffuseKernel = indirectDiffuseCS.FindKernel("IndirectDiffuseAccumulation"); // Bind the source texture - cmd.SetComputeTextureParam(indirectDiffuseCS, indirectDiffuseKernel, HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseBuffer); + cmd.SetComputeTextureParam(indirectDiffuseCS, indirectDiffuseKernel, HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseBuffer0); // Bind the output texture cmd.SetComputeTextureParam(indirectDiffuseCS, indirectDiffuseKernel, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0)); - cmd.SetComputeTextureParam(indirectDiffuseCS, indirectDiffuseKernel, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3)); + cmd.SetComputeTextureParam(indirectDiffuseCS, indirectDiffuseKernel, HDShaderIDs._GBufferTextureRW[3], m_GbufferManager.GetBuffer(3)); // Evaluate the dispatch parameters int areaTileSize = 8; @@ -109,7 +97,7 @@ void RenderIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, ScriptableRende cmd.DispatchCompute(indirectDiffuseCS, indirectDiffuseKernel, numTilesX, numTilesY, hdCamera.viewCount); } - (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, m_IndirectDiffuseBuffer, FullScreenDebugMode.RayTracedGlobalIllumination); + (RenderPipelineManager.currentPipeline as HDRenderPipeline).PushFullScreenDebugTexture(hdCamera, cmd, m_IndirectDiffuseBuffer0, FullScreenDebugMode.ScreenSpaceGlobalIllumination); } DeferredLightingRTParameters PrepareIndirectDiffuseDeferredLightingRTParameters(HDCamera hdCamera) @@ -212,7 +200,7 @@ void RenderIndirectDiffusePerformance(HDCamera hdCamera, CommandBuffer cmd, Scri // Prepare the components for the deferred lighting DeferredLightingRTParameters deferredParamters = PrepareIndirectDiffuseDeferredLightingRTParameters(hdCamera); - DeferredLightingRTResources deferredResources = PrepareDeferredLightingRTResources(hdCamera, directionBuffer, m_IndirectDiffuseBuffer); + DeferredLightingRTResources deferredResources = PrepareDeferredLightingRTResources(hdCamera, directionBuffer, m_IndirectDiffuseBuffer0); // Evaluate the deferred lighting RenderRaytracingDeferredLighting(cmd, deferredParamters, deferredResources); @@ -226,7 +214,7 @@ void RenderIndirectDiffusePerformance(HDCamera hdCamera, CommandBuffer cmd, Scri // Inject all the parameters for the compute cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._DepthTexture, m_SharedRTManager.GetDepthStencilBuffer()); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._NormalBufferTexture, m_SharedRTManager.GetNormalBuffer()); - cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseBuffer); + cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._IndirectDiffuseTexture, m_IndirectDiffuseBuffer0); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._RaytracingDirectionBuffer, directionBuffer); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._BlueNoiseTexture, blueNoise.textureArray16RGB); cmd.SetComputeTextureParam(indirectDiffuseCS, currentKernel, HDShaderIDs._UpscaledIndirectDiffuseTextureRW, intermediateBuffer1); @@ -246,7 +234,7 @@ void RenderIndirectDiffusePerformance(HDCamera hdCamera, CommandBuffer cmd, Scri cmd.DispatchCompute(indirectDiffuseCS, currentKernel, numTilesXHR, numTilesYHR, hdCamera.viewCount); // Copy the data back to the right buffer - HDUtils.BlitCameraTexture(cmd, intermediateBuffer1, m_IndirectDiffuseBuffer); + HDUtils.BlitCameraTexture(cmd, intermediateBuffer1, m_IndirectDiffuseBuffer0); // Denoise if required if (settings.denoise.value) @@ -321,7 +309,7 @@ void RenderIndirectDiffuseQuality(HDCamera hdCamera, CommandBuffer cmd, Scriptab RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1); // Bind all the parameters for ray tracing - BindRayTracedIndirectDiffuseData(cmd, hdCamera, indirectDiffuseRT, giSettings, lightClusterSettings, rtSettings, m_IndirectDiffuseBuffer, intermediateBuffer1); + BindRayTracedIndirectDiffuseData(cmd, hdCamera, indirectDiffuseRT, giSettings, lightClusterSettings, rtSettings, m_IndirectDiffuseBuffer0, intermediateBuffer1); // Compute the actual resolution that is needed base on the quality int widthResolution = hdCamera.actualWidth; @@ -366,11 +354,11 @@ void DenoiseIndirectDiffuseBuffer(HDCamera hdCamera, CommandBuffer cmd, GlobalIl // Apply the temporal denoiser HDTemporalFilter temporalFilter = GetTemporalFilter(); - temporalFilter.DenoiseBuffer(cmd, hdCamera, m_IndirectDiffuseBuffer, indirectDiffuseHistoryHF, intermediateBuffer1, singleChannel: false, historyValidity: historyValidity); + temporalFilter.DenoiseBuffer(cmd, hdCamera, m_IndirectDiffuseBuffer0, indirectDiffuseHistoryHF, intermediateBuffer1, singleChannel: false, historyValidity: historyValidity); // Apply the first pass of our denoiser HDDiffuseDenoiser diffuseDenoiser = GetDiffuseDenoiser(); - diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, intermediateBuffer1, m_IndirectDiffuseBuffer, settings.denoiserRadius.value, singleChannel: false, halfResolutionFilter: settings.halfResolutionDenoiser.value); + diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, intermediateBuffer1, m_IndirectDiffuseBuffer0, settings.denoiserRadius.value, singleChannel: false, halfResolutionFilter: settings.halfResolutionDenoiser.value); // If the second pass is requested, do it otherwise blit if (settings.secondDenoiserPass.value) @@ -379,8 +367,8 @@ void DenoiseIndirectDiffuseBuffer(HDCamera hdCamera, CommandBuffer cmd, GlobalIl RTHandle indirectDiffuseHistoryLF = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF) ?? hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseLF, IndirectDiffuseHistoryBufferAllocatorFunction, 1); - temporalFilter.DenoiseBuffer(cmd, hdCamera, m_IndirectDiffuseBuffer, indirectDiffuseHistoryLF, intermediateBuffer1, singleChannel: false, historyValidity: historyValidity); - diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, intermediateBuffer1, m_IndirectDiffuseBuffer, settings.secondDenoiserRadius.value, singleChannel: false, halfResolutionFilter: settings.halfResolutionDenoiser.value); + temporalFilter.DenoiseBuffer(cmd, hdCamera, m_IndirectDiffuseBuffer0, indirectDiffuseHistoryLF, intermediateBuffer1, singleChannel: false, historyValidity: historyValidity); + diffuseDenoiser.DenoiseBuffer(cmd, hdCamera, intermediateBuffer1, m_IndirectDiffuseBuffer0, settings.secondDenoiserRadius.value, singleChannel: false, halfResolutionFilter: settings.halfResolutionDenoiser.value); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs index 427d0549ba6..7e2a2b0a07a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs @@ -64,21 +64,23 @@ public partial class HDRenderPipeline { // Data used for runtime evaluation RayTracingAccelerationStructure m_CurrentRAS = new RayTracingAccelerationStructure(); - HDRaytracingLightCluster m_RayTracingLightCluster = new HDRaytracingLightCluster(); + HDRaytracingLightCluster m_RayTracingLightCluster; HDRayTracingLights m_RayTracingLights = new HDRayTracingLights(); bool m_ValidRayTracingState = false; bool m_ValidRayTracingCluster = false; bool m_ValidRayTracingClusterCulling = false; // Denoisers - HDTemporalFilter m_TemporalFilter = new HDTemporalFilter(); - HDSimpleDenoiser m_SimpleDenoiser = new HDSimpleDenoiser(); - HDDiffuseDenoiser m_DiffuseDenoiser = new HDDiffuseDenoiser(); - HDReflectionDenoiser m_ReflectionDenoiser = new HDReflectionDenoiser(); - HDDiffuseShadowDenoiser m_DiffuseShadowDenoiser = new HDDiffuseShadowDenoiser(); + HDTemporalFilter m_TemporalFilter; + HDSimpleDenoiser m_SimpleDenoiser; + HDDiffuseDenoiser m_DiffuseDenoiser; + HDReflectionDenoiser m_ReflectionDenoiser; + HDDiffuseShadowDenoiser m_DiffuseShadowDenoiser; + SSGIDenoiser m_SSGIDenoiser; + // Ray-count manager data - RayCountManager m_RayCountManager = new RayCountManager(); + RayCountManager m_RayCountManager; const int maxNumSubMeshes = 32; Dictionary m_RayTracingRendererReference = new Dictionary(); @@ -106,86 +108,58 @@ public partial class HDRenderPipeline RTHandle m_RayTracingIntermediateBufferRGBA2; RTHandle m_RayTracingIntermediateBufferRGBA3; - internal RTHandle GetRayTracingBuffer(InternalRayTracingBuffers bufferID) - { - switch (bufferID) - { - case InternalRayTracingBuffers.Distance: - return m_RayTracingDistanceBuffer; - case InternalRayTracingBuffers.Direction: - return m_RayTracingDirectionBuffer; - case InternalRayTracingBuffers.R0: - return m_RayTracingIntermediateBufferR0; - case InternalRayTracingBuffers.R1: - return m_RayTracingIntermediateBufferR1; - case InternalRayTracingBuffers.RG0: - return m_RayTracingIntermediateBufferRG0; - case InternalRayTracingBuffers.RG1: - return m_RayTracingIntermediateBufferRG1; - case InternalRayTracingBuffers.RGBA0: - return m_RayTracingIntermediateBufferRGBA0; - case InternalRayTracingBuffers.RGBA1: - return m_RayTracingIntermediateBufferRGBA1; - case InternalRayTracingBuffers.RGBA2: - return m_RayTracingIntermediateBufferRGBA2; - case InternalRayTracingBuffers.RGBA3: - return m_RayTracingIntermediateBufferRGBA3; - default: - return null; - } - } - internal void InitRayTracingManager() { - // Init the denoisers - m_TemporalFilter.Init(m_Asset.renderPipelineRayTracingResources, m_SharedRTManager, this); - m_SimpleDenoiser.Init(m_Asset.renderPipelineRayTracingResources, m_SharedRTManager, this); - m_DiffuseDenoiser.Init(m_Asset.renderPipelineResources, m_Asset.renderPipelineRayTracingResources, m_SharedRTManager, this); - m_ReflectionDenoiser.Init(m_Asset.renderPipelineRayTracingResources, m_SharedRTManager, this); - m_DiffuseShadowDenoiser.Init(m_Asset.renderPipelineRayTracingResources, m_SharedRTManager, this); - // Init the ray count manager + m_RayCountManager = new RayCountManager(); m_RayCountManager.Init(m_Asset.renderPipelineRayTracingResources); // Build the light cluster + m_RayTracingLightCluster = new HDRaytracingLightCluster(); m_RayTracingLightCluster.Initialize(this); - - // Allocate the direction and instance buffers - m_RayTracingDirectionBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true,useMipMap: false, name: "RaytracingDirectionBuffer"); - m_RayTracingDistanceBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R32_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RaytracingDistanceBuffer"); - - // Allocate the intermediate buffers - m_RayTracingIntermediateBufferR0 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8_SNorm, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferR0"); - m_RayTracingIntermediateBufferR1 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8_SNorm, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferR1"); - m_RayTracingIntermediateBufferRG0 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRG0"); - m_RayTracingIntermediateBufferRG1 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRG1"); - m_RayTracingIntermediateBufferRGBA0 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA0"); - m_RayTracingIntermediateBufferRGBA1 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA1"); - m_RayTracingIntermediateBufferRGBA2 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA2"); - m_RayTracingIntermediateBufferRGBA3 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA3"); } internal void ReleaseRayTracingManager() { - RTHandles.Release(m_RayTracingDistanceBuffer); - RTHandles.Release(m_RayTracingDirectionBuffer); - - RTHandles.Release(m_RayTracingIntermediateBufferR1); - RTHandles.Release(m_RayTracingIntermediateBufferR0); - RTHandles.Release(m_RayTracingIntermediateBufferRG1); - RTHandles.Release(m_RayTracingIntermediateBufferRG0); - RTHandles.Release(m_RayTracingIntermediateBufferRGBA0); - RTHandles.Release(m_RayTracingIntermediateBufferRGBA1); - RTHandles.Release(m_RayTracingIntermediateBufferRGBA2); - RTHandles.Release(m_RayTracingIntermediateBufferRGBA3); - - m_RayTracingLightCluster.ReleaseResources(); - m_ReflectionDenoiser.Release(); - m_TemporalFilter.Release(); - m_SimpleDenoiser.Release(); - m_DiffuseDenoiser.Release(); - m_RayCountManager.Release(); - m_DiffuseShadowDenoiser.Release(); + if (m_RayTracingDistanceBuffer != null) + RTHandles.Release(m_RayTracingDistanceBuffer); + if (m_RayTracingDirectionBuffer != null) + RTHandles.Release(m_RayTracingDirectionBuffer); + + if (m_RayTracingIntermediateBufferR0 != null) + RTHandles.Release(m_RayTracingIntermediateBufferR0); + if (m_RayTracingIntermediateBufferR1 != null) + RTHandles.Release(m_RayTracingIntermediateBufferR1); + if (m_RayTracingIntermediateBufferRG0 != null) + RTHandles.Release(m_RayTracingIntermediateBufferRG0); + if (m_RayTracingIntermediateBufferRG1 != null) + RTHandles.Release(m_RayTracingIntermediateBufferRG1); + if (m_RayTracingIntermediateBufferRGBA0 != null) + RTHandles.Release(m_RayTracingIntermediateBufferRGBA0); + if (m_RayTracingIntermediateBufferRGBA1 != null) + RTHandles.Release(m_RayTracingIntermediateBufferRGBA1); + if (m_RayTracingIntermediateBufferRGBA2 != null) + RTHandles.Release(m_RayTracingIntermediateBufferRGBA2); + if (m_RayTracingIntermediateBufferRGBA3 != null) + RTHandles.Release(m_RayTracingIntermediateBufferRGBA3); + + if (m_RayTracingLightCluster != null) + m_RayTracingLightCluster.ReleaseResources(); + if (m_RayCountManager != null) + m_RayCountManager.Release(); + + if (m_ReflectionDenoiser != null) + m_ReflectionDenoiser.Release(); + if (m_TemporalFilter != null) + m_TemporalFilter.Release(); + if (m_SimpleDenoiser != null) + m_SimpleDenoiser.Release(); + if (m_SSGIDenoiser != null) + m_SSGIDenoiser.Release(); + if (m_DiffuseShadowDenoiser != null) + m_DiffuseShadowDenoiser.Release(); + if (m_DiffuseDenoiser != null) + m_DiffuseDenoiser.Release(); } AccelerationStructureStatus AddInstanceToRAS(Renderer currentRenderer, @@ -644,26 +618,61 @@ internal RayCountManager GetRayCountManager() internal HDTemporalFilter GetTemporalFilter() { + if (m_TemporalFilter == null) + { + m_TemporalFilter = new HDTemporalFilter(); + m_TemporalFilter.Init(m_Asset.renderPipelineRayTracingResources, sharedRTManager, this); + } return m_TemporalFilter; } internal HDSimpleDenoiser GetSimpleDenoiser() { + if (m_SimpleDenoiser == null) + { + m_SimpleDenoiser = new HDSimpleDenoiser(); + m_SimpleDenoiser.Init(m_Asset.renderPipelineRayTracingResources, sharedRTManager, this); + } return m_SimpleDenoiser; } + internal SSGIDenoiser GetSSGIDenoiser() + { + if (m_SSGIDenoiser == null) + { + m_SSGIDenoiser = new SSGIDenoiser(); + m_SSGIDenoiser.Init(m_Asset.renderPipelineResources, sharedRTManager, this); + } + return m_SSGIDenoiser; + } + internal HDDiffuseDenoiser GetDiffuseDenoiser() { + if (m_DiffuseDenoiser == null) + { + m_DiffuseDenoiser = new HDDiffuseDenoiser(); + m_DiffuseDenoiser.Init(m_Asset.renderPipelineResources, m_Asset.renderPipelineRayTracingResources, sharedRTManager, this); + } return m_DiffuseDenoiser; } internal HDReflectionDenoiser GetReflectionDenoiser() { + if (m_ReflectionDenoiser == null) + { + m_ReflectionDenoiser = new HDReflectionDenoiser(); + m_ReflectionDenoiser.Init(m_Asset.renderPipelineRayTracingResources, sharedRTManager, this); + } return m_ReflectionDenoiser; } internal HDDiffuseShadowDenoiser GetDiffuseShadowDenoiser() { + if (m_DiffuseShadowDenoiser == null) + { + m_DiffuseShadowDenoiser = new HDDiffuseShadowDenoiser(); + m_DiffuseShadowDenoiser.Init(m_Asset.renderPipelineRayTracingResources, sharedRTManager, this); + } return m_DiffuseShadowDenoiser; } @@ -677,6 +686,94 @@ internal bool GetRayTracingClusterState() return m_ValidRayTracingCluster; } + internal RTHandle AllocateBuffer(InternalRayTracingBuffers bufferID) + { + switch (bufferID) + { + case InternalRayTracingBuffers.Direction: + { + m_RayTracingDirectionBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true,useMipMap: false, name: "RaytracingDirectionBuffer"); + return m_RayTracingDirectionBuffer; + } + case InternalRayTracingBuffers.Distance: + { + m_RayTracingDistanceBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R32_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RaytracingDistanceBuffer"); + return m_RayTracingDistanceBuffer; + } + case InternalRayTracingBuffers.R0: + { + m_RayTracingIntermediateBufferR0 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8_SNorm, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferR0"); + return m_RayTracingIntermediateBufferR0; + } + case InternalRayTracingBuffers.R1: + { + m_RayTracingIntermediateBufferR1 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8_SNorm, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferR1"); + return m_RayTracingIntermediateBufferR1; + } + case InternalRayTracingBuffers.RG0: + { + m_RayTracingIntermediateBufferRG0 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRG0"); + return m_RayTracingIntermediateBufferRG0; + } + case InternalRayTracingBuffers.RG1: + { + m_RayTracingIntermediateBufferRG1 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRG1"); + return m_RayTracingIntermediateBufferRG1; + } + case InternalRayTracingBuffers.RGBA0: + { + m_RayTracingIntermediateBufferRGBA0 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA0"); + return m_RayTracingIntermediateBufferRGBA0; + } + case InternalRayTracingBuffers.RGBA1: + { + m_RayTracingIntermediateBufferRGBA1 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA1"); + return m_RayTracingIntermediateBufferRGBA1; + } + case InternalRayTracingBuffers.RGBA2: + { + m_RayTracingIntermediateBufferRGBA2 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA2"); + return m_RayTracingIntermediateBufferRGBA2; + } + case InternalRayTracingBuffers.RGBA3: + { + m_RayTracingIntermediateBufferRGBA3 = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureXR.dimension, enableRandomWrite: true, useDynamicScale: true, useMipMap: false, name: "RayTracingIntermediateBufferRGBA3"); + return m_RayTracingIntermediateBufferRGBA3; + } + default: + return null; + } + } + + internal RTHandle GetRayTracingBuffer(InternalRayTracingBuffers bufferID) + { + switch (bufferID) + { + case InternalRayTracingBuffers.Distance: + return m_RayTracingDistanceBuffer != null ? m_RayTracingDistanceBuffer : AllocateBuffer(InternalRayTracingBuffers.Distance); + case InternalRayTracingBuffers.Direction: + return m_RayTracingDirectionBuffer != null ? m_RayTracingDirectionBuffer : AllocateBuffer(InternalRayTracingBuffers.Direction); + case InternalRayTracingBuffers.R0: + return m_RayTracingIntermediateBufferR0 != null ? m_RayTracingIntermediateBufferR0 : AllocateBuffer(InternalRayTracingBuffers.R0); + case InternalRayTracingBuffers.R1: + return m_RayTracingIntermediateBufferR1 != null ? m_RayTracingIntermediateBufferR1 : AllocateBuffer(InternalRayTracingBuffers.R1); + case InternalRayTracingBuffers.RG0: + return m_RayTracingIntermediateBufferRG0 != null ? m_RayTracingIntermediateBufferRG0 : AllocateBuffer(InternalRayTracingBuffers.RG0); + case InternalRayTracingBuffers.RG1: + return m_RayTracingIntermediateBufferRG1 != null ? m_RayTracingIntermediateBufferRG1 : AllocateBuffer(InternalRayTracingBuffers.RG1); + case InternalRayTracingBuffers.RGBA0: + return m_RayTracingIntermediateBufferRGBA0 != null ? m_RayTracingIntermediateBufferRGBA0 : AllocateBuffer(InternalRayTracingBuffers.RGBA0); + case InternalRayTracingBuffers.RGBA1: + return m_RayTracingIntermediateBufferRGBA1 != null ? m_RayTracingIntermediateBufferRGBA1 : AllocateBuffer(InternalRayTracingBuffers.RGBA1); + case InternalRayTracingBuffers.RGBA2: + return m_RayTracingIntermediateBufferRGBA2 != null ? m_RayTracingIntermediateBufferRGBA2 : AllocateBuffer(InternalRayTracingBuffers.RGBA2); + case InternalRayTracingBuffers.RGBA3: + return m_RayTracingIntermediateBufferRGBA3 != null ? m_RayTracingIntermediateBufferRGBA3 : AllocateBuffer(InternalRayTracingBuffers.RGBA3); + default: + return null; + } + } + static internal float GetPixelSpreadTangent(float fov, int width, int height) { return Mathf.Tan(fov * Mathf.Deg2Rad * 0.5f) * 2.0f / Mathf.Min(width, height); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs index 64a52cbeef3..95069654878 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs @@ -82,6 +82,7 @@ void RaytracingRecursiveRender(HDCamera hdCamera, CommandBuffer cmd, ScriptableR cmd.SetGlobalFloat(HDShaderIDs._RaytracingRayMaxLength, recursiveSettings.rayLength.value); cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, recursiveSettings.maxDepth.value); cmd.SetGlobalFloat(HDShaderIDs._RaytracingCameraNearPlane, hdCamera.camera.nearClipPlane); + cmd.SetGlobalFloat(HDShaderIDs._RaytracingReflectionMinSmoothness, recursiveSettings.minSmoothness.value); // Set the data for the ray generation diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs index cc729748287..675731ceef5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs @@ -5,12 +5,22 @@ namespace UnityEngine.Rendering.HighDefinition public partial class HDRenderPipeline { // String values - const string m_RayGenReflectionHalfResName = "RayGenReflectionHalfRes"; - const string m_RayGenReflectionFullResName = "RayGenReflectionFullRes"; const string m_RayGenIntegrationName = "RayGenIntegration"; + const string m_RayGenIntegrationTransparentName = "RayGenIntegrationTransparent"; + + int m_RaytracingReflectionsFullResKernel; + int m_RaytracingReflectionsHalfResKernel; + int m_RaytracingReflectionsTransparentFullResKernel; + int m_RaytracingReflectionsTransparentHalfResKernel; void InitRayTracedReflections() { + ComputeShader reflectionShaderCS = m_Asset.renderPipelineRayTracingResources.reflectionRaytracingCS; + + m_RaytracingReflectionsFullResKernel = reflectionShaderCS.FindKernel("RaytracingReflectionsFullRes"); + m_RaytracingReflectionsHalfResKernel = reflectionShaderCS.FindKernel("RaytracingReflectionsHalfRes"); + m_RaytracingReflectionsTransparentFullResKernel = reflectionShaderCS.FindKernel("RaytracingReflectionsTransparentFullRes"); + m_RaytracingReflectionsTransparentHalfResKernel = reflectionShaderCS.FindKernel("RaytracingReflectionsTransparentHalfRes"); } static RTHandle ReflectionHistoryBufferAllocatorFunction(string viewName, int frameIndex, RTHandleSystem rtHandleSystem) @@ -24,7 +34,7 @@ void ReleaseRayTracedReflections() { } - void RenderRayTracedReflections(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount) + void RenderRayTracedReflections(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount, bool transparent = false) { ScreenSpaceReflection reflectionSettings = hdCamera.volumeStack.GetComponent(); @@ -35,23 +45,23 @@ void RenderRayTracedReflections(HDCamera hdCamera, CommandBuffer cmd, RTHandle o { case RayTracingMode.Performance: { - RenderReflectionsPerformance(hdCamera, cmd, outputTexture, renderContext, frameCount); + RenderReflectionsPerformance(hdCamera, cmd, outputTexture, renderContext, frameCount, transparent); } break; case RayTracingMode.Quality: { - RenderReflectionsQuality(hdCamera, cmd, outputTexture, renderContext, frameCount); + RenderReflectionsQuality(hdCamera, cmd, outputTexture, renderContext, frameCount, transparent); } break; } } else if (m_Asset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Quality) { - RenderReflectionsQuality(hdCamera, cmd, outputTexture, renderContext, frameCount); + RenderReflectionsQuality(hdCamera, cmd, outputTexture, renderContext, frameCount, transparent); } else { - RenderReflectionsPerformance(hdCamera, cmd, outputTexture, renderContext, frameCount); + RenderReflectionsPerformance(hdCamera, cmd, outputTexture, renderContext, frameCount, transparent); } } @@ -167,7 +177,7 @@ DeferredLightingRTParameters PrepareReflectionDeferredLightingRTParameters(HDCam return deferredParameters; } - void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount) + void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount, bool transparent) { // Fetch the required resources BlueNoise blueNoise = GetBlueNoiseManager(); @@ -177,6 +187,8 @@ void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle RTHandle intermediateBuffer0 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA0); RTHandle intermediateBuffer1 = GetRayTracingBuffer(InternalRayTracingBuffers.RGBA1); + CoreUtils.SetRenderTarget(cmd, intermediateBuffer1, m_SharedRTManager.GetDepthStencilBuffer(), ClearFlag.Color, clearColor: Color.black); + // Fetch all the settings var settings = hdCamera.volumeStack.GetComponent(); LightCluster lightClusterSettings = hdCamera.volumeStack.GetComponent(); @@ -195,7 +207,14 @@ void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingIntegrateReflection))) { // Fetch the new sample kernel - currentKernel = reflectionShaderCS.FindKernel(settings.fullResolution.value ? "RaytracingReflectionsFullRes" : "RaytracingReflectionsHalfRes"); + if (settings.fullResolution.value) + { + currentKernel = transparent ? m_RaytracingReflectionsTransparentFullResKernel : m_RaytracingReflectionsFullResKernel; + } + else + { + currentKernel = transparent ? m_RaytracingReflectionsTransparentHalfResKernel : m_RaytracingReflectionsHalfResKernel; + } // Inject the ray-tracing sampling data blueNoise.BindDitheredRNGData8SPP(cmd); @@ -275,7 +294,7 @@ void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterReflection))) { - if (settings.denoise.value) + if (settings.denoise.value && !transparent) { // Grab the history buffer RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection) @@ -297,7 +316,7 @@ void RenderReflectionsPerformance(HDCamera hdCamera, CommandBuffer cmd, RTHandle } } - void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount) + void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputTexture, ScriptableRenderContext renderContext, int frameCount, bool transparent) { // Fetch the shaders that we will be using ComputeShader reflectionFilter = m_Asset.renderPipelineRayTracingResources.reflectionBilateralFilterCS; @@ -323,7 +342,7 @@ void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle out cmd.SetGlobalInt(HDShaderIDs._RayTracingDiffuseLightingOnly, 0); // Run the computation - cmd.DispatchRays(reflectionShader, m_RayGenIntegrationName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount); + cmd.DispatchRays(reflectionShader, transparent ? m_RayGenIntegrationTransparentName : m_RayGenIntegrationName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount); // Disable multi-bounce CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false); @@ -331,7 +350,7 @@ void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle out using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterReflection))) { - if (settings.denoise.value) + if (settings.denoise.value && !transparent) { // Grab the history buffer RTHandle reflectionHistory = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedReflection) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs index d5afc8c21f7..190511cb2fc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs @@ -33,5 +33,11 @@ public sealed class RecursiveRendering : VolumeComponent /// [Tooltip("Ray Length. This defines the maximal travel distance of rays.")] public ClampedFloatParameter rayLength = new ClampedFloatParameter(10f, 0f, 50f); + + /// + /// Minmal smoothness for reflection rays. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques. + /// + [Tooltip("Minmal Smoothness for Reflection. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.")] + public ClampedFloatParameter minSmoothness = new ClampedFloatParameter(0.5f, 0.0f, 1.0f); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl index 9f70599a0d9..7226f739ced 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl @@ -71,14 +71,12 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS } } -#if !defined(_DISABLE_SSR) // Add the traced reflection if (reflectionHierarchyWeight == 1.0) { IndirectLighting lighting = EvaluateBSDF_RaytracedReflection(context, bsdfData, preLightData, reflection); AccumulateIndirectLighting(lighting, aggregateLighting); } -#endif #if HAS_REFRACTION // Add the traced transmission diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute index 59819e0cfe9..84e4ab31bec 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute @@ -1,6 +1,9 @@ #pragma kernel RaytracingReflectionsFullRes #pragma kernel RaytracingReflectionsHalfRes +#pragma kernel RaytracingReflectionsTransparentFullRes +#pragma kernel RaytracingReflectionsTransparentHalfRes + // Include and define the shader pass #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_RAYTRACING @@ -126,6 +129,63 @@ void RaytracingReflectionsHalfRes(uint3 dispatchThreadId : SV_DispatchThreadID, _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(outputCoord)] = float4(sampleDir, 1.0 / samplePDF); } +[numthreads(RAYTRACING_REFLECTIONS_TILE_SIZE, RAYTRACING_REFLECTIONS_TILE_SIZE, 1)] +void RaytracingReflectionsTransparentHalfRes(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + // Compute the pixel position to process + uint2 halfResCoord = groupId * RAYTRACING_REFLECTIONS_TILE_SIZE + groupThreadId; + + // Pick which subpixel we will be launching our effects from + float subPixelSample = GetBNDSequenceSample(halfResCoord, _RaytracingFrameIndex, 3); + int subPixel = clamp((int)(subPixelSample * 4.0), 0, 3); + uint2 shift = HalfResIndexToCoordinateShift[subPixel]; + + // Pixel where we will store the result of the raytracing + uint2 outputCoord = halfResCoord * 2; + + // Pixel coordinate in full res of the pixel that we will be using for our computation + uint2 sourceCoord = outputCoord + shift; + + // Read the depth value + float depthValue = LOAD_TEXTURE2D_X(_DepthTexture, sourceCoord).r; + + // In the second texture, we store the sampled direction and the invPDF of the sample + _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(outputCoord)] = float4(0.0, 0.0, 0.0, -1.0); + + // This point is part of the background, we don't really care + if (depthValue == UNITY_RAW_FAR_CLIP_VALUE) + return; + + // Does this pixel have SSS? + uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, sourceCoord)); + if ((stencilValue & _SsrStencilBit) == 0) + return; + + // Convert this to a world space position + PositionInputs posInput = GetPositionInput(sourceCoord, _ScreenSize.zw, depthValue, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); + float distanceToCamera = length(posInput.positionWS); + float3 positionWS = GetAbsolutePositionWS(posInput.positionWS); + + // Compute the incident vector on the surfaces + float3 viewWS = normalize(_WorldSpaceCameraPos - positionWS); + + // Decode the world space normal + NormalData normalData; + DecodeFromNormalBuffer(sourceCoord, normalData); + + // If this value is beyond the smoothness that we allow, no need to compute it + if (_RaytracingReflectionMinSmoothness > PerceptualRoughnessToPerceptualSmoothness(normalData.perceptualRoughness)) + return; + + // Compute the reflected direction + float3 reflectionDir = reflect(-viewWS, normalData.normalWS); + + // In the second texture, we store the sampled direction and the invPDF of the sample + _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(outputCoord)] = float4(reflectionDir, 1.0); +} + [numthreads(RAYTRACING_REFLECTIONS_TILE_SIZE, RAYTRACING_REFLECTIONS_TILE_SIZE, 1)] void RaytracingReflectionsFullRes(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) { @@ -208,3 +268,49 @@ void RaytracingReflectionsFullRes(uint3 dispatchThreadId : SV_DispatchThreadID, // Write the output ray data _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(currentCoord)] = float4(sampleDir, 1.0 / samplePDF); } + +[numthreads(RAYTRACING_REFLECTIONS_TILE_SIZE, RAYTRACING_REFLECTIONS_TILE_SIZE, 1)] +void RaytracingReflectionsTransparentFullRes(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); + + // Compute the pixel position to process + uint2 currentCoord = groupId * RAYTRACING_REFLECTIONS_TILE_SIZE + groupThreadId; + + // Clear the output color texture + _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(currentCoord)] = float4(0.0, 0.0, 0.0, -1.0f); + + // Read the depth value + float depthValue = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; + + // This point is part of the background, we don't really care + if (depthValue == UNITY_RAW_FAR_CLIP_VALUE) + return; + + // Does this pixel have SSS? + uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, currentCoord)); + if ((stencilValue & _SsrStencilBit) == 0) + return; + + // Convert this to a world space position + PositionInputs posInput = GetPositionInput(currentCoord, _ScreenSize.zw, depthValue, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); + float distanceToCamera = length(posInput.positionWS); + float3 positionWS = GetAbsolutePositionWS(posInput.positionWS); + + // Compute the incident vector on the surfaces + float3 viewWS = normalize(_WorldSpaceCameraPos - positionWS); + + // Decode the world space normal + NormalData normalData; + DecodeFromNormalBuffer(currentCoord, normalData); + + // If this value is beyond the smothness that we allow, no need to compute it + if (_RaytracingReflectionMinSmoothness > PerceptualRoughnessToPerceptualSmoothness(normalData.perceptualRoughness)) + return; + + // Compute the reflected direction + float3 reflectionDir = reflect(-viewWS, normalData.normalWS); + + // Write the output ray data + _RaytracingDirectionBuffer[COORD_TEXTURE2D_X(currentCoord)] = float4(reflectionDir, 1.0); +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace index 2c31ceaaa4f..b5a785f0c00 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace @@ -176,6 +176,92 @@ void RayGenIntegration() _SsrLightingTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(finalColor, weightValue); } +[shader("raygeneration")] +void RayGenIntegrationTransparent() +{ + // Grab the dimensions of the current dispatch + uint3 LaunchIndex = DispatchRaysIndex(); + uint3 LaunchDim = DispatchRaysDimensions(); + + UNITY_XR_ASSIGN_VIEW_INDEX(LaunchIndex.z); + + // Compute the pixel coordinate to evaluate + uint2 currentCoord = uint2(LaunchIndex.x, LaunchDim.y - LaunchIndex.y - 1); + + // Clear the output color texture + _SsrLightingTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(0.0, 0.0, 0.0, 0.0); + + // Read the depth value + float depthValue = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).r; + + // This point is part of the background, we don't really care + if (depthValue == UNITY_RAW_FAR_CLIP_VALUE) + return; + + // Does this pixel have SSS? + uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, currentCoord)); + if ((stencilValue & _SsrStencilBit) == 0) + return; + + // Convert this to a world space position + PositionInputs posInput = GetPositionInput(currentCoord, 1.0/LaunchDim.xy, depthValue, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); + float distanceToCamera = length(posInput.positionWS); + + float3 positionWS = GetAbsolutePositionWS(posInput.positionWS); + + // Compute the incident vector on the surfaces + float3 viewWS = normalize(_WorldSpaceCameraPos - positionWS); + + // Decode the world space normal + NormalData normalData; + DecodeFromNormalBuffer(currentCoord, normalData); + + // If this value is beyond the smothness that we allow, no need to compute it + float perceptualSmoothness = PerceptualRoughnessToPerceptualSmoothness(normalData.perceptualRoughness); + if (_RaytracingReflectionMinSmoothness > perceptualSmoothness) + return; + + // Compute the reflected direction + float3 reflectionDir = reflect(-viewWS, normalData.normalWS); + + // Make sure the new ray is taken into account in the ray counters + if (_RayCountEnabled > 0) + { + uint3 counterIdx = uint3(currentCoord, INDEX_TEXTURE2D_ARRAY_X(RAYCOUNTVALUES_REFLECTION_FORWARD)); + _RayCountTexture[counterIdx] = _RayCountTexture[counterIdx] + 1; + } + + // Create the ray descriptor for this pixel + RayDesc rayDescriptor; + rayDescriptor.Origin = positionWS + normalData.normalWS * _RaytracingRayBias; + rayDescriptor.Direction = reflectionDir; + rayDescriptor.TMin = 0.0; + rayDescriptor.TMax = _RaytracingRayMaxLength; + + // Create and init the RayIntersection structure for this + RayIntersection rayIntersection; + rayIntersection.color = float3(0.0, 0.0, 0.0); + rayIntersection.incidentDirection = rayDescriptor.Direction; + rayIntersection.origin = rayDescriptor.Origin; + rayIntersection.t = -1.0; + rayIntersection.remainingDepth = 1; + rayIntersection.sampleIndex = 0; + rayIntersection.pixelCoord = currentCoord; + + // In order to achieve filtering for the textures, we need to compute the spread angle of the pixel + rayIntersection.cone.spreadAngle = _RaytracingPixelSpreadAngle; + rayIntersection.cone.width = distanceToCamera * _RaytracingPixelSpreadAngle; + + // Evaluate the ray intersection + TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, RAYTRACINGRENDERERFLAG_REFLECTION, 0, 1, 0, rayDescriptor, rayIntersection); + + // Expose and clamp the final color + float3 finalColor = clamp(rayIntersection.color * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); + + // We store the sampled color and the weight that shall be used for it (1.0) + _SsrLightingTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(finalColor, 1.0); +} + [shader("closesthit")] void ClosestHitMain(inout RayIntersection rayIntersection : SV_RayPayload, AttributeData attributeData : SV_IntersectionAttributes) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/SphericalQuad.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/SphericalQuad.hlsl index de31f428271..0efd8da4703 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/SphericalQuad.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/SphericalQuad.hlsl @@ -1,7 +1,11 @@ +// I am not sure why exactly, by a lower epsilon generates ray that even if they give a valid result with ray tracing +// nuke the performance. Changing the epsilon from 1e-6 to 1e-5 seems to solve the issue. +#define PLANE_INTERSECTION_EPSILON 1e-5 + bool IntersectPlane(float3 ray_origin, float3 ray_dir, float3 pos, float3 normal, out float t) { - float denom = dot(normal, ray_dir); - if (abs(denom) > 1e-6) + float denom = dot(normal, ray_dir); + if (abs(denom) > PLANE_INTERSECTION_EPSILON) { float3 d = pos - ray_origin; t = dot(d, normal) / denom; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader new file mode 100644 index 00000000000..09246ce23c3 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader @@ -0,0 +1,143 @@ +Shader "Hidden/HDRP/MotionVecResolve" +{ + HLSLINCLUDE + #pragma target 4.5 + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + // #pragma enable_d3d11_debug_symbols + + // Target multisampling textures + TEXTURE2D_X_MSAA(float2, _MotionVectorTextureMS); + + struct Attributes + { + uint vertexID : SV_VertexID; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_OUTPUT_STEREO + }; + + struct FragOut + { + float2 motionVectors : SV_Target0; + }; + + Varyings Vert(Attributes input) + { + Varyings output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); + output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID) * _ScreenSize.xy; + return output; + } + + FragOut Frag1X(Varyings input) + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + FragOut fragO; + int2 pixelCoords = int2(input.texcoord); + fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, 0); + return fragO; + } + + FragOut Frag2X(Varyings input) + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + FragOut fragO; + int2 pixelCoords = int2(input.texcoord); + float2 outMotionVec = 0; + for(int sampleIdx = 0; sampleIdx < 2; ++sampleIdx) + { + outMotionVec += LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, sampleIdx); + } + fragO.motionVectors = outMotionVec * 0.5f; + return fragO; + } + + FragOut Frag4X(Varyings input) + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + FragOut fragO; + int2 pixelCoords = int2(input.texcoord); + float2 outMotionVec = 0; + for(int sampleIdx = 0; sampleIdx < 4; ++sampleIdx) + { + outMotionVec += LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, sampleIdx); + } + fragO.motionVectors = outMotionVec * 0.25f; + + return fragO; + } + + FragOut Frag8X(Varyings input) + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + FragOut fragO; + int2 pixelCoords = int2(input.texcoord); + float2 outMotionVec = 0; + for(int sampleIdx = 0; sampleIdx < 8; ++sampleIdx) + { + outMotionVec += LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, sampleIdx); + } + fragO.motionVectors = outMotionVec * 0.125f; + return fragO; + } + ENDHLSL + SubShader + { + Tags{ "RenderPipeline" = "HDRenderPipeline" } + + // 0: MSAA 1x + Pass + { + ZWrite On ZTest Always Blend Off Cull Off + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag1X + ENDHLSL + } + + // 1: MSAA 2x + Pass + { + ZWrite On ZTest Always Blend Off Cull Off + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag2X + ENDHLSL + } + + // 2: MSAA 4X + Pass + { + ZWrite On ZTest Always Blend Off Cull Off + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag4X + ENDHLSL + } + + // 3: MSAA 8X + Pass + { + ZWrite On ZTest Always Blend Off Cull Off + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag8X + ENDHLSL + } + } + Fallback Off +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader.meta new file mode 100644 index 00000000000..b65eb06c832 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: ea18ca9826385e943979c46cf98968cc +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs index e55abe36946..512e90b9f38 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs @@ -200,11 +200,16 @@ public sealed class ShaderResources [Reload("Runtime/Lighting/ScreenSpaceLighting/GTAOBlurAndUpsample.compute")] public ComputeShader GTAOBlurAndUpsample; + [Reload("Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute")] + public ComputeShader screenSpaceGlobalIlluminationCS; + // MSAA Shaders [Reload("Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader")] public Shader depthValuesPS; [Reload("Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader")] public Shader colorResolvePS; + [Reload("Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader")] + public Shader resolveMotionVecPS; // Post-processing [Reload("Runtime/PostProcessing/Shaders/AlphaCopy.compute")] @@ -291,6 +296,12 @@ public sealed class ShaderResources [Reload("Runtime/Compositor/Shaders/CustomClear.shader")] public Shader customClearPS; + // Denoising + [Reload("Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute")] + public ComputeShader ssGIDenoiserCS; + [Reload("Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.compute")] + public ComputeShader bilateralUpsampleCS; + // Iterator to retrieve all compute shaders in reflection so we don't have to keep a list of // used compute shaders up to date (prefer editor-only usage) public IEnumerable GetAllComputeShaders() diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs index fd48e4900f2..1a6d9f69243 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs @@ -247,7 +247,9 @@ public enum FrameSettingsField /// When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion. [FrameSettingsField(1, displayedName: "Screen Space Ambient Occlusion", tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion (Depends on \"Screen Space Ambient Occlusion\" in current HDRP Asset).")] SSAO = 24, - + /// When enabled, Cameras using these Frame Settings calculate Transparent Screen Space Global Illumination. + [FrameSettingsField(1, displayedName: "Screen Space Global Illumination", customOrderInGroup: 25, tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Global Illumination (Depends on \"Screen Space Global Illumination\" in current HDRP Asset).")] + SSGI = 95, /// When enabled, Cameras using these Frame Settings render subsurface scattering (SSS) effects for GameObjects that use a SSS Material. [FrameSettingsField(1, customOrderInGroup: 46, autoName: SubsurfaceScattering, tooltip: "When enabled, Cameras using these Frame Settings render subsurface scattering (SSS) effects for GameObjects that use a SSS Material (Depends on \"Subsurface Scattering\" in current HDRP Asset).")] @@ -373,6 +375,7 @@ partial struct FrameSettings (uint)FrameSettingsField.ScreenSpaceShadows, (uint)FrameSettingsField.SSR, (uint)FrameSettingsField.SSAO, + (uint)FrameSettingsField.SSGI, (uint)FrameSettingsField.SubsurfaceScattering, (uint)FrameSettingsField.Transmission, // Caution: this is only for debug, it doesn't save the cost of Transmission execution (uint)FrameSettingsField.AtmosphericScattering, @@ -444,6 +447,7 @@ partial struct FrameSettings //(uint)FrameSettingsField.ShadowMask, //(uint)FrameSettingsField.SSR, //(uint)FrameSettingsField.SSAO, + //(uint)FrameSettingsField.SSGI, (uint)FrameSettingsField.SubsurfaceScattering, (uint)FrameSettingsField.Transmission, // Caution: this is only for debug, it doesn't save the cost of Transmission execution //(uint)FrameSettingsField.AtmosphericScaterring, @@ -497,6 +501,7 @@ partial struct FrameSettings (uint)FrameSettingsField.Shadowmask, //(uint)FrameSettingsField.SSR, (uint)FrameSettingsField.SSAO, + //(uint)FrameSettingsField.SSGI, (uint)FrameSettingsField.SubsurfaceScattering, (uint)FrameSettingsField.Transmission, // Caution: this is only for debug, it doesn't save the cost of Transmission execution (uint)FrameSettingsField.AtmosphericScattering, @@ -572,7 +577,7 @@ partial struct FrameSettings [SerializeField] public int maximumLODLevelQualityLevel; - /// Stores SssQualityMode on disk. + /// Stores SssQualityMode on disk. [SerializeField] public SssQualityMode sssQualityMode; /// Stores SssQualityLevel on disk. @@ -739,6 +744,7 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.TransparentSSR] &= renderPipelineSettings.supportSSRTransparent && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSR]; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Refraction] &= !preview; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSAO] &= renderPipelineSettings.supportSSAO && !preview; + sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSGI] &= renderPipelineSettings.supportSSGI && !preview; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SubsurfaceScattering] &= renderPipelineSettings.supportSubsurfaceScattering; // We must take care of the scene view fog flags in the editor diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs index 686106a379a..ff0f2a5aecf 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs @@ -141,6 +141,8 @@ public struct LightSettings public bool supportSSRTransparent; /// Support screen space ambient occlusion. public bool supportSSAO; + /// Support screen space global illumination. + public bool supportSSGI; /// Support subsurface scattering. public bool supportSubsurfaceScattering; /// Sample budget for the Subsurface Scattering algorithm. diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl index 2f46b9c938d..454afff584c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl @@ -141,8 +141,8 @@ void ClosestHitForward(inout RayIntersection rayIntersection : SV_RayPayload, At #endif #endif - // We only launch a ray if there is still some depth be used - if (rayIntersection.remainingDepth > 0) + // We only launch a ray if there is still some depth be used and if the reflection smoothnes threshold was not reached. + if (rayIntersection.remainingDepth > 0 && RecursiveRenderingReflectionPerceptualSmoothness(bsdfData) >= _RaytracingReflectionMinSmoothness) { // Compute the reflected direction float3 reflectedDir = reflect(rayIntersection.incidentDirection, surfaceData.normalWS); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs index 10de009345b..64f36667ff4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs @@ -142,6 +142,7 @@ class Texture2DAtlas private AtlasAllocator m_AtlasAllocator = null; private Dictionary m_AllocationCache = new Dictionary(); private Dictionary m_IsGPUTextureUpToDate = new Dictionary(); + private Dictionary m_TextureHashes = new Dictionary(); static readonly Vector4 fullScaleOffset = new Vector4(1, 1, 0, 0); @@ -280,6 +281,7 @@ public virtual bool AllocateTextureWithoutBlit(int instanceId, int width, int he scaleOffset.Scale(new Vector4(1.0f / m_Width, 1.0f / m_Height, 1.0f / m_Width, 1.0f / m_Height)); m_AllocationCache.Add(instanceId, scaleOffset); MarkGPUTextureInvalid(instanceId); // the texture data haven't been uploaded + m_TextureHashes[instanceId] = -1; return true; } else @@ -291,10 +293,29 @@ public virtual bool AllocateTextureWithoutBlit(int instanceId, int width, int he public bool IsCached(out Vector4 scaleOffset, Texture texture) => m_AllocationCache.TryGetValue(texture.GetInstanceID(), out scaleOffset); + protected int GetTextureHash(Texture texture) + { + int hash = texture.GetHashCode(); + + unchecked + { + hash = hash * 23 + texture.graphicsFormat.GetHashCode(); + hash = hash * 23 + texture.wrapMode.GetHashCode(); + hash = hash * 23 + texture.width.GetHashCode(); + hash = hash * 23 + texture.height.GetHashCode(); + hash = hash * 23 + texture.filterMode.GetHashCode(); + hash = hash * 23 + texture.anisoLevel.GetHashCode(); + hash = hash * 23 + texture.mipmapCount.GetHashCode(); + } + + return hash; + } + public virtual bool NeedsUpdate(Texture texture, bool needMips = false) { RenderTexture rt = texture as RenderTexture; int key = texture.GetInstanceID(); + int textureHash = GetTextureHash(texture); // Update the render texture if needed if (rt != null) @@ -311,6 +332,12 @@ public virtual bool NeedsUpdate(Texture texture, bool needMips = false) m_IsGPUTextureUpToDate[key] = rt.updateCount; } } + // In case the texture settings/import settings have changed, we need to update it + else if (m_TextureHashes.TryGetValue(key, out int hash) && hash != textureHash) + { + m_TextureHashes[key] = textureHash; + return true; + } // For regular textures, values == 0 means that their GPU data needs to be updated (either because // the atlas have been re-layouted or the texture have never been uploaded. We also check if the mips // are valid for the texture if we need them diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset index 57616a47365..77c585398fa 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset @@ -15,111 +15,177 @@ MonoBehaviour: m_Version: 4 shaders: defaultPS: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3} - debugDisplayLatlongPS: {fileID: 4800000, guid: c1d1d149a043a5349ba367da6c2051ba, type: 3} - debugViewMaterialGBufferPS: {fileID: 4800000, guid: 439949ea1bfa91b4ba0d04269fcde33d, type: 3} + debugDisplayLatlongPS: {fileID: 4800000, guid: c1d1d149a043a5349ba367da6c2051ba, + type: 3} + debugViewMaterialGBufferPS: {fileID: 4800000, guid: 439949ea1bfa91b4ba0d04269fcde33d, + type: 3} debugViewTilesPS: {fileID: 4800000, guid: c7c2bd17b06ceb4468e14081aaf1b96f, type: 3} debugFullScreenPS: {fileID: 4800000, guid: e874aca2df8300a488258738c31f85cf, type: 3} - 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scramblingTile8SPP: {fileID: 2800000, guid: 152f8b933250a7b448fc2d4d301b9944, type: 3} + scramblingTile8SPP: {fileID: 2800000, guid: 152f8b933250a7b448fc2d4d301b9944, + type: 3} rankingTile256SPP: {fileID: 2800000, guid: 1e604a266c415cd46b36d97cd9220aa8, type: 3} - scramblingTile256SPP: {fileID: 2800000, guid: 882fb55d7b3e7c94598a318df9376e32, type: 3} + scramblingTile256SPP: {fileID: 2800000, guid: 882fb55d7b3e7c94598a318df9376e32, + type: 3} filmGrainTex: - {fileID: 2800000, guid: 284a1ac236869fa4eacf377d73c7dff8, type: 3} - {fileID: 2800000, guid: bd74961b009b93145a998ae93a5fc186, type: 3} @@ -228,6 +304,8 @@ MonoBehaviour: SMAAAreaTex: {fileID: 2800000, guid: 92e0d85ab4eca874098e7fcf6f8f674e, type: 3} defaultHDRISky: {fileID: 8900000, guid: 8253d41e6e8b11a4cbe77a4f8f82934d, type: 3} assets: - defaultDiffusionProfile: {fileID: 11400000, guid: 2b7005ba3a4d8474b8cdc34141ad766e, type: 2} - emissiveCylinderMesh: {fileID: 2534964839176971238, guid: accb6d90f0d50fe4ca0f68159b4323de, type: 3} + defaultDiffusionProfile: {fileID: 11400000, guid: 2b7005ba3a4d8474b8cdc34141ad766e, + type: 2} + emissiveCylinderMesh: {fileID: 2534964839176971238, guid: accb6d90f0d50fe4ca0f68159b4323de, + type: 3} emissiveQuadMesh: {fileID: 4300000, guid: 1d5a8595286f94f4bb54171d49f473c3, type: 3} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/CoherentNoise/RankingTile1SPP.png.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/CoherentNoise/RankingTile1SPP.png.meta index d9f235db1b6..631232e00f5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/CoherentNoise/RankingTile1SPP.png.meta +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/CoherentNoise/RankingTile1SPP.png.meta @@ -3,11 +3,11 @@ guid: f2fe0251f704c4c478a8063775cffedb TextureImporter: internalIDToNameTable: [] externalObjects: {} - serializedVersion: 10 + serializedVersion: 11 mipmaps: mipMapMode: 0 enableMipMap: 1 - sRGBTexture: 1 + sRGBTexture: 0 linearTexture: 0 fadeOut: 0 borderMipMap: 0 @@ -23,6 +23,7 @@ TextureImporter: isReadable: 0 streamingMipmaps: 0 streamingMipmapsPriority: 0 + vTOnly: 0 grayScaleToAlpha: 0 generateCubemap: 6 cubemapConvolution: 0 @@ -31,12 +32,12 @@ TextureImporter: maxTextureSize: 2048 textureSettings: serializedVersion: 2 - filterMode: -1 + filterMode: 0 aniso: -1 mipBias: -100 - wrapU: -1 - wrapV: -1 - wrapW: -1 + wrapU: 1 + wrapV: 1 + wrapW: 1 nPOTScale: 1 lightmap: 0 compressionQuality: 50 @@ -48,7 +49,7 @@ TextureImporter: spritePixelsToUnits: 100 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 - alphaUsage: 1 + alphaUsage: 0 alphaIsTransparency: 0 spriteTessellationDetail: -1 textureType: 0 @@ -57,13 +58,27 @@ TextureImporter: maxTextureSizeSet: 0 compressionQualitySet: 0 textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 1 platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform maxTextureSize: 2048 resizeAlgorithm: 0 textureFormat: -1 - textureCompression: 1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 compressionQuality: 50 crunchedCompression: 0 allowsAlphaSplitting: 0 diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/CoherentNoise/ScramblingTile1SPP.png.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/CoherentNoise/ScramblingTile1SPP.png.meta index fff0a625f95..1486a3ff327 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/CoherentNoise/ScramblingTile1SPP.png.meta +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/CoherentNoise/ScramblingTile1SPP.png.meta @@ -3,11 +3,11 @@ guid: 6185473f62ad3e74da4acac5d482917a TextureImporter: internalIDToNameTable: [] externalObjects: {} - serializedVersion: 10 + serializedVersion: 11 mipmaps: mipMapMode: 0 enableMipMap: 1 - sRGBTexture: 1 + sRGBTexture: 0 linearTexture: 0 fadeOut: 0 borderMipMap: 0 @@ -23,6 +23,7 @@ TextureImporter: isReadable: 0 streamingMipmaps: 0 streamingMipmapsPriority: 0 + vTOnly: 0 grayScaleToAlpha: 0 generateCubemap: 6 cubemapConvolution: 0 @@ -31,12 +32,12 @@ TextureImporter: maxTextureSize: 2048 textureSettings: serializedVersion: 2 - filterMode: -1 - aniso: -1 + filterMode: 0 + aniso: 2 mipBias: -100 - wrapU: -1 - wrapV: -1 - wrapW: -1 + wrapU: 1 + wrapV: 1 + wrapW: 1 nPOTScale: 1 lightmap: 0 compressionQuality: 50 @@ -57,13 +58,27 @@ TextureImporter: maxTextureSizeSet: 0 compressionQualitySet: 0 textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 1 platformSettings: - serializedVersion: 3 buildTarget: DefaultTexturePlatform maxTextureSize: 2048 resizeAlgorithm: 0 textureFormat: -1 - textureCompression: 1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 compressionQuality: 50 crunchedCompression: 0 allowsAlphaSplitting: 0 diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl index 8add9af27a0..fc896274584 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl @@ -20,8 +20,8 @@ #define _WorldSpaceCameraPosViewOffset _XRWorldSpaceCameraPosViewOffset[unity_StereoEyeIndex].xyz #define _PrevCamPosRWS _XRPrevWorldSpaceCameraPos[unity_StereoEyeIndex].xyz #else - #define _WorldSpaceCameraPos _WorldSpaceCameraPos_Internal - #define _PrevCamPosRWS _PrevCamPosRWS_Internal + #define _WorldSpaceCameraPos _WorldSpaceCameraPos_Internal.xyz + #define _PrevCamPosRWS _PrevCamPosRWS_Internal.xyz #endif #define UNITY_LIGHTMODEL_AMBIENT (glstate_lightmodel_ambient * 2) diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs index c1046fe61a0..e383be28c1b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs @@ -231,7 +231,7 @@ unsafe struct ShaderVariablesGlobal public Vector4 _CoarseStencilBufferSize; - public int _RaytracedIndirectDiffuse; // Uniform variables that defines if we should be using the raytraced indirect diffuse + public int _UseIndirectDiffuse; // Uniform variables that defines if we should be using the raytraced indirect diffuse public int _UseRayTracedReflections; public int _RaytracingFrameIndex; // Index of the current frame [0, 7] public uint _EnableRecursiveRayTracing; diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl index fb99ea3af8c..eaa41b94a68 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl @@ -128,7 +128,7 @@ GLOBAL_CBUFFER_START(ShaderVariablesGlobal, b0) uint _XRViewCount; int _FrameCount; float4 _CoarseStencilBufferSize; - int _RaytracedIndirectDiffuse; + int _UseIndirectDiffuse; int _UseRayTracedReflections; int _RaytracingFrameIndex; uint _EnableRecursiveRayTracing; diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl.meta index 31657d176f7..5a90d52e56e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl.meta +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl.meta @@ -1,9 +1,5 @@ fileFormatVersion: 2 -<<<<<<< HEAD:com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ShaderVariablesAmbientOcclusion.cs.hlsl.meta guid: 76eeb935e3f2f6341a2ade96fccecc6c -======= -guid: 6e0fdcd3c439283408fa825c454499a2 ->>>>>>> 8f57f3a16bc29eb6b6995b083fc3fc9a89e9ea88:com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl.meta ShaderImporter: externalObjects: {} defaultTextures: [] diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs index 6c597ae1872..03abb2bb571 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs @@ -13,6 +13,26 @@ public class HDRISky : SkySettings /// Cubemap used to render the HDRI sky. [Tooltip("Specify the cubemap HDRP uses to render the sky.")] public CubemapParameter hdriSky = new CubemapParameter(null); + + /// Enable to have sky distortion. + [Tooltip("Enable or disable sky distortion.")] + public BoolParameter enableDistortion = new BoolParameter(false); + /// Enable to have a simple, procedural distorsion. + [Tooltip("If enabled, the sky will be distorted by a constant wind.")] + public BoolParameter procedural = new BoolParameter(true); + /// Texture used to distort the uv for the HDRI sky. + [Tooltip("Specify the flowmap HDRP uses for sky distortion (in LatLong layout).")] + public TextureParameter flowmap = new TextureParameter(null); + /// Enable to affect only the upper part of the sky. + [Tooltip("Check this box if the flowmap covers only the upper part of the sky.")] + public BoolParameter upperHemisphereOnly = new BoolParameter(true); + /// Direction of the distortion. + [Tooltip("Sets the rotation of the distortion (in degrees).")] + public ClampedFloatParameter scrollDirection = new ClampedFloatParameter(0.0f, 0.0f, 360.0f); + /// Speed of the distortion. + [Tooltip("Sets the scrolling speed of the distortion.")] + public MinFloatParameter scrollSpeed = new MinFloatParameter(2.0f, 0.0f); + /// Enable Backplate to have it visible. [Tooltip("Enable or disable the backplate.")] public BoolParameter enableBackplate = new BoolParameter(false); @@ -65,6 +85,13 @@ public override int GetHashCode() { #if UNITY_2019_3 // In 2019.3, when we call GetHashCode on a VolumeParameter it generate garbage (due to the boxing of the generic parameter) hash = hdriSky.value != null ? hash * 23 + hdriSky.value.GetHashCode() : hash; + hash = flowmap.value != null ? hash * 23 + flowmap.value.GetHashCode() : hash; + hash = hash * 23 + enableDistortion.value.GetHashCode(); + hash = hash * 23 + procedural.value.GetHashCode(); + hash = hash * 23 + upperHemisphereOnly.value.GetHashCode(); + hash = hash * 23 + scrollDirection.value.GetHashCode(); + hash = hash * 23 + scrollSpeed.value.GetHashCode(); + hash = hash * 23 + enableBackplate.value.GetHashCode(); hash = hash * 23 + backplateType.value.GetHashCode(); hash = hash * 23 + groundLevel.value.GetHashCode(); @@ -80,6 +107,13 @@ public override int GetHashCode() hash = hash * 23 + rectLightShadow.value.GetHashCode(); hash = hdriSky.value != null ? hash * 23 + hdriSky.overrideState.GetHashCode() : hash; + hash = flowmap.value != null ? hash * 23 + flowmap.overrideState.GetHashCode() : hash; + hash = hash * 23 + enableDistortion.overrideState.GetHashCode(); + hash = hash * 23 + procedural.overrideState.GetHashCode(); + hash = hash * 23 + upperHemisphereOnly.overrideState.GetHashCode(); + hash = hash * 23 + scrollDirection.overrideState.GetHashCode(); + hash = hash * 23 + scrollSpeed.overrideState.GetHashCode(); + hash = hash * 23 + enableBackplate.overrideState.GetHashCode(); hash = hash * 23 + backplateType.overrideState.GetHashCode(); hash = hash * 23 + groundLevel.overrideState.GetHashCode(); @@ -95,6 +129,13 @@ public override int GetHashCode() hash = hash * 23 + rectLightShadow.overrideState.GetHashCode(); #else hash = hdriSky.value != null ? hash * 23 + hdriSky.GetHashCode() : hash; + hash = flowmap.value != null ? hash * 23 + flowmap.GetHashCode() : hash; + hash = hash * 23 + enableDistortion.GetHashCode(); + hash = hash * 23 + procedural.GetHashCode(); + hash = hash * 23 + upperHemisphereOnly.GetHashCode(); + hash = hash * 23 + scrollDirection.GetHashCode(); + hash = hash * 23 + scrollSpeed.GetHashCode(); + hash = hash * 23 + enableBackplate.GetHashCode(); hash = hash * 23 + backplateType.GetHashCode(); hash = hash * 23 + groundLevel.GetHashCode(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader index 960e636caf4..3f111e14588 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader @@ -10,6 +10,9 @@ Shader "Hidden/HDRP/Sky/HDRISky" #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER + #pragma multi_compile_local _ SKY_MOTION + #pragma multi_compile_local _ USE_FLOWMAP + #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH @@ -46,6 +49,9 @@ Shader "Hidden/HDRP/Sky/HDRISky" TEXTURECUBE(_Cubemap); SAMPLER(sampler_Cubemap); + + TEXTURE2D(_Flowmap); + SAMPLER(sampler_Flowmap); float4 _SkyParam; // x exposure, y multiplier, zw rotation (cosPhi and sinPhi) float4 _BackplateParameters0; // xy: scale, z: groundLevel, w: projectionDistance @@ -54,6 +60,8 @@ Shader "Hidden/HDRP/Sky/HDRISky" float3 _BackplateShadowTint; // xyz: ShadowTint uint _BackplateShadowFilter; + float4 _FlowmapParam; // x upper hemisphere only, y scroll factor, zw scroll direction (cosPhi and sinPhi) + #define _Intensity _SkyParam.x #define _CosPhi _SkyParam.z #define _SinPhi _SkyParam.w @@ -76,6 +84,9 @@ Shader "Hidden/HDRP/Sky/HDRISky" #define _OffsetTex _BackplateParameters2.zw #define _ShadowTint _BackplateShadowTint.rgb #define _ShadowFilter _BackplateShadowFilter + #define _UpperHemisphere _FlowmapParam.x + #define _ScrollFactor _FlowmapParam.y + #define _ScrollDirection _FlowmapParam.zw struct Attributes { @@ -171,11 +182,45 @@ Shader "Hidden/HDRP/Sky/HDRISky" return IsHit(sdf, dir.y); } - float3 GetSkyColor(float3 dir) + float3 GetDistordedSkyColor(float3 dir) { +#if SKY_MOTION + if (dir.y >= 0 || !_UpperHemisphere) + { + float2 alpha = frac(float2(_ScrollFactor, _ScrollFactor + 0.5)) - 0.5; + +#ifdef USE_FLOWMAP + float3 tangent = normalize(cross(dir, float3(0.0, 1.0, 0.0))); + float3 bitangent = cross(tangent, dir); + + float3 windDir = RotationUp(dir, _ScrollDirection); + float2 flow = SAMPLE_TEXTURE2D_LOD(_Flowmap, sampler_Flowmap, GetLatLongCoords(windDir, _UpperHemisphere), 0).rg * 2.0 - 1.0; + + float3 dd = flow.x * tangent + flow.y * bitangent; +#else + float3 windDir = RotationUp(float3(0, 0, 1), _ScrollDirection); + windDir.x *= -1.0; + float3 dd = windDir*sin(dir.y*PI*0.5); +#endif + + // Sample twice + float3 color1 = SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir - alpha.x*dd, 0).rgb; + float3 color2 = SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir - alpha.y*dd, 0).rgb; + + // Blend color samples + return lerp(color1, color2, abs(2.0 * alpha.x)); + } + else +#endif + return SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb; } + float3 GetSkyColor(float3 dir) + { + return GetDistordedSkyColor(dir); + } + float4 GetColorWithRotation(float3 dir, float exposure, float2 cos_sin) { dir = RotationUp(dir, cos_sin); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISkyRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISkyRenderer.cs index e0a24492356..3e62b4498d3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISkyRenderer.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISkyRenderer.cs @@ -5,6 +5,8 @@ class HDRISkyRenderer : SkyRenderer Material m_SkyHDRIMaterial; // Renders a cubemap into a render texture (can be cube or 2D) MaterialPropertyBlock m_PropertyBlock = new MaterialPropertyBlock(); + float scrollFactor = 0.0f, lastTime = 0.0f; + private static int m_RenderCubemapID = 0; // FragBaking private static int m_RenderFullscreenSkyID = 1; // FragRender private static int m_RenderCubemapWithBackplateID = 2; // FragBakingBackplate @@ -129,24 +131,47 @@ public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderFo passID = m_RenderFullscreenSkyWithBackplateID; } - m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Cubemap, hdriSky.hdriSky.value); - m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(intensity, 0.0f, Mathf.Cos(phi), Mathf.Sin(phi))); - m_SkyHDRIMaterial.SetVector(HDShaderIDs._BackplateParameters0, GetBackplateParameters0(hdriSky)); - m_SkyHDRIMaterial.SetVector(HDShaderIDs._BackplateParameters1, GetBackplateParameters1(backplatePhi, hdriSky)); - m_SkyHDRIMaterial.SetVector(HDShaderIDs._BackplateParameters2, GetBackplateParameters2(hdriSky)); - m_SkyHDRIMaterial.SetColor(HDShaderIDs._BackplateShadowTint, hdriSky.shadowTint.value); - uint shadowFilter = 0u; - if (hdriSky.pointLightShadow.value) - shadowFilter |= unchecked((uint)LightFeatureFlags.Punctual); - if (hdriSky.dirLightShadow.value) - shadowFilter |= unchecked((uint)LightFeatureFlags.Directional); - if (hdriSky.rectLightShadow.value) - shadowFilter |= unchecked((uint)LightFeatureFlags.Area); - m_SkyHDRIMaterial.SetInt(HDShaderIDs._BackplateShadowFilter, unchecked((int)shadowFilter)); - - // This matrix needs to be updated at the draw call frequency. - m_PropertyBlock.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix); - CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_SkyHDRIMaterial, m_PropertyBlock, passID); + if (hdriSky.enableDistortion.value == true) + { + m_SkyHDRIMaterial.EnableKeyword("SKY_MOTION"); + if (hdriSky.procedural.value == false) + { + m_SkyHDRIMaterial.EnableKeyword("USE_FLOWMAP"); + m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Flowmap, hdriSky.flowmap.value); + } + else + m_SkyHDRIMaterial.DisableKeyword("USE_FLOWMAP"); + + float rot = -Mathf.Deg2Rad*hdriSky.scrollDirection.value; + bool upperHemisphereOnly = hdriSky.upperHemisphereOnly.value || hdriSky.procedural.value; + Vector4 flowmapParam = new Vector4(upperHemisphereOnly ? 1.0f : 0.0f, scrollFactor, Mathf.Cos(rot), Mathf.Sin(rot)); + + m_SkyHDRIMaterial.SetVector(HDShaderIDs._FlowmapParam, flowmapParam); + + scrollFactor += hdriSky.scrollSpeed.value * (Time.time - lastTime) * 0.01f; + lastTime = Time.time; } + else + m_SkyHDRIMaterial.DisableKeyword("SKY_MOTION"); + + m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Cubemap, hdriSky.hdriSky.value); + m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(intensity, 0.0f, Mathf.Cos(phi), Mathf.Sin(phi))); + m_SkyHDRIMaterial.SetVector(HDShaderIDs._BackplateParameters0, GetBackplateParameters0(hdriSky)); + m_SkyHDRIMaterial.SetVector(HDShaderIDs._BackplateParameters1, GetBackplateParameters1(backplatePhi, hdriSky)); + m_SkyHDRIMaterial.SetVector(HDShaderIDs._BackplateParameters2, GetBackplateParameters2(hdriSky)); + m_SkyHDRIMaterial.SetColor(HDShaderIDs._BackplateShadowTint, hdriSky.shadowTint.value); + uint shadowFilter = 0u; + if (hdriSky.pointLightShadow.value) + shadowFilter |= unchecked((uint)LightFeatureFlags.Punctual); + if (hdriSky.dirLightShadow.value) + shadowFilter |= unchecked((uint)LightFeatureFlags.Directional); + if (hdriSky.rectLightShadow.value) + shadowFilter |= unchecked((uint)LightFeatureFlags.Area); + m_SkyHDRIMaterial.SetInt(HDShaderIDs._BackplateShadowFilter, unchecked((int)shadowFilter)); + + // This matrix needs to be updated at the draw call frequency. + m_PropertyBlock.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix); + CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_SkyHDRIMaterial, m_PropertyBlock, passID); } } +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs index 202f4be7312..03bb3b49385 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs @@ -289,24 +289,6 @@ internal int GetPrecomputationHashCode() unchecked { #if UNITY_2019_3 // In 2019.3, when we call GetHashCode on a VolumeParameter it generate garbage (due to the boxing of the generic parameter) - // These parameters affect precomputation. - hash = hash * 23 + earthPreset.value.GetHashCode(); - hash = hash * 23 + planetaryRadius.value.GetHashCode(); - hash = hash * 23 + groundTint.value.GetHashCode(); - - hash = hash * 23 + airMaximumAltitude.value.GetHashCode(); - hash = hash * 23 + airDensityR.value.GetHashCode(); - hash = hash * 23 + airDensityG.value.GetHashCode(); - hash = hash * 23 + airDensityB.value.GetHashCode(); - hash = hash * 23 + airTint.value.GetHashCode(); - - hash = hash * 23 + aerosolMaximumAltitude.value.GetHashCode(); - hash = hash * 23 + aerosolDensity.value.GetHashCode(); - hash = hash * 23 + aerosolTint.value.GetHashCode(); - hash = hash * 23 + aerosolAnisotropy.value.GetHashCode(); - - hash = hash * 23 + numberOfBounces.value.GetHashCode(); - // These parameters affect precomputation. hash = hash * 23 + earthPreset.overrideState.GetHashCode(); hash = hash * 23 + planetaryRadius.overrideState.GetHashCode(); @@ -376,32 +358,6 @@ public override int GetHashCode() { #if UNITY_2019_3 // In 2019.3, when we call GetHashCode on a VolumeParameter it generate garbage (due to the boxing of the generic parameter) // These parameters do NOT affect precomputation. - hash = hash * 23 + sphericalMode.value.GetHashCode(); - hash = hash * 23 + seaLevel.value.GetHashCode(); - hash = hash * 23 + planetCenterPosition.value.GetHashCode(); - hash = hash * 23 + planetRotation.value.GetHashCode(); - - if (groundColorTexture.value != null) - hash = hash * 23 + groundColorTexture.value.GetHashCode(); - - if (groundEmissionTexture.value != null) - hash = hash * 23 + groundEmissionTexture.value.GetHashCode(); - - hash = hash * 23 + groundEmissionMultiplier.value.GetHashCode(); - - hash = hash * 23 + spaceRotation.value.GetHashCode(); - - if (spaceEmissionTexture.value != null) - hash = hash * 23 + spaceEmissionTexture.value.GetHashCode(); - - hash = hash * 23 + spaceEmissionMultiplier.value.GetHashCode(); - hash = hash * 23 + colorSaturation.value.GetHashCode(); - hash = hash * 23 + alphaSaturation.value.GetHashCode(); - hash = hash * 23 + alphaMultiplier.value.GetHashCode(); - hash = hash * 23 + horizonTint.value.GetHashCode(); - hash = hash * 23 + zenithTint.value.GetHashCode(); - hash = hash * 23 + horizonZenithShift.value.GetHashCode(); - hash = hash * 23 + sphericalMode.overrideState.GetHashCode(); hash = hash * 23 + seaLevel.overrideState.GetHashCode(); hash = hash * 23 + planetCenterPosition.overrideState.GetHashCode(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs index b91015b7943..826465dff74 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs @@ -1,10 +1,291 @@ using System; +using System.Collections.Generic; using UnityEngine.Experimental.Rendering; namespace UnityEngine.Rendering.HighDefinition { class PhysicallyBasedSkyRenderer : SkyRenderer { + class PrecomputationCache + { + class RefCountedData + { + public int refCount; + public PrecomputationData data = new PrecomputationData(); + } + + ObjectPool m_DataPool = new ObjectPool(null, null); + Dictionary m_CachedData = new Dictionary(); + + public PrecomputationData Get(int hash) + { + RefCountedData result; + if (m_CachedData.TryGetValue(hash, out result)) + { + result.refCount++; + return result.data; + } + else + { + result = m_DataPool.Get(); + result.refCount = 1; + result.data.Allocate(); + m_CachedData.Add(hash, result); + return result.data; + } + } + + public void Release(int hash) + { + if (m_CachedData.TryGetValue(hash, out var result)) + { + result.refCount--; + if (result.refCount == 0) + { + result.data.Release(); + m_CachedData.Remove(hash); + m_DataPool.Release(result); + } + } + } + } + + class PrecomputationData + { + // We compute at most one bounce per frame for perf reasons. + // We need to store the frame index because more than one render can happen during a frame (cubemap update + regular rendering). + int m_LastPrecomputedBounce; + int m_LastFrameComputation; + + RTHandle[] m_GroundIrradianceTables; // All orders, one order + RTHandle[] m_InScatteredRadianceTables; // Air SS, Aerosol SS, Atmosphere MS, Atmosphere one order, Temp + + RTHandle AllocateGroundIrradianceTable(int index) + { + var table = RTHandles.Alloc((int)PbrSkyConfig.GroundIrradianceTableSize, 1, + colorFormat: s_ColorFormat, + enableRandomWrite: true, + name: string.Format("GroundIrradianceTable{0}", index)); + + Debug.Assert(table != null); + + return table; + } + + RTHandle AllocateInScatteredRadianceTable(int index) + { + // Emulate a 4D texture with a "deep" 3D texture. + var table = RTHandles.Alloc((int)PbrSkyConfig.InScatteredRadianceTableSizeX, + (int)PbrSkyConfig.InScatteredRadianceTableSizeY, + (int)PbrSkyConfig.InScatteredRadianceTableSizeZ * + (int)PbrSkyConfig.InScatteredRadianceTableSizeW, + dimension: TextureDimension.Tex3D, + colorFormat: s_ColorFormat, + enableRandomWrite: true, + name: string.Format("InScatteredRadianceTable{0}", index)); + + Debug.Assert(table != null); + + return table; + } + + public void Allocate() + { + m_LastFrameComputation = -1; + m_LastPrecomputedBounce = 0; + + // No temp tables. + m_GroundIrradianceTables = new RTHandle[2]; + m_GroundIrradianceTables[0] = AllocateGroundIrradianceTable(0); + + m_InScatteredRadianceTables = new RTHandle[5]; + m_InScatteredRadianceTables[0] = AllocateInScatteredRadianceTable(0); + m_InScatteredRadianceTables[1] = AllocateInScatteredRadianceTable(1); + m_InScatteredRadianceTables[2] = AllocateInScatteredRadianceTable(2); + } + + public void Release() + { + RTHandles.Release(m_GroundIrradianceTables[0]); m_GroundIrradianceTables[0] = null; + RTHandles.Release(m_GroundIrradianceTables[1]); m_GroundIrradianceTables[1] = null; + RTHandles.Release(m_InScatteredRadianceTables[0]); m_InScatteredRadianceTables[0] = null; + RTHandles.Release(m_InScatteredRadianceTables[1]); m_InScatteredRadianceTables[1] = null; + RTHandles.Release(m_InScatteredRadianceTables[2]); m_InScatteredRadianceTables[2] = null; + RTHandles.Release(m_InScatteredRadianceTables[3]); m_InScatteredRadianceTables[3] = null; + RTHandles.Release(m_InScatteredRadianceTables[4]); m_InScatteredRadianceTables[4] = null; + } + + void PrecomputeTables(CommandBuffer cmd) + { + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.InScatteredRadiancePrecomputation))) + { + int order = m_LastPrecomputedBounce + 1; + { + // For efficiency reasons, multiple scattering is computed in 2 passes: + // 1. Gather the in-scattered radiance over the entire sphere of directions. + // 2. Accumulate the in-scattered radiance along the ray. + // Single scattering performs both steps during the same pass. + + int firstPass = Math.Min(order - 1, 2); + int accumPass = 3; + int numPasses = Math.Min(order, 2); + + for (int i = 0; i < numPasses; i++) + { + int pass = (i == 0) ? firstPass : accumPass; + + switch (pass) + { + case 0: + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AirSingleScatteringTable, m_InScatteredRadianceTables[0]); + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AerosolSingleScatteringTable, m_InScatteredRadianceTables[1]); + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[2]); // MS orders + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTableOrder, m_InScatteredRadianceTables[3]); // One order + break; + case 1: + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[1]); // One order + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[4]); // Temp + break; + case 2: + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[3]); // One order + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[1]); // One order + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[4]); // Temp + break; + case 3: + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[4]); // Temp + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTableOrder, m_InScatteredRadianceTables[3]); // One order + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[2]); // MS orders + break; + default: + Debug.Assert(false); + break; + } + + // Re-illuminate the sky with each bounce. + // Emulate a 4D dispatch with a "deep" 3D dispatch. + cmd.DispatchCompute(s_InScatteredRadiancePrecomputationCS, pass, (int)PbrSkyConfig.InScatteredRadianceTableSizeX / 4, + (int)PbrSkyConfig.InScatteredRadianceTableSizeY / 4, + (int)PbrSkyConfig.InScatteredRadianceTableSizeZ / 4 * + (int)PbrSkyConfig.InScatteredRadianceTableSizeW); + } + + { + // Used by all passes. + cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._GroundIrradianceTable, m_GroundIrradianceTables[0]); // All orders + cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._GroundIrradianceTableOrder, m_GroundIrradianceTables[1]); // One order + } + + switch (firstPass) + { + case 0: + break; + case 1: + cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); + cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); + break; + case 2: + cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[3]); // One order + break; + default: + Debug.Assert(false); + break; + } + + // Re-illuminate the ground with each bounce. + cmd.DispatchCompute(s_GroundIrradiancePrecomputationCS, firstPass, (int)PbrSkyConfig.GroundIrradianceTableSize / 64, 1, 1); + } + } + } + + public void BindGlobalBuffers(CommandBuffer cmd) + { + // TODO: ground irradiance table? Volume SH? Something else? + if (m_LastPrecomputedBounce > 0) + { + cmd.SetGlobalTexture(HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); + cmd.SetGlobalTexture(HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); + cmd.SetGlobalTexture(HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[2]); + } + else + { + cmd.SetGlobalTexture(HDShaderIDs._AirSingleScatteringTexture, CoreUtils.blackVolumeTexture); + cmd.SetGlobalTexture(HDShaderIDs._AerosolSingleScatteringTexture, CoreUtils.blackVolumeTexture); + cmd.SetGlobalTexture(HDShaderIDs._MultipleScatteringTexture, CoreUtils.blackVolumeTexture); + } + } + + public void BindBuffers(CommandBuffer cmd, MaterialPropertyBlock mpb) + { + if (m_LastPrecomputedBounce != 0) + { + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[0]); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[2]); + } + else + { + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._GroundIrradianceTexture, Texture2D.blackTexture); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AirSingleScatteringTexture, CoreUtils.blackVolumeTexture); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AerosolSingleScatteringTexture, CoreUtils.blackVolumeTexture); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._MultipleScatteringTexture, CoreUtils.blackVolumeTexture); + } + + } + + public bool Update(BuiltinSkyParameters builtinParams, PhysicallyBasedSky pbrSky) + { + if (builtinParams.frameIndex <= m_LastFrameComputation) + return false; + + m_LastFrameComputation = builtinParams.frameIndex; + + if (m_LastPrecomputedBounce == 0) + { + // Allocate temp tables if needed + if (m_GroundIrradianceTables[1] == null) + { + m_GroundIrradianceTables[1] = AllocateGroundIrradianceTable(1); + } + + if (m_InScatteredRadianceTables[3] == null) + { + m_InScatteredRadianceTables[3] = AllocateInScatteredRadianceTable(3); + } + + if (m_InScatteredRadianceTables[4] == null) + { + m_InScatteredRadianceTables[4] = AllocateInScatteredRadianceTable(4); + } + } + + if (m_LastPrecomputedBounce == pbrSky.numberOfBounces.value) + { + // Free temp tables. + // This is a deferred release (one frame late)! + RTHandles.Release(m_GroundIrradianceTables[1]); + RTHandles.Release(m_InScatteredRadianceTables[3]); + RTHandles.Release(m_InScatteredRadianceTables[4]); + m_GroundIrradianceTables[1] = null; + m_InScatteredRadianceTables[3] = null; + m_InScatteredRadianceTables[4] = null; + } + + if (m_LastPrecomputedBounce < pbrSky.numberOfBounces.value) + { + PrecomputeTables(builtinParams.commandBuffer); + m_LastPrecomputedBounce++; + + // If the sky is realtime, an upcoming update will update the sky lighting. Otherwise we need to force an update. + return builtinParams.skySettings.updateMode != EnvironmentUpdateMode.Realtime; + } + + return false; + } + } + [GenerateHLSL] public enum PbrSkyConfig { @@ -63,52 +344,21 @@ unsafe struct ShaderVariablesPhysicallyBasedSky // If the hash does not match, we must recompute our data. int m_LastPrecomputationParamHash; - // We compute at most one bounce per frame for perf reasons. - // We need to store the frame index because more than one render can happen during a frame (cubemap update + regular rendering). - int m_LastPrecomputedBounce; - // Precomputed data below. - RTHandle[] m_GroundIrradianceTables; // All orders, one order - RTHandle[] m_InScatteredRadianceTables; // Air SS, Aerosol SS, Atmosphere MS, Atmosphere one order, Temp + PrecomputationData m_PrecomputedData; static ComputeShader s_GroundIrradiancePrecomputationCS; static ComputeShader s_InScatteredRadiancePrecomputationCS; - Material s_PbrSkyMaterial; + Material m_PbrSkyMaterial; static MaterialPropertyBlock s_PbrSkyMaterialProperties; + static PrecomputationCache s_PrecomputaionCache = new PrecomputationCache(); + ShaderVariablesPhysicallyBasedSky m_ConstantBuffer; int m_ShaderVariablesPhysicallyBasedSkyID = Shader.PropertyToID("ShaderVariablesPhysicallyBasedSky"); static GraphicsFormat s_ColorFormat = GraphicsFormat.R16G16B16A16_SFloat; - RTHandle AllocateGroundIrradianceTable(int index) - { - var table = RTHandles.Alloc((int)PbrSkyConfig.GroundIrradianceTableSize, 1, - colorFormat: s_ColorFormat, - enableRandomWrite: true, - name: string.Format("GroundIrradianceTable{0}", index)); - - Debug.Assert(table != null); - - return table; - } - - RTHandle AllocateInScatteredRadianceTable(int index) - { - // Emulate a 4D texture with a "deep" 3D texture. - var table = RTHandles.Alloc((int)PbrSkyConfig.InScatteredRadianceTableSizeX, - (int)PbrSkyConfig.InScatteredRadianceTableSizeY, - (int)PbrSkyConfig.InScatteredRadianceTableSizeZ * - (int)PbrSkyConfig.InScatteredRadianceTableSizeW, - dimension: TextureDimension.Tex3D, - colorFormat: s_ColorFormat, - enableRandomWrite: true, - name: string.Format("InScatteredRadianceTable{0}", index)); - - Debug.Assert(table != null); - - return table; - } public PhysicallyBasedSkyRenderer() { @@ -124,54 +374,28 @@ public override void Build() s_InScatteredRadiancePrecomputationCS = hdrpResources.shaders.inScatteredRadiancePrecomputationCS; s_PbrSkyMaterialProperties = new MaterialPropertyBlock(); - s_PbrSkyMaterial = CoreUtils.CreateEngineMaterial(hdrpResources.shaders.physicallyBasedSkyPS); + m_PbrSkyMaterial = CoreUtils.CreateEngineMaterial(hdrpResources.shaders.physicallyBasedSkyPS); Debug.Assert(s_GroundIrradiancePrecomputationCS != null); Debug.Assert(s_InScatteredRadiancePrecomputationCS != null); - - // No temp tables. - m_GroundIrradianceTables = new RTHandle[2]; - m_GroundIrradianceTables[0] = AllocateGroundIrradianceTable(0); - - m_InScatteredRadianceTables = new RTHandle[5]; - m_InScatteredRadianceTables[0] = AllocateInScatteredRadianceTable(0); - m_InScatteredRadianceTables[1] = AllocateInScatteredRadianceTable(1); - m_InScatteredRadianceTables[2] = AllocateInScatteredRadianceTable(2); } public override void SetGlobalSkyData(CommandBuffer cmd, BuiltinSkyParameters builtinParams) { UpdateGlobalConstantBuffer(cmd, builtinParams); - - // TODO: ground irradiance table? Volume SH? Something else? - if (m_LastPrecomputedBounce > 0) - { - cmd.SetGlobalTexture(HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); - cmd.SetGlobalTexture(HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); - cmd.SetGlobalTexture(HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[2]); - } - else - { - cmd.SetGlobalTexture(HDShaderIDs._AirSingleScatteringTexture, CoreUtils.blackVolumeTexture); - cmd.SetGlobalTexture(HDShaderIDs._AerosolSingleScatteringTexture, CoreUtils.blackVolumeTexture); - cmd.SetGlobalTexture(HDShaderIDs._MultipleScatteringTexture, CoreUtils.blackVolumeTexture); - } - + if (m_PrecomputedData != null) + m_PrecomputedData.BindGlobalBuffers(builtinParams.commandBuffer); } public override void Cleanup() { - RTHandles.Release(m_GroundIrradianceTables[0]); m_GroundIrradianceTables[0] = null; - RTHandles.Release(m_GroundIrradianceTables[1]); m_GroundIrradianceTables[1] = null; - RTHandles.Release(m_InScatteredRadianceTables[0]); m_InScatteredRadianceTables[0] = null; - RTHandles.Release(m_InScatteredRadianceTables[1]); m_InScatteredRadianceTables[1] = null; - RTHandles.Release(m_InScatteredRadianceTables[2]); m_InScatteredRadianceTables[2] = null; - RTHandles.Release(m_InScatteredRadianceTables[3]); m_InScatteredRadianceTables[3] = null; - RTHandles.Release(m_InScatteredRadianceTables[4]); m_InScatteredRadianceTables[4] = null; - - CoreUtils.Destroy(s_PbrSkyMaterial); - - m_LastPrecomputedBounce = 0; + if (m_PrecomputedData != null) + { + s_PrecomputaionCache.Release(m_LastPrecomputationParamHash); + m_LastPrecomputationParamHash = 0; + m_PrecomputedData = null; + } + CoreUtils.Destroy(m_PbrSkyMaterial); } static float CornetteShanksPhasePartConstant(float anisotropy) @@ -247,90 +471,6 @@ void UpdateGlobalConstantBuffer(CommandBuffer cmd, BuiltinSkyParameters builtinP ConstantBuffer.PushGlobal(cmd, m_ConstantBuffer, m_ShaderVariablesPhysicallyBasedSkyID); } - void PrecomputeTables(CommandBuffer cmd) - { - using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.InScatteredRadiancePrecomputation))) - { - int order = m_LastPrecomputedBounce + 1; - { - // For efficiency reasons, multiple scattering is computed in 2 passes: - // 1. Gather the in-scattered radiance over the entire sphere of directions. - // 2. Accumulate the in-scattered radiance along the ray. - // Single scattering performs both steps during the same pass. - - int firstPass = Math.Min(order - 1, 2); - int accumPass = 3; - int numPasses = Math.Min(order, 2); - - for (int i = 0; i < numPasses; i++) - { - int pass = (i == 0) ? firstPass : accumPass; - - switch (pass) - { - case 0: - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AirSingleScatteringTable, m_InScatteredRadianceTables[0]); - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AerosolSingleScatteringTable, m_InScatteredRadianceTables[1]); - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[2]); // MS orders - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTableOrder, m_InScatteredRadianceTables[3]); // One order - break; - case 1: - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[1]); // One order - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[4]); // Temp - break; - case 2: - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[3]); // One order - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[1]); // One order - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[4]); // Temp - break; - case 3: - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[4]); // Temp - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTableOrder, m_InScatteredRadianceTables[3]); // One order - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[2]); // MS orders - break; - default: - Debug.Assert(false); - break; - } - - // Re-illuminate the sky with each bounce. - // Emulate a 4D dispatch with a "deep" 3D dispatch. - cmd.DispatchCompute(s_InScatteredRadiancePrecomputationCS, pass, (int)PbrSkyConfig.InScatteredRadianceTableSizeX / 4, - (int)PbrSkyConfig.InScatteredRadianceTableSizeY / 4, - (int)PbrSkyConfig.InScatteredRadianceTableSizeZ / 4 * - (int)PbrSkyConfig.InScatteredRadianceTableSizeW); - } - - { - // Used by all passes. - cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._GroundIrradianceTable, m_GroundIrradianceTables[0]); // All orders - cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._GroundIrradianceTableOrder, m_GroundIrradianceTables[1]); // One order - } - - switch (firstPass) - { - case 0: - break; - case 1: - cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); - cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); - break; - case 2: - cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[3]); // One order - break; - default: - Debug.Assert(false); - break; - } - - // Re-illuminate the ground with each bounce. - cmd.DispatchCompute(s_GroundIrradiancePrecomputationCS, firstPass, (int)PbrSkyConfig.GroundIrradianceTableSize / 64, 1, 1); - } - } - } - protected override bool Update(BuiltinSkyParameters builtinParams) { UpdateGlobalConstantBuffer(builtinParams.commandBuffer, builtinParams); @@ -339,54 +479,13 @@ protected override bool Update(BuiltinSkyParameters builtinParams) int currPrecomputationParamHash = pbrSky.GetPrecomputationHashCode(); if (currPrecomputationParamHash != m_LastPrecomputationParamHash) { - // Hash does not match, have to restart the precomputation from scratch. - m_LastPrecomputedBounce = 0; - } - - if (m_LastPrecomputedBounce == 0) - { - // Allocate temp tables if needed - if (m_GroundIrradianceTables[1] == null) - { - m_GroundIrradianceTables[1] = AllocateGroundIrradianceTable(1); - } - - if (m_InScatteredRadianceTables[3] == null) - { - m_InScatteredRadianceTables[3] = AllocateInScatteredRadianceTable(3); - } - - if (m_InScatteredRadianceTables[4] == null) - { - m_InScatteredRadianceTables[4] = AllocateInScatteredRadianceTable(4); - } - } - - if (m_LastPrecomputedBounce == pbrSky.numberOfBounces.value) - { - // Free temp tables. - // This is a deferred release (one frame late)! - RTHandles.Release(m_GroundIrradianceTables[1]); - RTHandles.Release(m_InScatteredRadianceTables[3]); - RTHandles.Release(m_InScatteredRadianceTables[4]); - m_GroundIrradianceTables[1] = null; - m_InScatteredRadianceTables[3] = null; - m_InScatteredRadianceTables[4] = null; - } - - if (m_LastPrecomputedBounce < pbrSky.numberOfBounces.value) - { - PrecomputeTables(builtinParams.commandBuffer); - m_LastPrecomputedBounce++; - - // Update the hash for the current bounce. + if (m_LastPrecomputationParamHash != 0) + s_PrecomputaionCache.Release(m_LastPrecomputationParamHash); + m_PrecomputedData = s_PrecomputaionCache.Get(currPrecomputationParamHash); m_LastPrecomputationParamHash = currPrecomputationParamHash; - - // If the sky is realtime, an upcoming update will update the sky lighting. Otherwise we need to force an update. - return builtinParams.skySettings.updateMode != EnvironmentUpdateMode.Realtime; } - return false; + return m_PrecomputedData.Update(builtinParams, pbrSky); } // 'renderSunDisk' parameter is not supported. @@ -420,20 +519,7 @@ public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderFo s_PbrSkyMaterialProperties.SetMatrix(HDShaderIDs._PlanetRotation, Matrix4x4.Rotate(planetRotation)); s_PbrSkyMaterialProperties.SetMatrix(HDShaderIDs._SpaceRotation, Matrix4x4.Rotate(spaceRotation)); - if (m_LastPrecomputedBounce != 0) - { - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[0]); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[2]); - } - else - { - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._GroundIrradianceTexture, Texture2D.blackTexture); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AirSingleScatteringTexture, CoreUtils.blackVolumeTexture); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AerosolSingleScatteringTexture, CoreUtils.blackVolumeTexture); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._MultipleScatteringTexture, CoreUtils.blackVolumeTexture); - } + m_PrecomputedData.BindBuffers(cmd, s_PbrSkyMaterialProperties); int hasGroundAlbedoTexture = 0; @@ -468,7 +554,7 @@ public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderFo int pass = (renderForCubemap ? 0 : 2) + (isPbrSkyActive ? 0 : 1); - CoreUtils.DrawFullScreen(builtinParams.commandBuffer, s_PbrSkyMaterial, s_PbrSkyMaterialProperties, pass); + CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_PbrSkyMaterial, s_PbrSkyMaterialProperties, pass); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs index de6b404b536..e3de933f06e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs @@ -413,6 +413,24 @@ internal SphericalHarmonicsL2 GetAmbientProbe(HDCamera hdCamera) return GetAmbientProbe(hdCamera.lightingSky); } + internal bool HasSetValidAmbientProbe(HDCamera hdCamera) + { + SkyAmbientMode ambientMode = hdCamera.volumeStack.GetComponent().skyAmbientMode.value; + if (ambientMode == SkyAmbientMode.Static) + return true; + + if (hdCamera.skyAmbientMode == SkyAmbientMode.Dynamic && hdCamera.lightingSky != null && + hdCamera.lightingSky.IsValid() && IsCachedContextValid(hdCamera.lightingSky)) + { + ref CachedSkyContext cachedContext = ref m_CachedSkyContexts[hdCamera.lightingSky.cachedSkyRenderingContextId]; + var renderingContext = cachedContext.renderingContext; + return renderingContext.ambientProbeIsReady; + } + + return false; + + } + internal void SetupAmbientProbe(HDCamera hdCamera) { // Working around GI current system @@ -697,7 +715,7 @@ public void UpdateEnvironment( HDCamera hdCamera, // This is to avoid cases in which the probe camera is below ground and the parent is not, leading to // in case of PBR sky to a black sky. All other parameters are left as is. // This can introduce inaccuracies, but they should be acceptable if the distance parent camera - probe camera is - // small. + // small. if (hdCamera.camera.cameraType == CameraType.Reflection && hdCamera.parentCamera != null) { worldSpaceCameraPos = hdCamera.parentCamera.transform.position; @@ -794,13 +812,14 @@ public void UpdateEnvironment(HDCamera hdCamera, ScriptableRenderContext renderC // because we only maintain one static sky. Since we don't care that the static lighting may be a bit different in the preview we never recompute // and we use the one from the main camera. bool forceStaticUpdate = false; + StaticLightingSky staticLightingSky = GetStaticLightingSky(); #if UNITY_EDITOR - // In the editor, we might need the static sky ready for baking lightmaps/lightprobes regardless of the current ambient mode so we force it to update in this case. - forceStaticUpdate = true; + // In the editor, we might need the static sky ready for baking lightmaps/lightprobes regardless of the current ambient mode so we force it to update in this case if it's not been computed yet.. + // We don't test if the hash of the static sky has changed here because it depends on the sun direction and in the case of LookDev, sun will be different from the main rendering so it will induce improper recomputation. + forceStaticUpdate = staticLightingSky != null && m_StaticLightingSky.skyParametersHash == -1; ; #endif if ((ambientMode == SkyAmbientMode.Static || forceStaticUpdate) && hdCamera.camera.cameraType != CameraType.Preview) { - StaticLightingSky staticLightingSky = GetStaticLightingSky(); if (staticLightingSky != null) { m_StaticLightingSky.skySettings = staticLightingSky.skySettings; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs index d03791d1d2b..9016477b396 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs @@ -14,6 +14,8 @@ internal class SkyRenderingContext public CubemapArray skyboxBSDFCubemapArray { get; private set; } public bool supportsConvolution { get; private set; } = false; + internal bool ambientProbeIsReady = false; + public SkyRenderingContext(int resolution, int bsdfCount, bool supportsConvolution, SphericalHarmonicsL2 ambientProbe, string name) { m_AmbientProbe = ambientProbe; @@ -71,6 +73,8 @@ public void OnComputeAmbientProbeDone(AsyncGPUReadbackRequest request) m_AmbientProbe[channel, coeff] = result[channel * 9 + coeff]; } } + + ambientProbeIsReady = true; } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs index 3ae3591daa4..9127a4824f0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs @@ -16,6 +16,15 @@ public SkySettings skySettings get { return m_SkySettings; } set { + // We cleanup the renderer first here because in some cases, after scene unload, the skySettings field will be "null" because the object got destroyed. + // In this case, the renderer might stay allocated until a non null value is set. To avoid a lingering allocation, we cleanup first before anything else. + // So next frame after scene unload, renderer will be freed. + if (skyRenderer != null && (value == null || value.GetSkyRendererType() != skyRenderer.GetType())) + { + skyRenderer.Cleanup(); + skyRenderer = null; + } + if (m_SkySettings == value) return; @@ -23,13 +32,8 @@ public SkySettings skySettings m_SkySettings = value; currentUpdateTime = 0.0f; - if (m_SkySettings != null && (skyRenderer == null || m_SkySettings.GetSkyRendererType() != skyRenderer.GetType())) + if (m_SkySettings != null && skyRenderer == null) { - if (skyRenderer != null) - { - skyRenderer.Cleanup(); - } - var rendererType = m_SkySettings.GetSkyRendererType(); skyRenderer = (SkyRenderer)Activator.CreateInstance(rendererType); skyRenderer.Build(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl index ba0a7bd6290..2fa34dfff56 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl @@ -17,4 +17,15 @@ float3 GetSkyViewDirWS(float2 positionCS) return normalize(viewDirWS.xyz); } +// Returns latlong coords from view direction +float2 GetLatLongCoords(float3 dir, float upperHemisphereOnly) +{ + const float2 invAtan = float2(0.1591, 0.3183); + + float fastATan2 = FastATan(dir.x/dir.z) + (dir.z <= 0.0) * sign(dir.x) * PI; + float2 uv = float2(fastATan2, FastASin(dir.y)) * invAtan + 0.5; + uv.y = upperHemisphereOnly ? uv.y * 2.0 - 1.0 : uv.y; + return uv; +} + #endif // __SKYUTILS_H__ diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs index f70ffb78d71..6f629822036 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs @@ -11,23 +11,95 @@ static class Styles { public static readonly GUIContent AAMode = EditorGUIUtility.TrTextContent("Camera Anti-aliasing", "The anti-alising mode that will be used in the scene view camera."); public static readonly GUIContent StopNaNs = EditorGUIUtility.TrTextContent("Camera Stop NaNs", "When enabled, any NaNs in the color buffer of the scene view camera will be suppressed."); +#if UNITY_2020_2_OR_NEWER + public static readonly string HelpBox = "Temporal Anti - aliasing in the Scene View is only supported when Always Refresh is enabled."; +#else public static readonly string HelpBox = "Temporal Anti - aliasing in the Scene View is only supported when Animated Materials are enabled."; +#endif + } + + // Helper class to manage editor preferences with local caching. + // Only supports bools, floats and ints/enums, so we keep it local for now. + class CachedEditorPref + { + T m_Storage; + string m_Key; + + public T value + { + // We update the Editor prefs only when writing. Reading goes through the cached local var to ensure that reads have no overhead. + get => m_Storage; + set + { + m_Storage = value; + SetPref(value); + } + } + + // Creates a cached editor preference using the specified key and default value + public CachedEditorPref(string key, T dafaultValue) + { + m_Key = key; + m_Storage = GetOrCreatePref(dafaultValue); + } + + T GetOrCreatePref(T defaultValue) + { + if (EditorPrefs.HasKey(m_Key)) + { + if (typeof(T) == typeof(bool)) + { + return (T)(object)EditorPrefs.GetBool(m_Key); + } + else if (typeof(T) == typeof(float)) + { + return (T)(object)EditorPrefs.GetFloat(m_Key); + } + return (T)(object)EditorPrefs.GetInt(m_Key); + } + else + { + if (typeof(T) == typeof(bool)) + { + EditorPrefs.SetBool(m_Key, (bool)(object)defaultValue); + } + else if (typeof(T) == typeof(float)) + { + EditorPrefs.SetFloat(m_Key, (float)(object)defaultValue); + } + else + { + EditorPrefs.SetInt(m_Key, (int)(object)defaultValue); + } + return defaultValue; + } + } + + void SetPref(T value) + { + if (typeof(T) == typeof(bool)) + EditorPrefs.SetBool(m_Key, (bool)(object)value); + else if (typeof(T) == typeof(float)) + EditorPrefs.SetFloat(m_Key, (float)(object)value); + else + EditorPrefs.SetInt(m_Key, (int)(object)value); + } } - static AntialiasingMode s_SceneViewAntialiasing = AntialiasingMode.None; + static CachedEditorPref s_SceneViewAntialiasing = new CachedEditorPref("HDRP:SceneViewCamera:Antialiasing", AntialiasingMode.None); public static AntialiasingMode sceneViewAntialiasing { - get => s_SceneViewAntialiasing; - set => s_SceneViewAntialiasing = value; + get => s_SceneViewAntialiasing.value; + set => s_SceneViewAntialiasing.value = value; } - static bool s_SceneViewStopNaNs = false; + static CachedEditorPref s_SceneViewStopNaNs = new CachedEditorPref("HDRP:SceneViewCamera:StopNaNs", false); public static bool sceneViewStopNaNs { - get => s_SceneViewStopNaNs; - set => s_SceneViewStopNaNs = value; + get => s_SceneViewStopNaNs.value; + set => s_SceneViewStopNaNs.value = value; } static HDAdditionalSceneViewSettings() @@ -40,11 +112,11 @@ static void DoAdditionalSettings(SceneView sceneView) EditorGUILayout.Space(); EditorGUILayout.LabelField("HD Render Pipeline", EditorStyles.boldLabel); - s_SceneViewAntialiasing = (AntialiasingMode)EditorGUILayout.EnumPopup(Styles.AAMode, s_SceneViewAntialiasing); - if (s_SceneViewAntialiasing == AntialiasingMode.TemporalAntialiasing) + sceneViewAntialiasing = (AntialiasingMode)EditorGUILayout.EnumPopup(Styles.AAMode, sceneViewAntialiasing); + if (sceneViewAntialiasing == AntialiasingMode.TemporalAntialiasing) EditorGUILayout.HelpBox(Styles.HelpBox, MessageType.Info); - s_SceneViewStopNaNs = EditorGUILayout.Toggle(Styles.StopNaNs, s_SceneViewStopNaNs); + sceneViewStopNaNs = EditorGUILayout.Toggle(Styles.StopNaNs, sceneViewStopNaNs); } } #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/VirtualTexturing/Shaders.meta 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List(); + + void OnValidate() { + platformApis.Clear(); + + if (D3D11) + platformApis.Add(new PlatformAPI(RuntimePlatform.WindowsEditor, GraphicsDeviceType.Direct3D11)); + + if (D3D12) + platformApis.Add(new PlatformAPI(RuntimePlatform.WindowsEditor, GraphicsDeviceType.Direct3D12)); + + if (VukanWindows) + platformApis.Add(new PlatformAPI(RuntimePlatform.WindowsEditor, GraphicsDeviceType.Vulkan)); + + if (Metal) + platformApis.Add(new PlatformAPI(RuntimePlatform.OSXEditor, GraphicsDeviceType.Metal)); + bool display = false; foreach (var platformApi in platformApis) @@ -20,12 +40,18 @@ void Start() } } - gameObject.SetActive(display); + var textMeshRenderer = gameObject.GetComponent(); + textMeshRenderer.enabled = display; } - [System.Serializable] public struct PlatformAPI { + public PlatformAPI(RuntimePlatform inPlatform, GraphicsDeviceType inGraphicsDeviceType) + { + platform = inPlatform; + graphicsDeviceType = inGraphicsDeviceType; + } + public RuntimePlatform platform; public GraphicsDeviceType graphicsDeviceType; } diff --git a/com.unity.testing.hdrp/Scripts/HDRP_Tests.asmdef b/com.unity.testing.hdrp/Scripts/HDRP_Tests.asmdef index 82f7dfafdc6..747bdf4a80d 100644 --- a/com.unity.testing.hdrp/Scripts/HDRP_Tests.asmdef +++ b/com.unity.testing.hdrp/Scripts/HDRP_Tests.asmdef @@ -5,7 +5,9 @@ "Unity.Postprocessing.Runtime", "Unity.RenderPipelines.HighDefinition.Runtime", "UnityEngine.TestTools.Graphics", - "Unity.RenderPipelines.HighDefinition.Editor" + "Unity.RenderPipelines.HighDefinition.Editor", + "HDRP_TestRunner", + "UnityEditor.TestTools.Graphics" ], "includePlatforms": [], "excludePlatforms": [], @@ -16,4 +18,4 @@ "defineConstraints": [], "versionDefines": [], "noEngineReferences": false -} \ No newline at end of file +} diff --git a/com.unity.testing.hdrp/Scripts/SetToCameraNearPlane.cs b/com.unity.testing.hdrp/Scripts/SetToCameraNearPlane.cs new file mode 100644 index 00000000000..a69ed28f436 --- /dev/null +++ b/com.unity.testing.hdrp/Scripts/SetToCameraNearPlane.cs @@ -0,0 +1,67 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +//using UnityEngine.TestTools.Graphics; // Don't know why but it doesn't compile when building player + +public class SetToCameraNearPlane : MonoBehaviour +{ + new public MeshRenderer renderer; + new public Camera camera; + //public GraphicsTestSettings testSettings; + + [Range(0, 1)] + public float screenSize = 0.8f; + public float nearPlaneOffset = 0.001f; + + public Vector2 extend = Vector2.one; + + void Start() + { + PlaceObject(); + } + + void PlaceObject () + { + float captureRatio = 1.0f; // testSettings.ImageComparisonSettings.TargetWidth * 1.0f / testSettings.ImageComparisonSettings.TargetHeight; + float objectRatio = extend.x / extend.y; + + bool scaleBaseOnX = objectRatio >= captureRatio; + + float camDistance = camera.nearClipPlane + nearPlaneOffset; + + float nearPlaneTargetSize = 1f; + + if (camera.orthographic) + { + nearPlaneTargetSize = camera.orthographicSize * ((scaleBaseOnX) ? captureRatio : 1f) * screenSize; + } + else + { + nearPlaneTargetSize = Mathf.Sin(camera.fieldOfView * 0.5f * Mathf.Deg2Rad * ((scaleBaseOnX) ? captureRatio : 1f)) * camDistance * screenSize; + } + + renderer.transform.parent = camera.transform; + renderer.transform.localPosition = new Vector3(0, 0, camDistance); + renderer.transform.localRotation = Quaternion.identity; + renderer.transform.localScale = Vector3.one * Mathf.Abs(nearPlaneTargetSize / ( (scaleBaseOnX) ? extend.x : extend.y ) ); + + } + + public bool place = false; + private void OnValidate() + { + if (place) + { + place = false; + PlaceObject(); + } + } + + private void OnDrawGizmosSelected() + { + if (renderer == null) return; + + Gizmos.matrix = renderer.transform.localToWorldMatrix; + Gizmos.DrawWireCube(Vector3.zero, extend * 2f); + } +} diff --git a/com.unity.testing.hdrp/Scripts/SetToCameraNearPlane.cs.meta b/com.unity.testing.hdrp/Scripts/SetToCameraNearPlane.cs.meta new file mode 100644 index 00000000000..15994da3067 --- /dev/null +++ b/com.unity.testing.hdrp/Scripts/SetToCameraNearPlane.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aba9db29cdbc7481a86ff2d206b4dad6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.testing.hdrp/Scripts/TestFilterGenerator.cs b/com.unity.testing.hdrp/Scripts/TestFilterGenerator.cs new file mode 100644 index 00000000000..067efc9026b --- /dev/null +++ b/com.unity.testing.hdrp/Scripts/TestFilterGenerator.cs @@ -0,0 +1,106 @@ +#if UNITY_EDITOR +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEditor.SceneManagement; +using UnityEngine.Rendering; + +class TestFilterGenerator +{ + [MenuItem("Tests/UpdateTestCaseFilter", priority = 5)] + static void UpdateTestFilter() + { + string[] guids1 = AssetDatabase.FindAssets("t:TestFilters", null); + if (guids1.Length == 0) + { + Debug.LogError("TestFilters object not found in project"); + return; + } + + var filters = new List(); + + Scene activeScene = SceneManager.GetActiveScene(); + string activeScenePath = null; + if (activeScene != null) + activeScenePath = activeScene.path; + + foreach (EditorBuildSettingsScene editorBuildSettingsScene in EditorBuildSettings.scenes) + { + //Debug.Log("Found Scene " + editorBuildSettingsScene.path); + EditorSceneManager.OpenScene(editorBuildSettingsScene.path); + + GameObject obj = GameObject.Find("BrokenTestText"); + + if (obj) + { + var sceneAsset = AssetDatabase.LoadAssetAtPath(editorBuildSettingsScene.path); + + var displayOnPlatformAPI = obj.GetComponent(); + + if (displayOnPlatformAPI.D3D11) + { + TestFilterConfig config = new TestFilterConfig(); + config.FilteredScene = sceneAsset; + config.Reason = "Not Working"; + config.ColorSpace = ColorSpace.Linear; + config.BuildPlatform = BuildTarget.NoTarget; + config.GraphicsDevice = GraphicsDeviceType.Direct3D11; + filters.Add(config); + } + + if (displayOnPlatformAPI.D3D12) + { + TestFilterConfig config = new TestFilterConfig(); + config.FilteredScene = sceneAsset; + config.Reason = "Not Working"; + config.ColorSpace = ColorSpace.Linear; + config.BuildPlatform = BuildTarget.NoTarget; + config.GraphicsDevice = GraphicsDeviceType.Direct3D12; + filters.Add(config); + } + + if (displayOnPlatformAPI.VukanWindows) + { + TestFilterConfig config = new TestFilterConfig(); + config.FilteredScene = sceneAsset; + config.Reason = "Not Working"; + config.ColorSpace = ColorSpace.Linear; + config.BuildPlatform = BuildTarget.NoTarget; + config.GraphicsDevice = GraphicsDeviceType.Vulkan; + filters.Add(config); + } + + if (displayOnPlatformAPI.Metal) + { + TestFilterConfig config = new TestFilterConfig(); + config.FilteredScene = sceneAsset; + config.Reason = "Not Working"; + config.ColorSpace = ColorSpace.Linear; + config.BuildPlatform = BuildTarget.NoTarget; + config.GraphicsDevice = GraphicsDeviceType.Metal; + filters.Add(config); + } + } + else + { + Debug.LogError("BrokenTestText not found in scene " + editorBuildSettingsScene.path); + } + } + + string assetPath = AssetDatabase.GUIDToAssetPath(guids1[0]); + TestFilters testFilters = (TestFilters)AssetDatabase.LoadAssetAtPath(assetPath, typeof(TestFilters)); + + // Sort by platform + filters.Sort( + (a, b) => (a.GraphicsDevice != b.GraphicsDevice) ? a.GraphicsDevice.CompareTo(b.GraphicsDevice) : a.FilteredScene.name.CompareTo(b.FilteredScene.name)); + + testFilters.filters = filters.ToArray(); + EditorUtility.SetDirty(testFilters); + + if (activeScenePath != null) + EditorSceneManager.OpenScene(activeScenePath); + } +} + +#endif diff --git a/com.unity.testing.hdrp/Scripts/TestFilterGenerator.cs.meta b/com.unity.testing.hdrp/Scripts/TestFilterGenerator.cs.meta new file mode 100644 index 00000000000..1cde34e3ee8 --- /dev/null +++ b/com.unity.testing.hdrp/Scripts/TestFilterGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 07d007de7ba6cc647bbcb5fc8f3a0f92 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: