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Fixed the clouds missing in the ambient probe and in the static and dynamic sky. #5318
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
How/What was tested ? |
@RemyUnity it's a draft, so the PR is not ready for QA review |
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static void TraceVolumetricClouds_Accumulation(CommandBuffer cmd, VolumetricCloudsParameters_Accumulation parameters, | ||
RTHandle colorBuffer, RTHandle depthPyramid, TextureHandle motionVectors, TextureHandle volumetricLightingTexture, TextureHandle scatteringFallbackTexture, | ||
RTHandle colorBuffer, RTHandle depthPyramid, RTHandle motionVectors, RTHandle volumetricLightingTexture, RTHandle scatteringFallbackTexture, |
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Why the change to RTHandle here?
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it was a mistake, should have been rthandle all long
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static void TraceVolumetricClouds_FullResolution(CommandBuffer cmd, VolumetricCloudsParameters_FullResolution parameters, | ||
RTHandle colorBuffer, RTHandle depthPyramid, TextureHandle volumetricLightingTexture, TextureHandle scatteringFallbackTexture, | ||
RTHandle colorBuffer, RTHandle depthPyramid, RTHandle volumetricLightingTexture, RTHandle scatteringFallbackTexture, |
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Same question as above.
{ | ||
if (m_Asset.currentPlatformRenderPipelineSettings.supportVolumetricClouds) | ||
{ | ||
int skyResolution = (int)m_Asset.currentPlatformRenderPipelineSettings.lightLoopSettings.skyReflectionSize; |
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These buffers are only used to render the sky in order to compute ambient probe for the clouds right?
If that's the case, I think we should not use skyReflectionSize here because it can be huge (2k or 4k) and it would be very wasteful, even when this goes through render graph.
There are plans to add a new resolution setting for ambient only when possible but in the meantime, can we use a much smaller hardcoded fixed size here?
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I did a test scene to check if the clouds were visible in the ambiant probe, as well as in the sky reflections of the different rendering objects (camera/static&dynamic reflection probes/plana probes), and I all these I checked if the full res option was working.
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Managed to fix the metal issue, however an other PR needs to be merged first for us to generate the new screenshots. |
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Updated all the screenshots on all 5 platforms (OSX, Linux, WinDx11, WinDx12, WinVulkan) Standalone and playmode |
This PR adds the support of the volumetric clouds in the baking of the static sky, dynamic sky and ambient probe. It also generated a second probe without the clouds that is used to light the clouds themselfs as an environement lighting.
The clouds can be evaluated either at full resolution or quarter resolution and that can be controlled through the frame settings of the camera.
Testing status