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Added an option to render screen space global illumination in half resolution to achieve real-time compatible performance in high resolutions (case 1353727). #5383
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…solution to achieve real-time compatible performance in high resolutions (case 1353727).
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. |
Found an issue in history buffer discarding, need to fix |
Fixed some issues, still some related to the temporal reprojection |
Fixed temporal reprojection issues 2021-08-18_23-20-15.mp4 |
DXR tests are green locally |
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Whats tested:
- Tested the half rez feature works both in SSGI Ray marching and mixed modes
- Upgraded 2 projects to look for visual change
- Based on files changed did a quick smoke test for some parameters of :
- Raytraced SSGI
- Raytraced SSAO
- Raytraced SSS
Demo:
As expected before and after the PR there is no visual difference. When using the new feature, the image is different. When denoiser is disabled even easier to spot the resolution changes.
SSGI with reintroduced feature Full Resolution = false
No denoiser
https://fogbugz.unity3d.com/f/cases/1353727/

A new volume parameter "Full Resolution" was added to the ray marching based GI to be able to tune down the cost of the effect a very high rendering resolutions. The cost of the effect is approximately reduced by 4 when disabling the full resolution mode.
Testing status
Made sure the rendering looked correct in both full resolution and half resolution modes.