From 7a1ecd1f4b6e6a0a2b8ed418bcb60d6a645722d6 Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Tue, 7 Sep 2021 11:17:09 +0200 Subject: [PATCH 01/10] Fixed regression in the ambient probe intensity for volumetric clouds. --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs | 3 +++ .../HDRenderPipeline.VolumetricCloudsLighting.cs | 4 +++- 3 files changed, 7 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 826a0431c39..4d38b19f942 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -14,6 +14,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed light anchor min distance value + properties not working with prefabs (case 1345509). - Fixed specular occlusion sharpness and over darkening at grazing angles. - Fixed edge bleeding when rendering volumetric clouds. +- Fixed regression in the ambient probe intensity for volumetric clouds. ### changed - Visual Environment ambient mode is now Dynamic by default. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs index 73f366b80f3..aa025ae5a99 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs @@ -7,6 +7,7 @@ public partial class HDRenderPipeline { // Intermediate values for ambient probe evaluation Vector4[] m_PackedCoeffsClouds; + ZonalHarmonicsL2 m_PhaseZHClouds; // Cloud preset maps Texture2D m_SparsePresetMap; @@ -89,6 +90,8 @@ void InitializeVolumetricClouds() // Allocate the buffers for ambient probe evaluation m_PackedCoeffsClouds = new Vector4[7]; + m_PhaseZHClouds = new ZonalHarmonicsL2(); + m_PhaseZHClouds.coeffs = new float[3]; // Grab the kernels we need ComputeShader volumetricCloudsCS = m_Asset.renderPipelineResources.shaders.volumetricCloudsCS; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsLighting.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsLighting.cs index fa8f41197bb..edcb47517d3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsLighting.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsLighting.cs @@ -92,7 +92,9 @@ unsafe void SetPreconvolvedAmbientLightProbe(ref ShaderVariablesClouds cb, Volum { SphericalHarmonicsL2 probeSH = SphericalHarmonicMath.UndoCosineRescaling(m_CloudsAmbientProbe); probeSH = SphericalHarmonicMath.RescaleCoefficients(probeSH, settings.ambientLightProbeDimmer.value); - SphericalHarmonicMath.PackCoefficients(m_PackedCoeffsClouds, probeSH); + ZonalHarmonicsL2.GetCornetteShanksPhaseFunction(m_PhaseZHClouds, 0.0f); + SphericalHarmonicsL2 finalSH = SphericalHarmonicMath.PremultiplyCoefficients(SphericalHarmonicMath.Convolve(probeSH, m_PhaseZHClouds)); + SphericalHarmonicMath.PackCoefficients(m_PackedCoeffsClouds, finalSH); // Evaluate the probe at the top and bottom (above and under the clouds) cb._AmbientProbeTop = EvaluateAmbientProbe(Vector3.down); From eaeb9493fccfeb9bf9b6e18bb0fb698057ceb473 Mon Sep 17 00:00:00 2001 From: anisunity Date: Wed, 8 Sep 2021 16:28:19 +0200 Subject: [PATCH 02/10] Fix artifact non local low clouds --- .../HDRenderPipeline.VolumetricClouds.cs | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs index aa025ae5a99..7b4fa8801b1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs @@ -375,7 +375,13 @@ void UpdateShaderVariableslClouds(ref ShaderVariablesClouds cb, HDCamera hdCamer { // Convert to kilometers cb._LowestCloudAltitude = settings.lowestCloudAltitude.value; - cb._HighestCloudAltitude = settings.lowestCloudAltitude.value + settings.cloudThickness.value; + + // When in non local mode, the camera is supposed to be always stricly under the clouds + // to avoid artifactss due to precision issues, when in non local, the clouds are always 1 meter above the camera. + if (!settings.localClouds.value) + cb._LowestCloudAltitude = Mathf.Max(cb._LowestCloudAltitude, 1.0f); + + cb._HighestCloudAltitude = cb._LowestCloudAltitude + settings.cloudThickness.value; cb._EarthRadius = Mathf.Lerp(1.0f, 0.025f, settings.earthCurvature.value) * k_EarthRadius; cb._CloudRangeSquared.Set(Square(cb._LowestCloudAltitude + cb._EarthRadius), Square(cb._HighestCloudAltitude + cb._EarthRadius)); From 8327da6830d3cafe3f693c8d5a0232bb47aa9c73 Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Wed, 8 Sep 2021 18:42:55 +0200 Subject: [PATCH 03/10] Fixed the sun leaking from behind fully opaque clouds. Changed the volumetric clouds presets. --- .../CHANGELOG.md | 4 +- .../BilateralUpsample.hlsl | 2 +- .../HDRenderPipeline.VolumetricClouds.cs | 52 +++++++++---------- .../VolumetricClouds/CloudLutRainAO.png | 4 +- 4 files changed, 32 insertions(+), 30 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 4d38b19f942..4be845441ff 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -15,9 +15,11 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed specular occlusion sharpness and over darkening at grazing angles. - Fixed edge bleeding when rendering volumetric clouds. - Fixed regression in the ambient probe intensity for volumetric clouds. +- Fixed the sun leaking from behind fully opaque clouds. -### changed +### Changed - Visual Environment ambient mode is now Dynamic by default. +- Changed the volumetric clouds presets. ## [12.0.0] - 2021-01-11 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl index 5969696ffe7..eee568c1e65 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl @@ -170,6 +170,6 @@ float4 BilUpColor3x3(float highDepth, in NeighborhoodUpsampleData3x3 data) + data.lowValue6 * combinedWeightsB.z + data.lowValue7 * combinedWeightsB.w + data.lowValue8 * combinedWeightsC - + _NoiseFilterStrength; + + float4(_NoiseFilterStrength, _NoiseFilterStrength, _NoiseFilterStrength, 0.0); return WeightedSum / TotalWeight; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs index 7b4fa8801b1..32c75765b46 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs @@ -145,15 +145,15 @@ void AllocatePresetTextures() m_SparsePresetMap.Apply(); m_CloudyPresetMap = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_UNorm, TextureCreationFlags.None) { name = "Default Cloudy Texture" }; - m_CloudyPresetMap.SetPixel(0, 0, new Color(0.9f, 0.0f, 0.2f, 1.0f)); + m_CloudyPresetMap.SetPixel(0, 0, new Color(0.9f, 0.0f, 0.25f, 1.0f)); m_CloudyPresetMap.Apply(); m_OvercastPresetMap = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_UNorm, TextureCreationFlags.None) { name = "Default Overcast Texture" }; - m_OvercastPresetMap.SetPixel(0, 0, new Color(0.5f, 0.0f, 1.0f, 1.0f)); + m_OvercastPresetMap.SetPixel(0, 0, new Color(0.9f, 0.0f, 0.25f, 1.0f)); m_OvercastPresetMap.Apply(); m_StormyPresetMap = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_UNorm, TextureCreationFlags.None) { name = "Default Storm Texture" }; - m_StormyPresetMap.SetPixel(0, 0, new Color(1.0f, 0.0f, 0.80f, 1.0f)); + m_StormyPresetMap.SetPixel(0, 0, new Color(1.0f, 0.0f, 0.85f, 1.0f)); m_StormyPresetMap.Apply(); } @@ -173,52 +173,52 @@ void GetPresetCloudMapValues(VolumetricClouds.CloudPresets preset, out CloudMode { case VolumetricClouds.CloudPresets.Sparse: { - cloudModelData.densityMultiplier = 0.2f; + cloudModelData.densityMultiplier = 0.3f; cloudModelData.shapeFactor = 0.9f; - cloudModelData.shapeScale = 2.0f; - cloudModelData.erosionFactor = 0.6f; - cloudModelData.erosionScale = 50.0f; + cloudModelData.shapeScale = 3.0f; + cloudModelData.erosionFactor = 0.9f; + cloudModelData.erosionScale = 75.0f; cloudModelData.erosionNoise = VolumetricClouds.CloudErosionNoise.Perlin32; return; } case VolumetricClouds.CloudPresets.Cloudy: { - cloudModelData.densityMultiplier = 0.3f; - cloudModelData.shapeFactor = 0.85f; - cloudModelData.shapeScale = 2.5f; - cloudModelData.erosionFactor = 0.7f; - cloudModelData.erosionScale = 55.0f; + cloudModelData.densityMultiplier = 0.35f; + cloudModelData.shapeFactor = 0.9f; + cloudModelData.shapeScale = 5.0f; + cloudModelData.erosionFactor = 0.9f; + cloudModelData.erosionScale = 120.0f; cloudModelData.erosionNoise = VolumetricClouds.CloudErosionNoise.Perlin32; return; } case VolumetricClouds.CloudPresets.Overcast: { cloudModelData.densityMultiplier = 0.25f; - cloudModelData.shapeFactor = 0.5f; - cloudModelData.shapeScale = 6.0f; - cloudModelData.erosionFactor = 0.5f; - cloudModelData.erosionScale = 40.0f; + cloudModelData.shapeFactor = 0.55f; + cloudModelData.shapeScale = 8.0f; + cloudModelData.erosionFactor = 0.6f; + cloudModelData.erosionScale = 80.0f; cloudModelData.erosionNoise = VolumetricClouds.CloudErosionNoise.Perlin32; return; } case VolumetricClouds.CloudPresets.Stormy: { - cloudModelData.densityMultiplier = 0.3f; - cloudModelData.shapeFactor = 0.9f; - cloudModelData.shapeScale = 2.0f; - cloudModelData.erosionFactor = 0.8f; - cloudModelData.erosionScale = 50.0f; + cloudModelData.densityMultiplier = 0.35f; + cloudModelData.shapeFactor = 0.85f; + cloudModelData.shapeScale = 3.5f; + cloudModelData.erosionFactor = 0.95f; + cloudModelData.erosionScale = 70.0f; cloudModelData.erosionNoise = VolumetricClouds.CloudErosionNoise.Perlin32; return; } } // Default unused values - cloudModelData.densityMultiplier = 0.38729833462f; - cloudModelData.shapeFactor = 0.6f; - cloudModelData.shapeScale = 0.33333333333f; - cloudModelData.erosionFactor = 0.6f; - cloudModelData.erosionScale = 0.33333333333f; + cloudModelData.densityMultiplier = 0.0f; + cloudModelData.shapeFactor = 0.0f; + cloudModelData.shapeScale = 0.0f; + cloudModelData.erosionFactor = 0.0f; + cloudModelData.erosionScale = 0.0f; cloudModelData.erosionNoise = VolumetricClouds.CloudErosionNoise.Perlin32; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/VolumetricClouds/CloudLutRainAO.png b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/VolumetricClouds/CloudLutRainAO.png index 50c0121c8ad..3cfb0125353 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/VolumetricClouds/CloudLutRainAO.png +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Texture/VolumetricClouds/CloudLutRainAO.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e65f46c930edffe9abffdd9483803384170e62fe240caa67759fb7d6ddb3d4d6 -size 9171 +oid sha256:97c41e20e707f1fbfc6862e1b891e8808ebf3aea100d3f314e8a558e7d10a08d +size 7061 From 50750733c8ee72e793934a10f7081856f9ed746c Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Wed, 8 Sep 2021 19:06:27 +0200 Subject: [PATCH 04/10] fix formatting --- .../VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs index 32c75765b46..89ee25d1853 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs @@ -195,7 +195,7 @@ void GetPresetCloudMapValues(VolumetricClouds.CloudPresets preset, out CloudMode { cloudModelData.densityMultiplier = 0.25f; cloudModelData.shapeFactor = 0.55f; - cloudModelData.shapeScale = 8.0f; + cloudModelData.shapeScale = 8.0f; cloudModelData.erosionFactor = 0.6f; cloudModelData.erosionScale = 80.0f; cloudModelData.erosionNoise = VolumetricClouds.CloudErosionNoise.Perlin32; @@ -205,7 +205,7 @@ void GetPresetCloudMapValues(VolumetricClouds.CloudPresets preset, out CloudMode { cloudModelData.densityMultiplier = 0.35f; cloudModelData.shapeFactor = 0.85f; - cloudModelData.shapeScale = 3.5f; + cloudModelData.shapeScale = 3.5f; cloudModelData.erosionFactor = 0.95f; cloudModelData.erosionScale = 70.0f; cloudModelData.erosionNoise = VolumetricClouds.CloudErosionNoise.Perlin32; From 1985d1145c5b17b0f46f8cfec0601a3d787c5076 Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Wed, 8 Sep 2021 19:13:12 +0200 Subject: [PATCH 05/10] Added an option for the ultra 1024x1024 mode for the volumetric cloud shadows and a filtering pass to reduce the aliasing artifacts of the clouds shadow. Changed the number of steps to evaluate the shadow from 9 to 16. --- .../CHANGELOG.md | 4 ++ ...DRenderPipeline.VolumetricCloudsShadows.cs | 37 ++++++++-- .../VolumetricClouds.compute | 72 ++++++++++++++++++- .../VolumetricLighting/VolumetricClouds.cs | 4 +- .../RenderPipeline/HDStringConstants.cs | 1 + 5 files changed, 109 insertions(+), 9 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 4be845441ff..b2e8ed075a6 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -20,6 +20,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Changed - Visual Environment ambient mode is now Dynamic by default. - Changed the volumetric clouds presets. +- Changed the number of steps to evaluate the shadow from 9 to 16. + +### Added +- Added an option for the ultra 1024x1024 mode for the volumetric cloud shadows and a filtering pass to reduce the aliasing artifacts of the clouds shadow. ## [12.0.0] - 2021-01-11 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsShadows.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsShadows.cs index ecd67027d88..521dbf64dc7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsShadows.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsShadows.cs @@ -7,23 +7,25 @@ public partial class HDRenderPipeline { // Cloud preset maps RTHandle[] m_VolumetricCloudsShadowTexture = new RTHandle[VolumetricClouds.CloudShadowResolutionCount]; + RTHandle m_VolumetricCloudsIntermediateShadowTexture; // The set of kernels that are required int m_ComputeShadowCloudsKernel; + int m_FilterShadowCloudsKernel; void InitializeVolumetricCloudsShadows() { // Grab the kernels we need ComputeShader volumetricCloudsCS = m_Asset.renderPipelineResources.shaders.volumetricCloudsCS; m_ComputeShadowCloudsKernel = volumetricCloudsCS.FindKernel("ComputeVolumetricCloudsShadow"); + m_FilterShadowCloudsKernel = volumetricCloudsCS.FindKernel("FilterVolumetricCloudsShadow"); } void ReleaseVolumetricCloudsShadows() { for (int i = 0; i < VolumetricClouds.CloudShadowResolutionCount; ++i) - { RTHandles.Release(m_VolumetricCloudsShadowTexture[i]); - } + RTHandles.Release(m_VolumetricCloudsIntermediateShadowTexture); } bool HasVolumetricCloudsShadows(HDCamera hdCamera, in VolumetricClouds settings) @@ -55,6 +57,7 @@ struct VolumetricCloudsShadowsParameters // Data common to all volumetric cloud passes public VolumetricCloudCommonData commonData; public int shadowsKernel; + public int filterShadowsKernel; } VolumetricCloudsShadowsParameters PrepareVolumetricCloudsShadowsParameters(HDCamera hdCamera, VolumetricClouds settings) @@ -68,6 +71,7 @@ VolumetricCloudsShadowsParameters PrepareVolumetricCloudsShadowsParameters(HDCam FillVolumetricCloudsCommonData(false, settings, TVolumetricCloudsCameraType.Default, in cloudModelData, ref parameters.commonData); parameters.shadowsKernel = m_ComputeShadowCloudsKernel; + parameters.filterShadowsKernel = m_FilterShadowCloudsKernel; // Update the constant buffer VolumetricCloudsCameraData cameraData; @@ -87,7 +91,7 @@ VolumetricCloudsShadowsParameters PrepareVolumetricCloudsShadowsParameters(HDCam return parameters; } - static void TraceVolumetricCloudShadow(CommandBuffer cmd, VolumetricCloudsShadowsParameters parameters, RTHandle shadowTexture) + static void TraceVolumetricCloudShadow(CommandBuffer cmd, VolumetricCloudsShadowsParameters parameters, RTHandle intermediateTexture, RTHandle shadowTexture) { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.VolumetricCloudsShadow))) { @@ -111,6 +115,17 @@ static void TraceVolumetricCloudShadow(CommandBuffer cmd, VolumetricCloudsShadow // Evaluate the shadow cmd.DispatchCompute(parameters.commonData.volumetricCloudsCS, parameters.shadowsKernel, shadowTX, shadowTY, 1); + // Given the low number of steps available and the absence of noise in the integration, we try to reduce the artifacts by doing two consecutive 3x3 blur passes. + // Filter the shadow + cmd.SetComputeTextureParam(parameters.commonData.volumetricCloudsCS, parameters.filterShadowsKernel, HDShaderIDs._VolumetricCloudsShadow, shadowTexture); + cmd.SetComputeTextureParam(parameters.commonData.volumetricCloudsCS, parameters.filterShadowsKernel, HDShaderIDs._VolumetricCloudsShadowRW, intermediateTexture); + cmd.DispatchCompute(parameters.commonData.volumetricCloudsCS, parameters.filterShadowsKernel, shadowTX, shadowTY, 1); + + // Filter the shadow + cmd.SetComputeTextureParam(parameters.commonData.volumetricCloudsCS, parameters.filterShadowsKernel, HDShaderIDs._VolumetricCloudsShadow, intermediateTexture); + cmd.SetComputeTextureParam(parameters.commonData.volumetricCloudsCS, parameters.filterShadowsKernel, HDShaderIDs._VolumetricCloudsShadowRW, shadowTexture); + cmd.DispatchCompute(parameters.commonData.volumetricCloudsCS, parameters.filterShadowsKernel, shadowTX, shadowTY, 1); + // Bump the texture version shadowTexture.rt.IncrementUpdateCount(); } @@ -146,12 +161,15 @@ RTHandle RequestVolumetricCloudsShadowTexture(in VolumetricClouds settings) case VolumetricClouds.CloudShadowResolution.High512: shadowResIndex = 3; break; + case VolumetricClouds.CloudShadowResolution.Ultra1024: + shadowResIndex = 4; + break; } if (m_VolumetricCloudsShadowTexture[shadowResIndex] == null) { m_VolumetricCloudsShadowTexture[shadowResIndex] = RTHandles.Alloc(shadowResolution, shadowResolution, 1, colorFormat: GraphicsFormat.B10G11R11_UFloatPack32, - enableRandomWrite: true, useDynamicScale: false, useMipMap: false, wrapMode: TextureWrapMode.Clamp, name: "Volumetric Clouds Shadow Texture"); + enableRandomWrite: true, useDynamicScale: false, useMipMap: false, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, name: "Volumetric Clouds Shadow Texture"); } return m_VolumetricCloudsShadowTexture[shadowResIndex]; @@ -169,9 +187,18 @@ CookieParameters RenderVolumetricCloudsShadows(CommandBuffer cmd, HDCamera hdCam // TODO: Right now we can end up with a bunch of textures allocated which should be solved by an other PR. RTHandle currentHandle = RequestVolumetricCloudsShadowTexture(settings); + // Check if the intermediate texture that we need for the filtering has already been allocated + if (m_VolumetricCloudsIntermediateShadowTexture == null) + { + m_VolumetricCloudsIntermediateShadowTexture = RTHandles.Alloc((int)VolumetricClouds.CloudShadowResolution.Ultra1024, (int)VolumetricClouds.CloudShadowResolution.Ultra1024, + 1, colorFormat: GraphicsFormat.B10G11R11_UFloatPack32, + enableRandomWrite: true, useDynamicScale: false, useMipMap: false, + wrapMode: TextureWrapMode.Clamp, name: "Intermediate Volumetric Clouds Shadow Texture"); + } + // Evaluate and return the shadow var parameters = PrepareVolumetricCloudsShadowsParameters(hdCamera, settings); - TraceVolumetricCloudShadow(cmd, parameters, currentHandle); + TraceVolumetricCloudShadow(cmd, parameters, m_VolumetricCloudsIntermediateShadowTexture, currentHandle); // Grab the current sun light Light sunLight = GetMainLight(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.compute index a61d4eeb013..cad84b01da9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.compute @@ -23,6 +23,7 @@ // Shadows #pragma kernel ComputeVolumetricCloudsShadow +#pragma kernel FilterVolumetricCloudsShadow #pragma multi_compile _ PHYSICALLY_BASED_SUN #pragma multi_compile _ LOCAL_VOLUMETRIC_CLOUDS @@ -1547,9 +1548,9 @@ void ComputeVolumetricCloudsShadow(uint3 currentCoords : SV_DispatchThreadID, ui float startDistance = intersectionO.x; float totalDistance = intersectionI.x - intersectionO.x; - float stepSize = totalDistance / 10; + float stepSize = totalDistance / 16; - for (int i = 1; i <= 8; ++i) + for (int i = 0; i < 16; ++i) { // Compute the sphere intersection position float3 positionWS = rayOriginWS + rayDirection * (intersectionO.x + stepSize * i); @@ -1564,7 +1565,7 @@ void ComputeVolumetricCloudsShadow(uint3 currentCoords : SV_DispatchThreadID, ui if (cloudProperties.density > CLOUD_DENSITY_TRESHOLD) { // Apply the extinction - const float3 currentStepExtinction = exp(- _ScatteringTint.xyz * cloudProperties.density * cloudProperties.sigmaT * stepSize); + const float3 currentStepExtinction = exp(-_ScatteringTint.xyz * cloudProperties.density * cloudProperties.sigmaT * stepSize); transmittance *= Luminance(currentStepExtinction); } } @@ -1572,3 +1573,68 @@ void ComputeVolumetricCloudsShadow(uint3 currentCoords : SV_DispatchThreadID, ui _VolumetricCloudsShadowRW[currentCoords.xy] = lerp(1.0 - _ShadowIntensity, 1.0, transmittance); } + +// LDS used to pre-fetch the neighborhood data a 8x8 region with a one pixel border (10x10) +groupshared uint gs_cacheShadow[100]; + +TEXTURE2D(_VolumetricCloudsShadow); + +void FillShadowLDSData(uint elementIndex, uint2 groupOrigin) +{ + // Define which value we will be acessing with this worker thread + int acessCoordX = elementIndex % 10; + int acessCoordY = elementIndex / 10; + + // The initial position of the access + int2 originXY = (int2)groupOrigin - int2(1, 1) + int2(acessCoordX, acessCoordY); + + // Compute the sample position + int2 tapCoord = int2(clamp(originXY.x, 0, _ShadowCookieResolution - 1), clamp(originXY.y, 0, _ShadowCookieResolution - 1)); + + // Read the value from the texture + float3 shadowValue = LOAD_TEXTURE2D(_VolumetricCloudsShadow, tapCoord.xy).xyz; + + // Pack it and store it into the LDS + gs_cacheShadow[elementIndex] = PackToR11G11B10f(shadowValue); +} + +uint ShadowOffsetToLDSAdress(uint2 groupThreadId, int2 offset) +{ + // Compute the tap coordinate in the 10x10 grid + uint2 tapAddress = (uint2)((int2)(groupThreadId + 1) + offset); + return clamp((uint)(tapAddress.x) % 10 + tapAddress.y * 10, 0, 99); +} + +[numthreads(8, 8, 1)] +void FilterVolumetricCloudsShadow(uint3 currentCoords : SV_DispatchThreadID, int groupIndex : SV_GroupIndex, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) +{ + UNITY_XR_ASSIGN_VIEW_INDEX(currentCoords.z); + + // Fill the LDS with the shadow data + if (groupIndex < 50) + { + FillShadowLDSData(groupIndex * 2, groupId * 8); + FillShadowLDSData(groupIndex * 2 + 1, groupId * 8); + } + GroupMemoryBarrierWithGroupSync(); + + // Grab the center pixel + float3 centerShadow = UnpackFromR11G11B10f(gs_cacheShadow[ShadowOffsetToLDSAdress(groupThreadId, int2(0, 0))]); + + // Average the 3x3 rgion + float3 filteredShadow = UnpackFromR11G11B10f(gs_cacheShadow[ShadowOffsetToLDSAdress(groupThreadId, int2(-1, -1))]); + filteredShadow += UnpackFromR11G11B10f(gs_cacheShadow[ShadowOffsetToLDSAdress(groupThreadId, int2(0, -1))]); + filteredShadow += UnpackFromR11G11B10f(gs_cacheShadow[ShadowOffsetToLDSAdress(groupThreadId, int2(1, -1))]); + filteredShadow += UnpackFromR11G11B10f(gs_cacheShadow[ShadowOffsetToLDSAdress(groupThreadId, int2(-1, 0))]); + filteredShadow += centerShadow; + filteredShadow += UnpackFromR11G11B10f(gs_cacheShadow[ShadowOffsetToLDSAdress(groupThreadId, int2(1, 0))]); + filteredShadow += UnpackFromR11G11B10f(gs_cacheShadow[ShadowOffsetToLDSAdress(groupThreadId, int2(-1, 1))]); + filteredShadow += UnpackFromR11G11B10f(gs_cacheShadow[ShadowOffsetToLDSAdress(groupThreadId, int2(0, 1))]); + filteredShadow += UnpackFromR11G11B10f(gs_cacheShadow[ShadowOffsetToLDSAdress(groupThreadId, int2(1, 1))]); + + // We have a different behavior if this is a border pixel + float borderPixel = currentCoords.x == 0 || currentCoords.y == 0 || ((int)currentCoords.x) == (_ShadowCookieResolution - 1) || ((int)currentCoords.y) == (_ShadowCookieResolution - 1) ? 1.0 : 0.0; + + // Normalize and return the result + _VolumetricCloudsShadowRW[currentCoords.xy] = lerp(filteredShadow * 0.1111111, centerShadow, borderPixel); +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.cs index 57d1a1acbdd..60cabeb6d89 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.cs @@ -80,10 +80,12 @@ public enum CloudShadowResolution Medium256 = 256, /// The volumetric clouds shadow will be 512x512. High512 = 512, + /// The volumetric clouds shadow will be 1024x1024. + Ultra1024 = 1024, } /// - public const int CloudShadowResolutionCount = 4; + public const int CloudShadowResolutionCount = 5; /// /// A that holds a value. 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 e06e5d423c9..30890c2390c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -481,6 +481,7 @@ static class HDShaderIDs public static readonly int _CloudsAdditionalTextureRW = Shader.PropertyToID("_CloudsAdditionalTextureRW"); public static readonly int _VolumetricCloudsTexture = Shader.PropertyToID("_VolumetricCloudsTexture"); public static readonly int _VolumetricCloudsTextureRW = Shader.PropertyToID("_VolumetricCloudsTextureRW"); + public static readonly int _VolumetricCloudsShadow = Shader.PropertyToID("_VolumetricCloudsShadow"); public static readonly int _VolumetricCloudsShadowRW = Shader.PropertyToID("_VolumetricCloudsShadowRW"); public static readonly int _VolumetricCloudsUpscaleTextureRW = Shader.PropertyToID("_VolumetricCloudsUpscaleTextureRW"); public static readonly int _HistoryVolumetricClouds0Texture = Shader.PropertyToID("_HistoryVolumetricClouds0Texture"); From 7ea1e42107fccbab2f1a4afe3b579bcfedbf2354 Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Thu, 9 Sep 2021 14:29:41 +0200 Subject: [PATCH 06/10] Additinal fixes --- .../HDRenderPipeline.VolumetricClouds.cs | 10 +++++----- .../VolumetricLighting/VolumetricClouds.compute | 4 ++-- 2 files changed, 7 insertions(+), 7 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs index 89ee25d1853..6be5f6baecc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs @@ -173,7 +173,7 @@ void GetPresetCloudMapValues(VolumetricClouds.CloudPresets preset, out CloudMode { case VolumetricClouds.CloudPresets.Sparse: { - cloudModelData.densityMultiplier = 0.3f; + cloudModelData.densityMultiplier = 0.25f; cloudModelData.shapeFactor = 0.9f; cloudModelData.shapeScale = 3.0f; cloudModelData.erosionFactor = 0.9f; @@ -183,7 +183,7 @@ void GetPresetCloudMapValues(VolumetricClouds.CloudPresets preset, out CloudMode } case VolumetricClouds.CloudPresets.Cloudy: { - cloudModelData.densityMultiplier = 0.35f; + cloudModelData.densityMultiplier = 0.3f; cloudModelData.shapeFactor = 0.9f; cloudModelData.shapeScale = 5.0f; cloudModelData.erosionFactor = 0.9f; @@ -203,11 +203,11 @@ void GetPresetCloudMapValues(VolumetricClouds.CloudPresets preset, out CloudMode } case VolumetricClouds.CloudPresets.Stormy: { - cloudModelData.densityMultiplier = 0.35f; + cloudModelData.densityMultiplier = 0.3f; cloudModelData.shapeFactor = 0.85f; - cloudModelData.shapeScale = 3.5f; + cloudModelData.shapeScale = 3.0f; cloudModelData.erosionFactor = 0.95f; - cloudModelData.erosionScale = 70.0f; + cloudModelData.erosionScale = 60.0f; cloudModelData.erosionNoise = VolumetricClouds.CloudErosionNoise.Perlin32; return; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.compute index cad84b01da9..547acb7435b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.compute @@ -599,10 +599,10 @@ float3 EvaluateSunLuminance(float3 positionWS, float3 sunDirection, float3 sunCo // Collect total density along light ray. float lastDist = 0; - for (int j = 1; j <= _NumLightSteps; j++) + for (int j = 0; j < _NumLightSteps; j++) { // The samples are not linearly distributed along the point-light direction due to their low number. We sample they in a logarithmic way. - float dist = stepSize * j; + float dist = stepSize * (0.25 + j); // Evaluate the current sample point float3 currentSamplePointWS = positionWS + sunDirection * dist; From 52a361817f495f0ba94713ee05cb4c0f2cfa241d Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Thu, 9 Sep 2021 15:01:08 +0200 Subject: [PATCH 07/10] Added a new sun light dimmer on the volumetric clouds volume (case 1364152). --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 1 + .../Documentation~/Override-Volumetric-Clouds.md | 1 + .../Lighting/VolumetricLighting/VolumetricCloudsEditor.cs | 3 +++ .../Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl | 2 +- .../VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs | 2 +- .../Runtime/Lighting/VolumetricLighting/VolumetricClouds.cs | 6 ++++++ 6 files changed, 13 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index b2e8ed075a6..a0ab1c3ba23 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -24,6 +24,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Added - Added an option for the ultra 1024x1024 mode for the volumetric cloud shadows and a filtering pass to reduce the aliasing artifacts of the clouds shadow. +- Added a new sun light dimmer on the volumetric clouds volume (case 1364152). ## [12.0.0] - 2021-01-11 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Volumetric-Clouds.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Volumetric-Clouds.md index 8e9c4be8998..2844aa1f3af 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Volumetric-Clouds.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Volumetric-Clouds.md @@ -128,6 +128,7 @@ When importing these two map Textures, disable **sRGB**. For best results, do no | **Property** | **Description** | | ------------------------------ | ------------------------------------------------------------ | | **Ambient Light Probe Dimmer** | Controls the influence of light probes on the cloud volume. A lower value suppresses the ambient light and produces darker clouds overall. | +| **Sun Light Dimmer** | Controls the influence of the sun light on the cloud volume. A lower value suppresses the sun light and produces darker clouds overall. | | **Erosion Occlusion** | Controls how much Erosion Factor is taken into account when computing ambient occlusion. The Erosion Factor parameter is editable in the custom preset, Advanced and Manual Modes. | | **Scattering Tint** | The color to tint the clouds. | | **Powder Effect Intensity** | Controls the amount of local scattering in the clouds. When clouds have a lot of local details due to erosion, a value of **1** provides a more powdery aspect. | diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs index 9c7114e3115..4a26a56b769 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/VolumetricCloudsEditor.cs @@ -56,6 +56,7 @@ class VolumetricCloudsEditor : VolumeComponentEditor SerializedDataParameter m_PowderEffectIntensity; SerializedDataParameter m_MultiScattering; SerializedDataParameter m_AmbientLightProbeDimmer; + SerializedDataParameter m_SunLightDimmer; SerializedDataParameter m_ErosionOcclusion; // Wind @@ -134,6 +135,7 @@ public override void OnEnable() m_PowderEffectIntensity = Unpack(o.Find(x => x.powderEffectIntensity)); m_MultiScattering = Unpack(o.Find(x => x.multiScattering)); m_AmbientLightProbeDimmer = Unpack(o.Find(x => x.ambientLightProbeDimmer)); + m_SunLightDimmer = Unpack(o.Find(x => x.sunLightDimmer)); m_ErosionOcclusion = Unpack(o.Find(x => x.erosionOcclusion)); // Wind @@ -273,6 +275,7 @@ public override void OnInspectorGUI() DrawHeader("Lighting"); { PropertyField(m_AmbientLightProbeDimmer); + PropertyField(m_SunLightDimmer); PropertyField(m_ErosionOcclusion); PropertyField(m_ScatteringTint); PropertyField(m_PowderEffectIntensity); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl index eee568c1e65..fb784dfec71 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/BilateralUpsample.hlsl @@ -170,6 +170,6 @@ float4 BilUpColor3x3(float highDepth, in NeighborhoodUpsampleData3x3 data) + data.lowValue6 * combinedWeightsB.z + data.lowValue7 * combinedWeightsB.w + data.lowValue8 * combinedWeightsC - + float4(_NoiseFilterStrength, _NoiseFilterStrength, _NoiseFilterStrength, 0.0); + + float4(_NoiseFilterStrength, _NoiseFilterStrength, _NoiseFilterStrength, 0.0); return WeightedSum / TotalWeight; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs index 6be5f6baecc..ae40b57e0d8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricClouds.cs @@ -415,7 +415,7 @@ void UpdateShaderVariableslClouds(ref ShaderVariablesClouds cb, HDCamera hdCamer if (!shadowPass) { - cb._SunLightColor = m_lightList.directionalLights[0].color; + cb._SunLightColor = m_lightList.directionalLights[0].color * settings.sunLightDimmer.value; } } else diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.cs index 60cabeb6d89..0c0e089fa43 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricClouds.cs @@ -411,6 +411,12 @@ public CloudFadeInModeParameter(CloudFadeInMode value, bool overrideState = fals [Tooltip("Controls the influence of the light probes on the cloud volume. A lower value will suppress the ambient light and produce darker clouds overall.")] public ClampedFloatParameter ambientLightProbeDimmer = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); + /// + /// Controls the influence of the sun light on the cloud volume. A lower value will suppress the sun light and produce darker clouds overall. + /// + [Tooltip("Controls the influence of the sun light on the cloud volume. A lower value will suppress the sun light and produce darker clouds overall.")] + public ClampedFloatParameter sunLightDimmer = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); + /// /// Controls how much Erosion Factor is taken into account when computing ambient occlusion. The Erosion Factor parameter is editable in the custom preset, Advanced and Manual Modes. /// From 0b439636fe9c6af2c134abad6868c8a9b4d36652 Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Thu, 9 Sep 2021 15:19:53 +0200 Subject: [PATCH 08/10] Fix error cloud ambient probe --- ...RenderPipeline.VolumetricCloudsLighting.cs | 27 ++++++++++++------- 1 file changed, 17 insertions(+), 10 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsLighting.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsLighting.cs index edcb47517d3..ca9373ccb47 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsLighting.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricCloudsLighting.cs @@ -147,16 +147,23 @@ internal void PreRenderVolumetricClouds_AmbientProbe(RenderGraph renderGraph, HD builder.SetRenderFunc( (VolumetricCloudsAmbientProbeData data, RenderGraphContext ctx) => { - // Render the sky into a low resolution cubemap - data.skyManager.RenderSkyOnlyToCubemap(ctx.cmd, data.skyCubemap, false, data.skyRenderer); - - // Evaluate the probe - ctx.cmd.SetComputeTextureParam(data.computeProbeCS, data.kernel, m_AmbientProbeInputCubemap, data.skyCubemap); - ctx.cmd.SetComputeBufferParam(data.computeProbeCS, data.kernel, m_AmbientProbeOutputBufferParam, data.ambientProbeBuffer); - ctx.cmd.DispatchCompute(data.computeProbeCS, data.kernel, 1, 1, 1); - - // Enqueue the read back - ctx.cmd.RequestAsyncReadback(data.ambientProbeBuffer, OnComputeAmbientProbeDone); + if (data.skyRenderer != null) + { + // Render the sky into a low resolution cubemap + data.skyManager.RenderSkyOnlyToCubemap(ctx.cmd, data.skyCubemap, false, data.skyRenderer); + + // Evaluate the probe + ctx.cmd.SetComputeTextureParam(data.computeProbeCS, data.kernel, m_AmbientProbeInputCubemap, data.skyCubemap); + ctx.cmd.SetComputeBufferParam(data.computeProbeCS, data.kernel, m_AmbientProbeOutputBufferParam, data.ambientProbeBuffer); + ctx.cmd.DispatchCompute(data.computeProbeCS, data.kernel, 1, 1, 1); + + // Enqueue the read back + ctx.cmd.RequestAsyncReadback(data.ambientProbeBuffer, OnComputeAmbientProbeDone); + } + else + { + m_CloudsAmbientProbeIsReady = false; + } }); } } From 11204bf2336ea8fb711c3936374e1455252df0c5 Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Thu, 9 Sep 2021 18:03:29 +0200 Subject: [PATCH 09/10] Update all the clouds screenshots --- .../Linear/LinuxPlayer/Vulkan/None/004-CloudsFlaresDecals.png | 4 ++-- .../Linear/OSXPlayer/Metal/None/004-CloudsFlaresDecals.png | 4 ++-- .../WindowsPlayer/Direct3D11/None/004-CloudsFlaresDecals.png | 4 ++-- .../WindowsPlayer/Direct3D12/None/004-CloudsFlaresDecals.png | 4 ++-- .../WindowsPlayer/Vulkan/None/004-CloudsFlaresDecals.png | 4 ++-- .../Linear/LinuxEditor/Vulkan/None/5011_VolumetricClouds.png | 4 ++-- .../LinuxEditor/Vulkan/None/5011_VolumetricCloudsShadows.png | 4 ++-- .../Vulkan/None/5011_VolumetricCloudsShadowsBake.png | 4 ++-- .../Vulkan/None/5012_VolumetricCloudsRelativeClouds.png | 4 ++-- .../None/5013_VolumetricCloudsShadowsNoExposureControl.png | 4 ++-- .../LinuxEditor/Vulkan/None/5014_VolumetricCloudsBanding.png | 4 ++-- .../Vulkan/None/5015_VolumetricCloudsProbeAndSky.png | 4 ++-- .../Vulkan/None/5015_VolumetricClouds_ProbeGradient.png | 4 ++-- .../Linear/OSXEditor/Metal/None/5011_VolumetricClouds.png | 4 ++-- .../OSXEditor/Metal/None/5011_VolumetricCloudsShadows.png | 4 ++-- .../OSXEditor/Metal/None/5011_VolumetricCloudsShadowsBake.png | 4 ++-- .../Metal/None/5012_VolumetricCloudsRelativeClouds.png | 4 ++-- .../None/5013_VolumetricCloudsShadowsNoExposureControl.png | 4 ++-- .../OSXEditor/Metal/None/5014_VolumetricCloudsBanding.png | 4 ++-- .../OSXEditor/Metal/None/5015_VolumetricCloudsProbeAndSky.png | 4 ++-- .../Metal/None/5015_VolumetricClouds_ProbeGradient.png | 4 ++-- .../WindowsEditor/Direct3D11/None/5011_VolumetricClouds.png | 4 ++-- .../Direct3D11/None/5011_VolumetricCloudsShadows.png | 4 ++-- .../Direct3D11/None/5011_VolumetricCloudsShadowsBake.png | 4 ++-- .../Direct3D11/None/5012_VolumetricCloudsRelativeClouds.png | 4 ++-- .../None/5013_VolumetricCloudsShadowsNoExposureControl.png | 4 ++-- .../Direct3D11/None/5014_VolumetricCloudsBanding.png | 4 ++-- .../Direct3D11/None/5015_VolumetricCloudsProbeAndSky.png | 4 ++-- .../Direct3D11/None/5015_VolumetricClouds_ProbeGradient.png | 4 ++-- .../WindowsEditor/Direct3D12/None/5011_VolumetricClouds.png | 4 ++-- .../Direct3D12/None/5011_VolumetricCloudsShadows.png | 4 ++-- .../Direct3D12/None/5011_VolumetricCloudsShadowsBake.png | 4 ++-- .../Direct3D12/None/5012_VolumetricCloudsRelativeClouds.png | 4 ++-- .../None/5013_VolumetricCloudsShadowsNoExposureControl.png | 4 ++-- .../Direct3D12/None/5014_VolumetricCloudsBanding.png | 4 ++-- .../Direct3D12/None/5015_VolumetricCloudsProbeAndSky.png | 4 ++-- .../Direct3D12/None/5015_VolumetricClouds_ProbeGradient.png | 4 ++-- .../WindowsEditor/Vulkan/None/5011_VolumetricClouds.png | 4 ++-- .../Vulkan/None/5011_VolumetricCloudsShadows.png | 4 ++-- .../Vulkan/None/5011_VolumetricCloudsShadowsBake.png | 4 ++-- .../Vulkan/None/5012_VolumetricCloudsRelativeClouds.png | 4 ++-- .../None/5013_VolumetricCloudsShadowsNoExposureControl.png | 4 ++-- .../Vulkan/None/5014_VolumetricCloudsBanding.png | 4 ++-- .../Vulkan/None/5015_VolumetricCloudsProbeAndSky.png | 4 ++-- .../Vulkan/None/5015_VolumetricClouds_ProbeGradient.png | 4 ++-- 45 files changed, 90 insertions(+), 90 deletions(-) diff --git a/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/004-CloudsFlaresDecals.png b/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/004-CloudsFlaresDecals.png index 68de28eeffb..71a11e10d6b 100644 --- a/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/004-CloudsFlaresDecals.png +++ b/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/004-CloudsFlaresDecals.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:42acf27136830d9677f49a97e4e823d5b5fe25ab633c21e19fdfe57ccf1bb252 -size 2365588 +oid sha256:9c7bdef970ffd33cc7db52d4419d7c96076d1a0536229a87cbae63d411a178e3 +size 2278108 diff --git a/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/004-CloudsFlaresDecals.png b/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/004-CloudsFlaresDecals.png index 21cca1eed09..a6de172febc 100644 --- a/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/004-CloudsFlaresDecals.png +++ 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16c2a3a1589b83a008a2c598a94ea23c1d4adeaf Mon Sep 17 00:00:00 2001 From: Anis Benyoub Date: Fri, 10 Sep 2021 10:41:06 +0200 Subject: [PATCH 10/10] review fixes --- com.unity.render-pipelines.high-definition/CHANGELOG.md | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a0ab1c3ba23..d935e62f4f4 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -16,15 +16,12 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed edge bleeding when rendering volumetric clouds. - Fixed regression in the ambient probe intensity for volumetric clouds. - Fixed the sun leaking from behind fully opaque clouds. +- Fixed artifacts in volumetric cloud shadows. +- Fixed the missing parameter to control the sun light dimmer (case 1364152). +- Fixed regression in the clouds presets. ### Changed - Visual Environment ambient mode is now Dynamic by default. -- Changed the volumetric clouds presets. -- Changed the number of steps to evaluate the shadow from 9 to 16. - -### Added -- Added an option for the ultra 1024x1024 mode for the volumetric cloud shadows and a filtering pass to reduce the aliasing artifacts of the clouds shadow. -- Added a new sun light dimmer on the volumetric clouds volume (case 1364152). ## [12.0.0] - 2021-01-11