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a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/FabricEmissive.shadergraph b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/FabricEmissive.shadergraph similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/FabricEmissive.shadergraph rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/FabricEmissive.shadergraph diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/FabricEmissive.shadergraph.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/FabricEmissive.shadergraph.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/FabricEmissive.shadergraph.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/FabricEmissive.shadergraph.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissiveATest.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissiveATest.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissiveATest.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissiveATest.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissiveATest.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissiveATest.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissiveATest.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissiveATest.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissiveTransparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissiveTransparent.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissiveTransparent.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissiveTransparent.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissiveTransparent.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissiveTransparent.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitEmissiveTransparent.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissiveATest.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissiveATest.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissiveATest.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissiveATest.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissiveATest.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissiveATest.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissiveATest.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissiveATest.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissiveTransparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissiveTransparent.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissiveTransparent.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissiveTransparent.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissiveTransparent.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissiveTransparent.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLayeredLitTessellationEmissiveTransparent.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLayeredLitTessellationEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissiveATest.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissiveATest.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissiveATest.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissiveATest.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissiveATest.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissiveATest.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissiveATest.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissiveATest.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissiveTransparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissiveTransparent.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissiveTransparent.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissiveTransparent.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissiveTransparent.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissiveTransparent.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitEmissiveTransparent.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissiveATest.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissiveATest.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissiveATest.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissiveATest.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissiveATest.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissiveATest.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissiveATest.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissiveATest.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissiveTransparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissiveTransparent.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissiveTransparent.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissiveTransparent.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissiveTransparent.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissiveTransparent.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitSGEmissiveTransparent.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitSGEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissiveATest.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissiveATest.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissiveATest.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissiveATest.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissiveATest.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissiveATest.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissiveATest.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissiveATest.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissiveTransparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissiveTransparent.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissiveTransparent.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissiveTransparent.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissiveTransparent.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissiveTransparent.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/ForceForward/FFLitTessellationEmissiveTransparent.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/ForceForward/FFLitTessellationEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/LitSGEmissive.shadergraph b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/LitSGEmissive.shadergraph similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/LitSGEmissive.shadergraph rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/LitSGEmissive.shadergraph diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/LitSGEmissive.shadergraph.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/LitSGEmissive.shadergraph.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/LitSGEmissive.shadergraph.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/LitSGEmissive.shadergraph.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissiveATest.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissiveATest.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissiveATest.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissiveATest.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissiveATest.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissiveATest.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissiveATest.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissiveATest.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissiveTransparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissiveTransparent.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissiveTransparent.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissiveTransparent.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissiveTransparent.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissiveTransparent.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/FabricEmissiveTransparent.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/FabricEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissiveATest.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissiveATest.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissiveATest.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissiveATest.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissiveATest.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissiveATest.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissiveATest.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissiveATest.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissiveTransparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissiveTransparent.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissiveTransparent.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissiveTransparent.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissiveTransparent.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissiveTransparent.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitEmissiveTransparent.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissiveATest.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissiveATest.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissiveATest.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissiveATest.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissiveATest.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissiveATest.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissiveATest.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissiveATest.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissiveTransparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissiveTransparent.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissiveTransparent.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissiveTransparent.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissiveTransparent.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissiveTransparent.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LayeredLitTessellationEmissiveTransparent.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LayeredLitTessellationEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissiveATest.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissiveATest.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissiveATest.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissiveATest.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissiveATest.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissiveATest.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissiveATest.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissiveATest.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissiveTransparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissiveTransparent.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissiveTransparent.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissiveTransparent.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissiveTransparent.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissiveTransparent.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitEmissiveTransparent.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissiveATest.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissiveATest.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissiveATest.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissiveATest.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissiveATest.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissiveATest.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissiveATest.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissiveATest.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissiveTransparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissiveTransparent.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissiveTransparent.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissiveTransparent.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissiveTransparent.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissiveTransparent.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitSGEmissiveTransparent.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitSGEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissiveATest.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissiveATest.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissiveATest.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissiveATest.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissiveATest.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissiveATest.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissiveATest.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissiveATest.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissiveTransparent.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissiveTransparent.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissiveTransparent.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissiveTransparent.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissiveTransparent.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissiveTransparent.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/LitTessellationEmissiveTransparent.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/LitTessellationEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/UnLitEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/UnLitEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/UnLitEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/UnLitEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/UnLitEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/UnLitEmissive.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/UnLitEmissive.mat.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/UnLitEmissive.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/UnLitEmissiveATest.mat 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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/UnLitEmissiveTransparent.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/UnlitSGEmissive.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/UnlitSGEmissive.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/UnlitSGEmissive.mat rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/UnlitSGEmissive.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_ForwardEmissiveForDeferred/Regular/UnlitSGEmissive.mat.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2011_AllEmissive/Regular/UnlitSGEmissive.mat.meta similarity index 100% rename from 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a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 71b1404c70a..726940a397e 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -21,6 +21,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed artifacts in volumetric cloud shadows. - Fixed the missing parameter to control the sun light dimmer (case 1364152). - Fixed regression in the clouds presets. +- Fixed the way we are handling emissive for SSGI/RTGI/Mixed and APV and remove ForceForwardEmissive code +- Fixed EmissiveLighting Debug Light mode not managing correctly emissive for unlit ### Changed - Visual Environment ambient mode is now Dynamic by default. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md index f0554fb4467..c1dc874f1db 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md @@ -76,4 +76,3 @@ Also, be aware that HDRP does not support **Refraction** in the **Pre-Refraction | **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | | **Specular Occlusion Mode** | Use the drop-down to select the mode that HDRP uses to calculate specular occlusion.
• **Off**: Disables specular occlusion.
• **From Ambient Occlusion**: Calculates specular occlusion from the ambient occlusion map and the Camera's view vector.
• **From Bent Normal**: Calculates specular occlusion from the bent normal map. | | **Add Precomputed Velocity** | Enable the checkbox to use precomputed velocity information stored in an Alembic file. | -| **Force Forward Emissive** | Enable this checkbox to render the emissive contribution of this Material in a separate forward pass when the Lit Shader Mode is set to **Both** or **Deferred**. This removes a rendering artifact that makes emissive Materials appear completely black when HDRP processes them in the deferred rendering path when using either Screen Space or Ray-Traced Global Illumination. Limitation: When Unity performs a separate pass for the Emissive contribution, it also performs an additional DrawCall. This means it uses more resources on your CPU. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md index 9d4cc4acb7d..e66363bfcd7 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md @@ -94,4 +94,3 @@ Unity exposes this section if you select **Transparent** from the **Surface Type | **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | | **Specular Occlusion Mode** | Use the drop-down to select the mode that HDRP uses to calculate specular occlusion.
• **Off**: Disables specular occlusion.
• **From Ambient Occlusion**: Calculates specular occlusion from the ambient occlusion map and the Camera's view vector.
• **From Bent Normal**: Calculates specular occlusion from the bent normal map. | | **Add Precomputed Velocity** | Enable the checkbox to use precomputed velocity information stored in an Alembic file. | -| **Force Forward Emissive** | Enable this checkbox to render the emissive contribution of this Material in a separate forward pass when the Lit Shader Mode is set to **Both** or **Deferred**. This removes a rendering artifact that makes emissive Materials appear completely black when HDRP processes them in the deferred rendering path when using either Screen Space or Ray-Traced Global Illumination. Limitation: When Unity performs a separate pass for the Emissive contribution, it also performs an additional DrawCall. This means it uses more resources on your CPU. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md b/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md index 6a7bbf03134..5fe5d15c811 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md @@ -27,9 +27,6 @@ This section includes all the menu items under the **Edit > Rendering > Material | **Convert All Built-in Materials to HDRP** | Converts every compatible Material in your project to an HDRP Material. | | **Convert Selected Built-in Materials to HDRP** | Converts every compatible Material currently selected in the project window to an HDRP Material. | | **Convert Scene Terrains to HDRP Terrains** | Replaces the built-in default standard terrain Material in every [Terrain](https://docs.unity3d.com/Manual/script-Terrain.html) in the scene with the HDRP default Terrain Material. | -| **Enable HDRP Force Forward Emissive on Selected Materials** | Checks every Material in the current selection and Enable the Force Emissive Forward property if it exist. | -| **Enable HDRP Force Forward Emissive on Scene Materials** | Checks every Material in the current scene and Enable the Force Emissive Forward property if it exist. | -| **Disable HDRP Force Forward Emissive on Scene Materials** | Checks every Material and Material in the current scene and Enable the Force Emissive Forward property if it exist. | ### Other diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md index 5f4eaf808ef..fb2d8375b53 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md @@ -72,22 +72,7 @@ HDRP uses the [Volume](Volumes.md) framework to calculate SSGI, so to enable and | - **Denoiser Radius** | Set the radius of the spatio-temporal filter. | | - **Second Denoiser Pass** | Enable this feature to process a second denoiser pass. This helps to remove noise from the effect. | -## Limitations - -In Deferred rendering mode, Screen Space Global Illumination and Ray-Traced Global Illumination share a buffer with emissive, which overwrites emissive data. -There are multiple ways to recover the emissive contribution of the scene materials: -* Disable [Receive SSR/SSGI](snippets/shader-properties/surface-options/receive-ssr.md) flag on the emissive materials. -* Use [Force Forward Emissive](snippets/shader-properties/advanced-options/force-forward-emissive.md) on the emissive materials. -* Use Forward rendering. - -### Screen-space global illumination +### Screen-space global illumination Limitation * When rendering [Reflection Probes](Reflection-Probe.md) screen space global illumination is not supported. - -### Ray-traced global illumination - -* Currently, ray tracing in HDRP does not support [decals](decal.md). This means that ray-traced global illumination does not affect decals in your Scene. - - ### Mixed global illumination - -* In Mixed tracing mode, emissive decals do not contribute to global illumination because HDRP renders them later in the render pipeline. For the same reason, emissive Materials that use Force Forward Emissive also do not contribute to global illumination. +* When lit shader mode is setup to deferred the Ambient Occlusion from Lit shader will be combine with Screen space Ambient Occlusion (if it is enabled) and apply on the indirect lighting result where there is no Emissive contribution. This is similar behavior than rendering with lit shader mode setup to forward. If the Material have an emissive contribution then Ambient Occlusion is setup to one. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2021.1-to-2021.2.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2021.1-to-2021.2.md index 0fa05b8584e..729e90f3ffd 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2021.1-to-2021.2.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2021.1-to-2021.2.md @@ -6,21 +6,6 @@ In the High Definition Render Pipeline (HDRP), some features work differently be The following shader code behaviour has changed slightly for HDRP version 12.x -### Ambient occlusion for probe volume global illumination - -From HDRP2021.2, when you apply ambient occlusion (AO) on a deferred Material to probe volume global illumination (GI) you need to define the following in the Material script: - -* A `HAS_PAYLOAD_WITH_UNINIT_GI` constant -* A `float GetUninitializedGIPayload(SurfaceData surfaceData)` function that returns the AO factor that you want to apply. - -You don't need to do anything differently for forward only Materials. - -### New shader pass - -HDRP 2021.2 includes the `ForwardEmissiveForDeferred` shader pass and the associated `SHADERPASS_FORWARD_EMISSIVE_FOR_DEFERRED` define for Materials that have a GBuffer pass. You can see this new pass in `Lit.shader`. - -When you use the Deferred Lit shader mode, Unity uses `ForwardEmissiveForDeferred` to render the emissive contribution of a Material in a separate forward pass. Otherwise, Unity ignores `ForwardEmissiveForDeferred`. - ### Decals Decals in HDRP have changed in the following ways: @@ -58,6 +43,11 @@ HDRP 2021.2 includes the new `ClearFlag.Stencil` function. Use this to clear all From HDRP 2021.2, `ClearFlag.Depth` does not clear stencils. +### Remove of Receive SSGI flags + +From HDRP2021.2, it is no longer required to use the receive SSGI flags to have Emissive compatible with Screen Space Global Illumination and related. +For this reasons the receive SSGI flags have been removed and is no longer available. + ## HDRP Global Settings HDRP 2021.2 introduces a new HDRP Global Settings Asset which saves all settings that are unrelated to which HDRP Asset is active. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/force-forward-emissive.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/force-forward-emissive.md deleted file mode 100644 index 5026622b1e4..00000000000 --- a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/advanced-options/force-forward-emissive.md +++ /dev/null @@ -1,4 +0,0 @@ - -**Force Forward Emissive** -Indicates whether to render the emissive contribution of this Material in a separate forward pass when the Lit Shader Mode is set to **Both** or **Deferred**. This removes a rendering artifact that makes emissive Materials appear completely black when HDRP processes them in the deferred rendering path when using either Screen Space or Ray-Traced Global Illumination.
Limitation: When Unity performs a separate pass for the Emissive contribution, it also performs an additional DrawCall. This means it uses more resources on your CPU. - diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/receive-ssr.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/receive-ssr.md index d4db25d44be..69a9e1c38e3 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/receive-ssr.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/receive-ssr.md @@ -1,4 +1,4 @@ -**Receive SSR/SSGI** -Indicates whether HDRP includes this material when it processes the screen space reflection pass. HDRP also takes this material into account when it calculates screen space global illumination.
This property only appears if you set **Surface Type** to **Opaque**. +**Receive SSR** +Indicates whether HDRP includes this material when it processes the screen space reflection pass.
This property only appears if you set **Surface Type** to **Opaque**. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/tracing-modes.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/tracing-modes.md index 8c9379d31cf..b4c43c6bd26 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/snippets/tracing-modes.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/tracing-modes.md @@ -8,7 +8,7 @@ The properties visible in the Inspector change depending on the option you selec ### Mixed tracing -This option uses ray marching to intersect on-screen geometry and uses ray tracing to intersect off-screen geometry. This enables HDRP to include on-screen opaque particles, vertex animations, and decals when it processes the effect. This option only works in [Performance mode](../Ray-Tracing-Getting-Started.md#ray-tracing-mode). +This option uses ray marching to intersect on-screen geometry and uses ray tracing to intersect off-screen geometry. This enables HDRP to include on-screen opaque particles, vertex animations, and decals when it processes the effect. This option only works in [Performance mode](../Ray-Tracing-Getting-Started.md#ray-tracing-mode) and with Lit Shader Mode setup to Deferred. In mixed tracing mode, HDRP processes screen-space ray marching in the GBuffer. This means that it can only use GameObjects rendered using the [deferred](../Forward-And-Deferred-Rendering.md) rendering path. For example, HDRP renders transparent GameObjects in the forward rendering path which means they do not appear in the GBuffer and thus not in effects that use mixed tracing. @@ -25,3 +25,18 @@ In mixed tracing mode, HDRP still uses ray tracing for any geometry inside the r ![](../Images/mixed-tracing-ray-traced-no-deform.png) *This is the Scene from the perspective of the ray tracing mode. See how the original, non-deformed, cliff face geometry hides the rock and bush that were on the right-hand side of the Scene.* + +### Tracing Modes Limitation + +#### Ray Marching + +* Transparent Emissive Material are taken into account only when Rendering Pass is set to "Before Refraction". + +#### Ray Tracing + +* Transparent Emissive Material are not taken into account. +* No [decals](decal.md) are supported including Emissive Decals. + +#### Mixed Tracing + +* The Mixed tracing mode is only useful if Lit shader mode is Deferred and have the same limitation than Ray Tracing mode. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/whats-new-12.md b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-12.md index ebf4f9a6484..e425ad1906d 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/whats-new-12.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-12.md @@ -6,18 +6,6 @@ This page contains an overview of new features, improvements, and issues resolve The following list of features are new to version 12 of the High Definition Render Pipeline (HDRP), as part of Unity 2021.2. -### Render the Emissive contribution of a Lit Deferred Material in a separate forward pass. - -From HDRP 12.0, you can render the Emissive contribution of a Lit Material in a separate forward pass when the **Lit Shader Mode** is set to **Both** or **Deferred** in the [HDRP global settings](Default-Settings-Window.md) window. To do this, enable the new **Force Forward Emissive** property in the **Advanced options** of a [Lit Shader](Lit-Shader.md) or a [Layered Lit Shader](Layered-Lit-Shader.md). You can do this instead of using a GBuffer pass. - -You can also make a group of Materials or GameObjects use Force Forward Emissive in the following Menu path: **Edit > Render Pipeline > HD Render Pipeline > Force Forward Emissive on Material > Enable In Selection**. - -You can use this new behaviour to fix artefacts when you use [Screen Space Global Illumination](Override-Screen-Space-GI.md), with or without Raytracing enabled. When you enable the **Force Forward Emissive** property, Unity renders the Emissive Object and its contribution in the scene. You can use this in the same way for Adaptive probe volumes. - -#### Limitations - -When Unity performs a separate pass for the Emissive contribution, it also performs an additional `DrawCall`. This means it uses more resources on your CPU. - ### Adding Tessellation support for ShaderGraph Master Stack From HDRP 12.0, you can enable [tessellation](Tessellation.md) on any HDRP [Master Stack](master-stack-hdrp.md). The option is in the Master Stack settings and adds two new inputs to the Vertex Block: diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs index 1151cb1da00..a2ccc6dc147 100644 --- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs @@ -921,6 +921,8 @@ static void MetallicRemapping(Material material, HDShaderUtils.ShaderID id) } } + // This function below is not used anymore - the code have been removed - however we must maintain the function to keep already converted Material coherent + // As it doesn't do anything special, there is no problem to let it static void ForceForwardEmissiveForDeferred(Material material, HDShaderUtils.ShaderID id) { // Force Forward emissive for deferred pass is only setup for Lit shader 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 89e19cfb0a4..7b8f4bc0a82 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 @@ -33,7 +33,7 @@ class LayeredLitGUI : HDShaderGUI new LayerListUIBlock(MaterialUIBlock.ExpandableBit.MaterialReferences), new LayersUIBlock(), new EmissionUIBlock(MaterialUIBlock.ExpandableBit.Emissive, features: emissionFeatures), - new LitAdvancedOptionsUIBlock(MaterialUIBlock.ExpandableBit.Advance), + new AdvancedOptionsUIBlock(MaterialUIBlock.ExpandableBit.Advance), }; protected override void OnMaterialGUI(MaterialEditor materialEditor, MaterialProperty[] props) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/BaseLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/BaseLitGUI.cs index 86f3a89e5e9..556104ee278 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/BaseLitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/BaseLitGUI.cs @@ -141,11 +141,6 @@ static public void SetupBaseLitKeywords(Material material) CoreUtils.SetKeyword(material, "_REFRACTION_SPHERE", (refractionModelValue == ScreenSpaceRefraction.RefractionModel.Sphere) && canHaveRefraction); CoreUtils.SetKeyword(material, "_REFRACTION_THIN", (refractionModelValue == ScreenSpaceRefraction.RefractionModel.Thin) && canHaveRefraction); } - - if (material.HasProperty(kForceForwardEmissive)) - { - CoreUtils.SetKeyword(material, "_FORCE_FORWARD_EMISSIVE", material.GetInt(kForceForwardEmissive) != 0); - } } static public void SetupStencil(Material material, bool receivesSSR, bool useSplitLighting) @@ -232,42 +227,6 @@ static public void ComputeStencilProperties(bool receivesSSR, bool useSplitLight static public void SetupBaseLitMaterialPass(Material material) { material.SetupBaseUnlitPass(); - - if (material.HasProperty(kForceForwardEmissive)) - { - // Emissive check below is only for the lit shader - // It is possible that it works with SG if the SG properties have the same name. - bool emissiveIsDisabled = false; - if (material.HasProperty(kUseEmissiveIntensity)) - { - var useIntensity = material.GetInt(kUseEmissiveIntensity); - if (useIntensity == 0) - { - if (material.HasProperty(kEmissiveColor)) - { - var emissionColor = material.GetColor(kEmissiveColor); - if (emissionColor.r == 0.0 && emissionColor.g == 0.0 && emissionColor.b == 0.0) - { - emissiveIsDisabled = true; - } - } - } - else - { - if (material.HasProperty(kEmissiveIntensity)) - { - var intensityValue = material.GetFloat(kEmissiveIntensity); - if (intensityValue == 0.0) - { - emissiveIsDisabled = true; - } - } - } - } - - bool forceForwardEmissive = (material.GetFloat(kForceForwardEmissive) > 0.0f) && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Opaque); - material.SetShaderPassEnabled(HDShaderPassNames.s_ForwardEmissiveForDeferredStr, forceForwardEmissive && !emissiveIsDisabled); - } } } } // namespace UnityEditor 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 83983ad1c2b..1f372118afc 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 @@ -24,7 +24,7 @@ class LitGUI : HDShaderGUI // We don't want distortion in Lit new TransparencyUIBlock(MaterialUIBlock.ExpandableBit.Transparency, features: TransparencyUIBlock.Features.All & ~TransparencyUIBlock.Features.Distortion), new EmissionUIBlock(MaterialUIBlock.ExpandableBit.Emissive), - new LitAdvancedOptionsUIBlock(MaterialUIBlock.ExpandableBit.Advance, AdvancedOptionsUIBlock.Features.StandardLit), + new AdvancedOptionsUIBlock(MaterialUIBlock.ExpandableBit.Advance, AdvancedOptionsUIBlock.Features.StandardLit), }; protected override void OnMaterialGUI(MaterialEditor materialEditor, MaterialProperty[] props) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitShaderPreprocessor.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitShaderPreprocessor.cs index 75fd28d92e1..14f11c75be5 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitShaderPreprocessor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitShaderPreprocessor.cs @@ -14,11 +14,8 @@ class LitShaderPreprocessor : BaseShaderPreprocessor public override int Priority => 50; - protected UnityEngine.Rendering.ShaderKeyword m_ForceForwardEmissive; - public LitShaderPreprocessor() { - m_ForceForwardEmissive = new UnityEngine.Rendering.ShaderKeyword("_FORCE_FORWARD_EMISSIVE"); } protected override bool DoShadersStripper(HDRenderPipelineAsset hdrpAsset, Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData) @@ -77,18 +74,6 @@ protected override bool DoShadersStripper(HDRenderPipelineAsset hdrpAsset, Shade // Apply following set of rules only to lit shader (remember that LitPreprocessor is call for any shader) if (isBuiltInLit) { - // ForwardEmissiveForDeferred only make sense for deferred mode - bool isForwardEmissiveForDeferred = snippet.passName == "ForwardEmissiveForDeferred"; - if (isForwardEmissiveForDeferred) - { - if (hdrpAsset.currentPlatformRenderPipelineSettings.supportedLitShaderMode == RenderPipelineSettings.SupportedLitShaderMode.ForwardOnly) - return true; - - // If the pass is not used because the keyword ForceForwardEmissive is not enabled, then discard - if (!inputData.shaderKeywordSet.IsEnabled(m_ForceForwardEmissive)) - return true; - } - // Forward material don't use keyword for WriteNormalBuffer but #define so we can't test for the keyword outside of isBuiltInLit // otherwise the pass will be remove for non-lit shader graph version (like StackLit) bool isMotionPass = snippet.passName == "MotionVectors"; @@ -127,10 +112,6 @@ protected override bool DoShadersStripper(HDRenderPipelineAsset hdrpAsset, Shade // If transparent we don't need the depth only pass if (isDepthOnlyPass) return true; - - // If transparent, we never need ForwardEmissiveForDeferred pass. - if (isForwardEmissiveForDeferred) - return true; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitData.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitData.cs index 38d4014e7e6..6dfecb331a0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitData.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitData.cs @@ -74,23 +74,5 @@ public bool clearCoat get => m_ClearCoat; set => m_ClearCoat = value; } - - // Allow to track if something is connected to emissive input - // will determine if we generate a force forward pass or not - [SerializeField] - bool m_EmissionOverriden; - public bool emissionOverriden - { - get => m_EmissionOverriden; - set => m_EmissionOverriden = value; - } - - [SerializeField] - bool m_ForceForwardEmissive = false; - public bool forceForwardEmissive - { - get => m_ForceForwardEmissive; - set => m_ForceForwardEmissive = value; - } } } 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 96647ea8366..aecc2ab1537 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 @@ -63,7 +63,6 @@ protected override SubShaderDescriptor GetSubShaderDescriptor() descriptor.passes.Add(HDShaderPasses.GenerateLitDepthOnly(TargetsVFX(), systemData.tessellation)); descriptor.passes.Add(HDShaderPasses.GenerateGBuffer(TargetsVFX(), systemData.tessellation)); descriptor.passes.Add(HDShaderPasses.GenerateLitForward(TargetsVFX(), systemData.tessellation)); - descriptor.passes.Add(HDShaderPasses.GenerateForwardEmissiveForDeferredPass(TargetsVFX(), systemData.tessellation), new FieldCondition(HDFields.EmissionOverriden, true)); if (!systemData.tessellation) // Raytracing don't support tessellation neither VFX descriptor.passes.Add(HDShaderPasses.GenerateLitRaytracingPrepass()); @@ -136,18 +135,6 @@ public override void GetFields(ref TargetFieldContext context) context.AddField(SpecularAA, lightingData.specularAA && context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.SpecularAAThreshold) && context.pass.validPixelBlocks.Contains(HDBlockFields.SurfaceDescription.SpecularAAScreenSpaceVariance)); - - // We need to grab the emission block to check if it is connected, or the default value is non null. - // If it is connected then we will generate an ForwardEmissiveForDeferred pass - bool emissionEnabled = false; - if (!context.connectedBlocks.Contains(BlockFields.SurfaceDescription.Emission)) - emissionEnabled = !context.blocks.Contains((BlockFields.SurfaceDescription.Emission, true)); - else - emissionEnabled = true; - - // Note: both case are required to be compliant with the ShaderGraph framework - litData.emissionOverriden = emissionEnabled; - context.AddField(HDFields.EmissionOverriden, emissionEnabled); } public override void GetActiveBlocks(ref TargetActiveBlockContext context) @@ -211,25 +198,12 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera enumNames = Enum.GetNames(typeof(ScreenSpaceRefraction.RefractionModel)).ToList(), overrideReferenceName = kRefractionModel, }); - - // Note: Due to the shader graph framework it is not possible to rely on litData.emissionOverriden - // to decide to add the ForceForwardEmissive property or not. The emissionOverriden setup is done after - // the call to AddShaderProperty - collector.AddShaderProperty(new BooleanShaderProperty - { - value = litData.forceForwardEmissive, - hidden = true, - overrideHLSLDeclaration = true, - hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare, - overrideReferenceName = kForceForwardEmissive, - }); } protected override void CollectPassKeywords(ref PassDescriptor pass) { base.CollectPassKeywords(ref pass); pass.keywords.Add(RefractionKeyword); - pass.keywords.Add(CoreKeywordDescriptors.ForceForwardEmissive); } protected override void AddInspectorPropertyBlocks(SubTargetPropertiesGUI blockList) @@ -237,7 +211,7 @@ protected override void AddInspectorPropertyBlocks(SubTargetPropertiesGUI blockL blockList.AddPropertyBlock(new LitSurfaceOptionPropertyBlock(litData)); if (systemData.surfaceType == SurfaceType.Transparent) blockList.AddPropertyBlock(new DistortionPropertyBlock()); - blockList.AddPropertyBlock(new LitAdvancedOptionsPropertyBlock(litData)); + blockList.AddPropertyBlock(new AdvancedOptionsPropertyBlock()); } protected override int ComputeMaterialNeedsUpdateHash() @@ -248,7 +222,6 @@ protected override int ComputeMaterialNeedsUpdateHash() { bool subsurfaceScattering = litData.materialType == HDLitData.MaterialType.SubsurfaceScattering; hash = hash * 23 + subsurfaceScattering.GetHashCode(); - hash = hash * 23 + litData.emissionOverriden.GetHashCode(); } return hash; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDFields.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDFields.cs index 12ce8456b43..dfae5c3fab2 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDFields.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDFields.cs @@ -63,7 +63,6 @@ static class HDFields public static FieldDescriptor TransparentDepthPostPass = new FieldDescriptor(string.Empty, "TransparentDepthPostPass", string.Empty); public static FieldDescriptor RayTracing = new FieldDescriptor(string.Empty, "RayTracing", string.Empty); public static FieldDescriptor Unlit = new FieldDescriptor(string.Empty, "Unlit", string.Empty); - public static FieldDescriptor EmissionOverriden = new FieldDescriptor(string.Empty, "EmissionOverriden", string.Empty); // Custom motion vector public static FieldDescriptor CustomVelocity = new FieldDescriptor(string.Empty, "CustomVelocity", "CUSTOM_VELOCITY 1"); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs index c334a2e89ca..2005f898522 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs @@ -488,44 +488,6 @@ IncludeCollection GenerateIncludes() #endregion - #region Forward Emissive For Deferred - - public static PassDescriptor GenerateForwardEmissiveForDeferredPass(bool useVFX, bool useTessellation) - { - return new PassDescriptor - { - // Definition - displayName = "ForwardEmissiveForDeferred", - referenceName = "SHADERPASS_FORWARD_EMISSIVE_FOR_DEFERRED", - lightMode = "ForwardEmissiveForDeferred", - useInPreview = false, - - // Collections - structs = GenerateStructs(null, useVFX, useTessellation), - requiredFields = CoreRequiredFields.Basic, - renderStates = CoreRenderStates.ForwardEmissiveForDeferred, - pragmas = GeneratePragmas(CorePragmas.DotsInstancedInV2Only, useVFX, useTessellation), - defines = GenerateDefines(CoreDefines.ForwardEmissiveForDeferred, useVFX, useTessellation), - includes = GenerateIncludes(), - - virtualTextureFeedback = true, - customInterpolators = CoreCustomInterpolators.Common, - }; - - IncludeCollection GenerateIncludes() - { - var includes = new IncludeCollection(); - includes.Add(CoreIncludes.CorePregraph); - includes.Add(CoreIncludes.kPassPlaceholder, IncludeLocation.Pregraph); - includes.Add(CoreIncludes.CoreUtility); - includes.Add(CoreIncludes.kShaderGraphFunctions, IncludeLocation.Pregraph); - includes.Add(CoreIncludes.kPassForwardEmissiveForDeferred, IncludeLocation.Postgraph); - return includes; - } - } - - #endregion - #region Back then front pass public static PassDescriptor GenerateBackThenFront(bool supportLighting, bool useVFX, bool useTessellation) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs index 27c5a0586bc..7daee567bf4 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs @@ -794,14 +794,6 @@ public static class Uniforms Pass = "Replace", }) }, }; - - public static RenderStateCollection ForwardEmissiveForDeferred = new RenderStateCollection - { - { RenderState.Blend(Blend.One, Blend.One) }, - { RenderState.Cull(Uniforms.cullModeForward) }, - { RenderState.ZWrite(Uniforms.zWrite) }, - { RenderState.ZTest(Uniforms.zTestDepthEqualForOpaque) }, - }; } #endregion @@ -958,12 +950,6 @@ static class CoreDefines { RayTracingQualityNode.GetRayTracingQualityKeyword(), 0 }, }; - public static DefineCollection ForwardEmissiveForDeferred = new DefineCollection - { - { CoreKeywordDescriptors.HasLightloop, 0 }, - { RayTracingQualityNode.GetRayTracingQualityKeyword(), 0 }, - }; - public static DefineCollection ForwardLit = new DefineCollection { { CoreKeywordDescriptors.SupportBlendModePreserveSpecularLighting, 1 }, @@ -1062,7 +1048,6 @@ static class CoreIncludes public const string kPassMotionVectors = "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl"; public const string kDisortionVectors = "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl"; public const string kPassForward = "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl"; - public const string kPassForwardEmissiveForDeferred = "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissiveForDeferred.hlsl"; public const string kStandardLit = "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl"; public const string kPassForwardUnlit = "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"; public const string kPassConstant = "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassConstant.hlsl"; @@ -1514,16 +1499,6 @@ static class CoreKeywordDescriptors scope = KeywordScope.Local, }; - public static KeywordDescriptor ForceForwardEmissive = new KeywordDescriptor - { - displayName = "Force Forward Emissive", - referenceName = "_FORCE_FORWARD_EMISSIVE", - type = KeywordType.Boolean, - definition = KeywordDefinition.ShaderFeature, - scope = KeywordScope.Global, // not local as it is use in shader stripper to discard the pass if not needed - // stages = KeywordShaderStage.Fragment, // not _fragment as it prevent the stripper to work - }; - public static KeywordDescriptor TransparentWritesMotionVector = new KeywordDescriptor { displayName = "Transparent Writes Motion Vector", diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LitAdvancedOptionsPropertyBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LitAdvancedOptionsPropertyBlock.cs deleted file mode 100644 index 811c5bc900a..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LitAdvancedOptionsPropertyBlock.cs +++ /dev/null @@ -1,28 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine.Rendering; -using UnityEngine.Rendering.HighDefinition; -using UnityEditor.ShaderGraph; -using UnityEngine.UIElements; -using UnityEditor.UIElements; -using UnityEngine; - -// We share the name of the properties in the UI to avoid duplication -using static UnityEditor.Rendering.HighDefinition.LitAdvancedOptionsUIBlock.Styles; - -namespace UnityEditor.Rendering.HighDefinition.ShaderGraph -{ - class LitAdvancedOptionsPropertyBlock : AdvancedOptionsPropertyBlock - { - HDLitData litData; - - public LitAdvancedOptionsPropertyBlock(HDLitData litData) => this.litData = litData; - - protected override void CreatePropertyGUI() - { - base.CreatePropertyGUI(); - - AddProperty(forceForwardEmissiveText, () => litData.forceForwardEmissive, (newValue) => litData.forceForwardEmissive = newValue); - } - } -} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LitAdvancedOptionsPropertyBlock.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LitAdvancedOptionsPropertyBlock.cs.meta deleted file mode 100644 index 57e398dd0ab..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LitAdvancedOptionsPropertyBlock.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a6515424536ad6b45a92474ce785af07 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs index 95d593950ae..a5032811039 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/PassDescriptorExtension.cs @@ -33,7 +33,7 @@ public static bool IsForward(this PassDescriptor pass) public static bool NeedsDebugDisplay(this PassDescriptor pass) { - return IsLightingOrMaterial(pass) || pass.lightMode == HDShaderPassNames.s_ForwardEmissiveForDeferredStr; + return IsLightingOrMaterial(pass); } public static bool IsRaytracing(this PassDescriptor pass) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template index 357640fba14..76662e28e0e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template @@ -302,10 +302,7 @@ Pass $LightingGI: builtinData.bakeDiffuseLighting = surfaceDescription.BakedGI; $BackLightingGI: builtinData.backBakeDiffuseLighting = surfaceDescription.BakedBackGI; - // If we want to force forward emissive and we have GBuffer pass, don't do anything - #if !(SHADERPASS == SHADERPASS_GBUFFER && defined(_FORCE_FORWARD_EMISSIVE)) $SurfaceDescription.Emission: builtinData.emissiveColor = surfaceDescription.Emission; - #endif // Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define) // We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitAdvancedOptionsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitAdvancedOptionsUIBlock.cs deleted file mode 100644 index a18cffff4f7..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitAdvancedOptionsUIBlock.cs +++ /dev/null @@ -1,52 +0,0 @@ -using UnityEngine; -using UnityEngine.Rendering.HighDefinition; - -// Include material common properties names -using static UnityEngine.Rendering.HighDefinition.HDMaterialProperties; - -namespace UnityEditor.Rendering.HighDefinition -{ - /// - /// Represents an advanced options material UI block. - /// - public class LitAdvancedOptionsUIBlock : AdvancedOptionsUIBlock - { - internal new class Styles - { - public static readonly GUIContent forceForwardEmissiveText = new GUIContent("Force Forward Emissive", "When in Lit shader mode: deferred. It forces the emissive part of the material to be rendered into an additional forward pass. This can improve quality and solve artefacts when using SSGI but have an additional CPU and GPU cost."); - } - - MaterialProperty forceForwardEmissive = null; - const string kForceForwardEmissive = HDMaterialProperties.kForceForwardEmissive; - - /// - /// Constructs the AdvancedOptionsUIBlock based on the parameters. - /// - /// Bit index used to store the foldout state. - /// Features of the block. - public LitAdvancedOptionsUIBlock(ExpandableBit expandableBit, Features features = Features.All) : base(expandableBit, features) { } - - /// - /// Loads the material properties for the block. - /// - public override void LoadMaterialProperties() - { - base.LoadMaterialProperties(); - forceForwardEmissive = FindProperty(kForceForwardEmissive); - } - - /// - /// Renders the advanced options in the advanced option foldout - /// - protected override void OnGUIOpen() - { - base.OnGUIOpen(); - - if (forceForwardEmissive != null) - { - if (materials[0].FindPass("ForwardEmissiveForDeferred") != -1 && ((SurfaceType)materials[0].GetFloat(kSurfaceType) != SurfaceType.Transparent)) - materialEditor.ShaderProperty(forceForwardEmissive, Styles.forceForwardEmissiveText); - } - } - } -} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitAdvancedOptionsUIBlock.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitAdvancedOptionsUIBlock.cs.meta deleted file mode 100644 index 81da4ad09ea..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitAdvancedOptionsUIBlock.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a57b88cba3eebca4cbd3ff3af4cb4927 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitShaderGraphGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitShaderGraphGUI.cs index 1048d4e6444..760d0c4cfd7 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitShaderGraphGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitShaderGraphGUI.cs @@ -13,8 +13,6 @@ internal class LitShaderGraphGUI : LightingShaderGraphGUI { public LitShaderGraphGUI() { - uiBlocks[uiBlocks.FindIndex(b => b is AdvancedOptionsUIBlock)] = new LitAdvancedOptionsUIBlock(MaterialUIBlock.ExpandableBit.Advance, ~AdvancedOptionsUIBlock.Features.SpecularOcclusion); - // Lit SG have refraction block uiBlocks.Insert(1, new TransparencyUIBlock(MaterialUIBlock.ExpandableBit.Transparency, TransparencyUIBlock.Features.Refraction)); } 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 2426547b166..df035c824b4 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 @@ -137,7 +137,7 @@ internal static class Styles public static GUIContent specularAAThresholdText = new GUIContent("Threshold", "Controls the effect of Specular AA reduction. A values of 0 does not apply reduction, higher values allow higher reduction."); // SSR - public static GUIContent receivesSSRText = new GUIContent("Receive SSR/SSGI", "When enabled, this Material can receive screen space reflections and screen space global illumination."); + 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 GUIContent opaqueCullModeText = new GUIContent("Cull Mode", "For opaque objects, change the cull mode of the object."); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs index 386c79e5a18..30917441183 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs @@ -93,54 +93,6 @@ static void CreateSceneSettingsGameObject(MenuCommand menuCommand) volume.sharedProfile = profile; } - [MenuItem("Edit/Rendering/Materials/Enable HDRP Force Forward Emissive on Selected Materials")] - internal static void ForceForwardEmissiveOnMaterialEnableInSelection() - { - var selection = UnityEditor.Selection.objects; - - foreach (var obj in selection) - { - if (obj is Material material) - { - if (material.HasProperty(HDMaterialProperties.kForceForwardEmissive)) - { - material.SetInt(HDMaterialProperties.kForceForwardEmissive, 1); - HDShaderUtils.ResetMaterialKeywords(material); - } - } - } - } - - [MenuItem("Edit/Rendering/Materials/Enable HDRP Force Forward Emissive on Scene Materials")] - internal static void ForceForwardEmissiveOnMaterialEnableInScene() - { - var materials = Resources.FindObjectsOfTypeAll(); - - foreach (var material in materials) - { - if (material.HasProperty(HDMaterialProperties.kForceForwardEmissive)) - { - material.SetInt(HDMaterialProperties.kForceForwardEmissive, 1); - HDShaderUtils.ResetMaterialKeywords(material); - } - } - } - - [MenuItem("Edit/Rendering/Materials/Disable HDRP Force Forward Emissive on Scene Materials")] - internal static void ForceForwardEmissiveOnMaterialDisableInScene() - { - var materials = Resources.FindObjectsOfTypeAll(); - - foreach (var material in materials) - { - if (material.HasProperty(HDMaterialProperties.kForceForwardEmissive)) - { - material.SetInt(HDMaterialProperties.kForceForwardEmissive, 0); - HDShaderUtils.ResetMaterialKeywords(material); - } - } - } - [MenuItem("Edit/Rendering/Materials/Upgrade HDRP Materials to Latest Version", priority = CoreUtils.Priorities.editMenuPriority)] internal static void UpgradeMaterials() { 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 45d5933e9f1..cf9d9846e3e 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 @@ -173,8 +173,6 @@ public override void OnInspectorGUI() } PropertyField(m_Enable); - if (m_Enable.value.boolValue) - EditorGUILayout.HelpBox("Real-time Global Illumination overwrites emissive data in deferred rendering mode. To recover the emissive contribution, either use Force Forward Emissive or disable Receive SSR/SSGI flag on the emissive materials.", MessageType.Info); EditorGUILayout.Space(); // If ray tracing is supported display the content of the volume component diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader index 0af8fa010d2..d7573e04e64 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader @@ -84,7 +84,9 @@ Shader "Hidden/HDRP/DebugViewMaterialGBuffer" else if (bufferIndex == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE) { result = builtinData.bakeDiffuseLighting; - result *= GetCurrentExposureMultiplier(); + #define AO_IN_GBUFFER3_TAG float3((1 << 11), 1, (1 << 10)) + if (!all(result.xz == AO_IN_GBUFFER3_TAG.xz)) + result *= GetInverseCurrentExposureMultiplier(); needLinearToSRGB = true; } #ifdef SHADOWS_SHADOWMASK 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 7779140a83b..651de3789b6 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 @@ -82,7 +82,6 @@ internal enum LightFeatureFlags Sky = 1 << 16, SSRefraction = 1 << 17, SSReflection = 1 << 18, - ProbeVolume = 1 << 19 // If adding more light be sure to not overflow LightDefinitions.s_LightFeatureMaskFlags } 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 dca8236c2c2..4678a89f812 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 @@ -32,7 +32,6 @@ #define LIGHTFEATUREFLAGS_SKY (65536) #define LIGHTFEATUREFLAGS_SSREFRACTION (131072) #define LIGHTFEATUREFLAGS_SSREFLECTION (262144) -#define LIGHTFEATUREFLAGS_PROBE_VOLUME (524288) // // UnityEngine.Rendering.HighDefinition.LightDefinitions: static fields 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 337106ac8d0..190b4559d5b 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 @@ -1,11 +1,5 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl" - -#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" -#else -// Required to have access to the indirectDiffuseMode enum in forward pass where we don't include BuiltinUtilities -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs.hlsl" -#endif #ifndef SCALARIZE_LIGHT_LOOP // We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile. @@ -67,7 +61,7 @@ void ApplyDebugToLighting(LightLoopContext context, inout BuiltinData builtinDat _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTION_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_REFRACTION_LIGHTING #if (SHADERPASS != SHADERPASS_DEFERRED_LIGHTING) - || _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING // With deferred, Emissive is store in builtinData.bakeDiffuseLighting + || _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING // With deferred, Emissive is store in builtinData.bakeDiffuseLighting (See Lit.hlsl EncodeToGbuffer) #endif ) { @@ -391,74 +385,122 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS } #endif + //--------------------------------------- + // Sum up of operations on indirect diffuse lighting + // Let's define SSGI as SSGI/RTGI/Mixed or APV without lightmaps + // Let's define GI as Lightmaps/Lightprobe/APV with lightmaps + + // By default we do those operations in deferred + // GBuffer pass : GI * AO + Emissive -> lightingbuffer + // Lightloop : indirectDiffuse = lightingbuffer; indirectDiffuse * SSAO + // Note that SSAO is apply on emissive in this case and we have double occlusion between AO and SSAO on indirectDiffuse + + // By default we do those operation in forward + // Lightloop : indirectDiffuse = GI; indirectDiffuse * min(AO, SSAO) + Emissive + + // With any SSGI effect we are performing those operations in deferred + // GBuffer pass : Emissive == 0 ? AmbientOcclusion -> EncodeIn(lightingbuffer) : Emissive -> lightingbuffer + // Lightloop : indirectDiffuse = SSGI; Emissive = lightingbuffer; AmbientOcclusion = Extract(lightingbuffer) or 1.0; + // indirectDiffuse * min(AO, SSAO) + Emissive + // Note that mean that we have the same behavior than forward path if Emissive is 0 + + // With any SSGI effect we are performing those operations in Forward + // Lightloop : indirectDiffuse = SSGI; indirectDiffuse * min(AO, SSAO) + Emissive + //--------------------------------------- + + // Explanation about APV and SSGI/RTGI/Mixed effects steps in the rendering pipeline. + // All effects will output only Emissive inside the lighting buffer (gbuffer3) in case of deferred (For APV this is done only if we are not a lightmap). + // The Lightmaps/Lightprobes contribution is 0 for those cases. Code enforce it in SampleBakedGI(). The remaining code of Material pass (and the debug code) + // is exactly the same with or without effects on, including the EncodeToGbuffer. + // builtinData.isLightmap is used by APV to know if we have lightmap or not and is harcoded based on preprocessor in InitBuiltinData() + // AO is also store with a hack in Gbuffer3 if possible. Otherwise it is set to 1. + // In case of regular deferred path (when effects aren't enable) AO is already apply on lightmap and emissive is added on to of it. All is inside bakeDiffuseLighting and emissiveColor is 0. AO must be 1 + // When effects are enabled and for APV we don't have lightmaps, bakeDiffuseLighting is 0 and emissiveColor contain emissive (Either in deferred or forward) and AO should be the real AO value. + // Then in the lightloop in below code we will evalaute APV or read the indirectDiffuseTexture to fill bakeDiffuseLighting. + // We will then just do all the regular step we do with bakeDiffuseLighting in PostInitBuiltinData() + // No code change is required to handle AO, it is the same for all path. + // Note: Decals Emissive and Transparent Emissve aren't taken into account by RTGI/Mixed. + // Forward opaque emissive work in all cases. The current code flow with Emissive store in GBuffer3 is only to manage the case of Opaque Lit Material with Emissive in case of deferred + // Only APV can handle backFace lighting, all other effects are front face only. + + // If we use SSGI/RTGI/Mixed effect, we are fully replacing the value of builtinData.bakeDiffuseLighting which is 0 at this step. + // If we are APV we only replace the non lightmaps part. + bool replaceBakeDiffuseLighting = false; +#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) + float3 lightInReflDir = float3(-1, -1, -1); // This variable is used with APV for reflection probe normalization - see code for LIGHTFEATUREFLAGS_ENV +#endif +#if !defined(_SURFACE_TYPE_TRANSPARENT) // No SSGI/RTGI/Mixed effect on transparent + if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF) + replaceBakeDiffuseLighting = true; +#endif #if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) - float3 lightInReflDir = -1; - bool uninitializedGI = IsUninitializedGI(builtinData.bakeDiffuseLighting); - // If probe volume feature is enabled, this bit is enabled for all tiles to handle ambient probe fallback. - // Even so, the bound resources might be invalid in some cases, so we still need to check on _EnableProbeVolumes. - bool apvEnabled = (featureFlags & LIGHTFEATUREFLAGS_PROBE_VOLUME) && _EnableProbeVolumes; + if (!builtinData.isLightmap) + replaceBakeDiffuseLighting = true; +#endif - if (!apvEnabled) + if (replaceBakeDiffuseLighting) { - builtinData.bakeDiffuseLighting = (uninitializedGI && !apvEnabled) ? float3(0.0, 0.0, 0.0) : builtinData.bakeDiffuseLighting; - builtinData.backBakeDiffuseLighting = (uninitializedGI && !apvEnabled) ? float3(0.0, 0.0, 0.0) : builtinData.backBakeDiffuseLighting; - } + BuiltinData tempBuiltinData; + ZERO_INITIALIZE(BuiltinData, tempBuiltinData); - if (apvEnabled) - { - if (uninitializedGI) +#if !defined(_SURFACE_TYPE_TRANSPARENT) + if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF) + { + tempBuiltinData.bakeDiffuseLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS).xyz * GetInverseCurrentExposureMultiplier(); + } + else +#endif { - float3 R = reflect(-V, bsdfData.normalWS); - // Need to make sure not to apply ModifyBakedDiffuseLighting() twice to our bakeDiffuseLighting data, which could happen if we are dealing with initialized data (light maps). - // Create a local BuiltinData variable here, and then add results to builtinData.bakeDiffuseLighting at the end. - BuiltinData apvBuiltinData; - ZERO_INITIALIZE(BuiltinData, apvBuiltinData); - SetAsUninitializedGI(apvBuiltinData.bakeDiffuseLighting); - SetAsUninitializedGI(apvBuiltinData.backBakeDiffuseLighting); - - EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), - bsdfData.normalWS, - -bsdfData.normalWS, - R, - V, - posInput.positionSS, - apvBuiltinData.bakeDiffuseLighting, - apvBuiltinData.backBakeDiffuseLighting, - lightInReflDir); - - float indirectDiffuseMultiplier = GetIndirectDiffuseMultiplier(builtinData.renderingLayers); - apvBuiltinData.bakeDiffuseLighting *= indirectDiffuseMultiplier; - apvBuiltinData.backBakeDiffuseLighting *= indirectDiffuseMultiplier; +#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) + if (_EnableProbeVolumes) + { + // Reflect normal to get lighting for reflection probe tinting + float3 R = reflect(-V, bsdfData.normalWS); + + EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), + bsdfData.normalWS, + -bsdfData.normalWS, + R, + V, + posInput.positionSS, + tempBuiltinData.bakeDiffuseLighting, + tempBuiltinData.backBakeDiffuseLighting, + lightInReflDir); + } + else // If probe volume is disabled we fallback on the ambient probes + { + tempBuiltinData.bakeDiffuseLighting = EvaluateAmbientProbe(bsdfData.normalWS); + tempBuiltinData.backBakeDiffuseLighting = EvaluateAmbientProbe(-bsdfData.normalWS); + } +#endif + } #ifdef MODIFY_BAKED_DIFFUSE_LIGHTING #ifdef DEBUG_DISPLAY - // When the lux meter is enabled, we don't want the albedo of the material to modify the diffuse baked lighting - if (_DebugLightingMode != DEBUGLIGHTINGMODE_LUX_METER) + // When the lux meter is enabled, we don't want the albedo of the material to modify the diffuse baked lighting + if (_DebugLightingMode != DEBUGLIGHTINGMODE_LUX_METER) #endif - ModifyBakedDiffuseLighting(V, posInput, preLightData, bsdfData, apvBuiltinData); - -#endif - -#if (SHADERPASS == SHADERPASS_DEFERRED_LIGHTING) - // If we are deferred we should apply baked AO here as it was already apply for lightmap. - // When using probe volumes for the pixel (i.e. we have uninitialized GI), we include the surfaceData.ambientOcclusion as - // payload information alongside the un-init flag. - // It should not be applied in forward as in this case the baked AO is correctly apply in PostBSDF() - // This is applied only on bakeDiffuseLighting as ModifyBakedDiffuseLighting combine both bakeDiffuseLighting and backBakeDiffuseLighting - float surfaceDataAO = ExtractPayloadFromUninitializedGI(builtinData.bakeDiffuseLighting); - apvBuiltinData.bakeDiffuseLighting *= surfaceDataAO; + ModifyBakedDiffuseLighting(V, posInput, preLightData, bsdfData, tempBuiltinData); #endif + // This is applied only on bakeDiffuseLighting as ModifyBakedDiffuseLighting combine both bakeDiffuseLighting and backBakeDiffuseLighting + tempBuiltinData.bakeDiffuseLighting *= GetIndirectDiffuseMultiplier(builtinData.renderingLayers); - ApplyDebugToBuiltinData(apvBuiltinData); + ApplyDebugToBuiltinData(tempBuiltinData); // This will not affect emissive as we don't use it - builtinData.bakeDiffuseLighting = uninitializedGI ? float3(0.0, 0.0, 0.0) : builtinData.bakeDiffuseLighting; - // Note: builtinDataProbeVolumes.bakeDiffuseLighting and builtinDataProbeVolumes.backBakeDiffuseLighting were combine inside of ModifyBakedDiffuseLighting(). - builtinData.bakeDiffuseLighting += apvBuiltinData.bakeDiffuseLighting; +#if defined(DEBUG_DISPLAY) && (SHADERPASS == SHADERPASS_DEFERRED_LIGHTING) + // We need to handle the specific case of deferred for debug lighting mode here + if (_DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + tempBuiltinData.bakeDiffuseLighting = real3(0.0, 0.0, 0.0); } - } #endif + // Replace original data + builtinData.bakeDiffuseLighting = tempBuiltinData.bakeDiffuseLighting; + + } // if (replaceBakeDiffuseLighting) + // Reflection probes are sorted by volume (in the increasing order). if (featureFlags & LIGHTFEATUREFLAGS_ENV) { @@ -615,31 +657,6 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS } #endif -#if !defined(_SURFACE_TYPE_TRANSPARENT) - // If we use the texture ssgi for ssgi or rtgi, we want to combine it with the value in the bake diffuse lighting value - if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF) - { - BuiltinData builtinDataSSGI; - ZERO_INITIALIZE(BuiltinData, builtinDataSSGI); - builtinDataSSGI.bakeDiffuseLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS).xyz * GetInverseCurrentExposureMultiplier(); - builtinDataSSGI.bakeDiffuseLighting *= GetIndirectDiffuseMultiplier(builtinData.renderingLayers); - - // TODO: try to see if we can share code with probe volume -#ifdef MODIFY_BAKED_DIFFUSE_LIGHTING -#ifdef DEBUG_DISPLAY - // When the lux meter is enabled, we don't want the albedo of the material to modify the diffuse baked lighting - if (_DebugLightingMode != DEBUGLIGHTINGMODE_LUX_METER) -#endif - ModifyBakedDiffuseLighting(V, posInput, preLightData, bsdfData, builtinDataSSGI); - -#endif - // In the alpha channel, we have the interpolation value that we use to blend the result of SSGI/RTGI with the other GI thechnique - builtinData.bakeDiffuseLighting = lerp(builtinData.bakeDiffuseLighting, - builtinDataSSGI.bakeDiffuseLighting, - LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS).w); - } -#endif - ApplyDebugToLighting(context, builtinData, aggregateLighting); // Note: We can't apply the IndirectDiffuseMultiplier here as with GBuffer, Emissive is part of the bakeDiffuseLighting. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.ScreenSpaceGlobalIllumination.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.ScreenSpaceGlobalIllumination.cs index 3d0cbc80939..7599324acac 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.ScreenSpaceGlobalIllumination.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/HDRenderPipeline.ScreenSpaceGlobalIllumination.cs @@ -11,8 +11,6 @@ public partial class HDRenderPipeline int m_ReprojectGlobalIlluminationKernel; int m_ReprojectGlobalIlluminationHalfKernel; int m_BilateralUpSampleColorKernel; - int m_ConvertSSGIKernel; - int m_ConvertSSGIHalfKernel; void InitScreenSpaceGlobalIllumination() { @@ -28,8 +26,6 @@ void InitScreenSpaceGlobalIllumination() m_ReprojectGlobalIlluminationKernel = ssGICS.FindKernel("ReprojectGlobalIllumination"); m_ReprojectGlobalIlluminationHalfKernel = ssGICS.FindKernel("ReprojectGlobalIlluminationHalf"); m_BilateralUpSampleColorKernel = bilateralUpsampleCS.FindKernel("BilateralUpSampleColor"); - m_ConvertSSGIKernel = ssGICS.FindKernel("ConvertSSGI"); - m_ConvertSSGIHalfKernel = ssGICS.FindKernel("ConvertSSGIHalf"); } } @@ -358,92 +354,6 @@ TextureHandle UpscaleSSGI(RenderGraph renderGraph, HDCamera hdCamera, GlobalIllu } } - class ConvertSSGIPassData - { - // Camera parameters - public int texWidth; - public int texHeight; - public int viewCount; - - // Compute Shader - public ComputeShader ssGICS; - public int convertKernel; - public ComputeBuffer offsetBuffer; - - // Prepass buffers - public TextureHandle depthTexture; - public TextureHandle stencilBuffer; - public TextureHandle normalBuffer; - - // Input buffers - public TextureHandle inputBuffer; - - // Output buffer - public TextureHandle outputBuffer; - } - - TextureHandle ConvertSSGI(RenderGraph renderGraph, HDCamera hdCamera, bool fullResolution, - TextureHandle depthPyramid, TextureHandle stencilBuffer, TextureHandle normalBuffer, - TextureHandle inputBuffer) - { - using (var builder = renderGraph.AddRenderPass("Convert SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGIConvert))) - { - builder.EnableAsyncCompute(false); - - // Set the camera parameters - if (fullResolution) - { - passData.texWidth = hdCamera.actualWidth; - passData.texHeight = hdCamera.actualHeight; - } - else - { - passData.texWidth = hdCamera.actualWidth / 2; - passData.texHeight = hdCamera.actualHeight / 2; - } - passData.viewCount = hdCamera.viewCount; - - // Grab the right kernel - passData.ssGICS = m_Asset.renderPipelineResources.shaders.screenSpaceGlobalIlluminationCS; - passData.convertKernel = fullResolution ? m_ConvertSSGIKernel : m_ConvertSSGIHalfKernel; - - passData.offsetBuffer = m_DepthBufferMipChainInfo.GetOffsetBufferData(m_DepthPyramidMipLevelOffsetsBuffer); - - passData.depthTexture = builder.ReadTexture(depthPyramid); - passData.stencilBuffer = builder.ReadTexture(stencilBuffer); - passData.normalBuffer = builder.ReadTexture(normalBuffer); - passData.inputBuffer = builder.ReadWriteTexture(inputBuffer); - // Output buffer - passData.outputBuffer = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true) - { colorFormat = GraphicsFormat.R16G16B16A16_SFloat, enableRandomWrite = true, name = "SSGI Converted" })); - - builder.SetRenderFunc( - (ConvertSSGIPassData data, RenderGraphContext ctx) => - { - // Re-evaluate the dispatch parameters (we are evaluating the upsample in full resolution) - int ssgiTileSize = 8; - int numTilesXHR = (data.texWidth + (ssgiTileSize - 1)) / ssgiTileSize; - int numTilesYHR = (data.texHeight + (ssgiTileSize - 1)) / ssgiTileSize; - - // Scalars - ctx.cmd.SetComputeIntParams(data.ssGICS, HDShaderIDs._SsrStencilBit, (int)StencilUsage.TraceReflectionRay); - - // Prepass data - ctx.cmd.SetComputeTextureParam(data.ssGICS, data.convertKernel, HDShaderIDs._DepthTexture, data.depthTexture); - ctx.cmd.SetComputeTextureParam(data.ssGICS, data.convertKernel, HDShaderIDs._NormalBufferTexture, data.normalBuffer); - ctx.cmd.SetComputeTextureParam(data.ssGICS, data.convertKernel, HDShaderIDs._StencilTexture, data.stencilBuffer, 0, RenderTextureSubElement.Stencil); - ctx.cmd.SetComputeBufferParam(data.ssGICS, data.convertKernel, HDShaderIDs._DepthPyramidMipLevelOffsets, data.offsetBuffer); - - ctx.cmd.SetComputeTextureParam(data.ssGICS, data.convertKernel, HDShaderIDs._IndirectDiffuseTexture, data.inputBuffer); - - ctx.cmd.SetComputeTextureParam(data.ssGICS, data.convertKernel, HDShaderIDs._IndirectDiffuseTextureRW, data.outputBuffer); - - ctx.cmd.DispatchCompute(data.ssGICS, data.convertKernel, numTilesXHR, numTilesYHR, data.viewCount); - }); - return passData.outputBuffer; - } - } - TextureHandle DenoiseSSGI(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle rtGIBuffer, TextureHandle depthPyramid, TextureHandle normalBuffer, TextureHandle motionVectorBuffer, TextureHandle historyValidationTexture, bool fullResolution) { var giSettings = hdCamera.volumeStack.GetComponent(); @@ -526,13 +436,10 @@ TextureHandle RenderSSGI(RenderGraph renderGraph, HDCamera hdCamera, // Denoise the result TextureHandle denoisedSSGI = DenoiseSSGI(renderGraph, hdCamera, colorBuffer, depthPyramid, normalBuffer, motionVectorsBuffer, historyValidationTexture, giSettings.fullResolutionSS.value); - // Convert back the result to RGB space - colorBuffer = ConvertSSGI(renderGraph, hdCamera, giSettings.fullResolutionSS.value, depthPyramid, stencilBuffer, normalBuffer, denoisedSSGI); - // Upscale it if required // If this was a half resolution effect, we still have to upscale it if (!giSettings.fullResolutionSS.value) - colorBuffer = UpscaleSSGI(renderGraph, hdCamera, giSettings, info, depthPyramid, colorBuffer); + colorBuffer = UpscaleSSGI(renderGraph, hdCamera, giSettings, info, depthPyramid, denoisedSSGI); return colorBuffer; } 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 index 8568248cad4..5a9c81382ee 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute @@ -25,8 +25,6 @@ #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 -#pragma kernel ConvertSSGI CONVERT_SSGI=ConvertSSGI -#pragma kernel ConvertSSGIHalf CONVERT_SSGI=ConvertSSGIHalf HALF_RES #pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 @@ -38,9 +36,6 @@ #define SSGI_CLAMP_VALUE 7.0f -// Disabled for now -//#define PERCEPTUAL_SPACE - // Input depth pyramid texture TEXTURE2D_X(_DepthTexture); // Stencil buffer of the current frame @@ -264,16 +259,14 @@ void REPROJECT_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, { BuiltinData apvBuiltinData; ZERO_INITIALIZE(BuiltinData, apvBuiltinData); - SetAsUninitializedGI(apvBuiltinData.bakeDiffuseLighting); - SetAsUninitializedGI(apvBuiltinData.backBakeDiffuseLighting); EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), normalData.normalWS, - -normalData.normalWS, + -normalData.normalWS, // Not used GetWorldSpaceNormalizeViewDir(posInput.positionWS), posInput.positionSS, apvBuiltinData.bakeDiffuseLighting, - apvBuiltinData.backBakeDiffuseLighting); + apvBuiltinData.backBakeDiffuseLighting); // Not used color = apvBuiltinData.bakeDiffuseLighting * GetCurrentExposureMultiplier(); invalid = false; } @@ -305,56 +298,8 @@ void REPROJECT_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, // Convert back to HSV space color = HsvToRgb(color); - // We tone map the signal. Due to the very small budget for denoising, we need to compress the range of the signal before denoising - #ifdef PERCEPTUAL_SPACE - color *= rcp(1.0 + color); - #endif - // 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 // Write the output to the target pixel _IndirectDiffuseTextureRW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(color, 1.0f); } - - -[numthreads(INDIRECT_DIFFUSE_TILE_SIZE, INDIRECT_DIFFUSE_TILE_SIZE, 1)] -void CONVERT_SSGI(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) -{ - UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); - - // Fetch the current pixel coordinate - uint2 currentCoord = dispatchThreadId.xy; - - // If the depth of this pixel is the depth of the background, we can end the process right away -#if HALF_RES - currentCoord = currentCoord * 2; -#endif - - // Fetch the depth of the current pixel - float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; - - if (deviceDepth == UNITY_RAW_FAR_CLIP_VALUE) - { - _IndirectDiffuseTextureRW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(0.0, 0.0, 0.0, 0.0); - return; - } - - // Grab the color value - float3 color = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, dispatchThreadId.xy).xyz; - - // We invert the tonemap - #ifdef PERCEPTUAL_SPACE - color *= rcp(1.0 - color); - #endif - - // In the future mixing this with light probes should increase significantly the image quality. - float validityMask = 1.0f; - - // Does this pixel recieve SSGI? - uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, currentCoord)); - if ((stencilValue & _SsrStencilBit) == 0) - validityMask = 0.0; - - // Output the color as well as the blend factor - _IndirectDiffuseTextureRW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(color, validityMask); -} diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs index 624904c14e5..bf36993293d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs @@ -58,6 +58,9 @@ public struct BuiltinData public float distortionBlur; // Define the color buffer mipmap level to use // Misc + [SurfaceDataAttributes("Is Lightmap")] + public uint isLightmap; // Currently only use with APV + [SurfaceDataAttributes("Rendering Layers")] public uint renderingLayers; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl index e97e9e04e3a..b62f4e67e03 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl @@ -19,9 +19,10 @@ #define DEBUGVIEW_BUILTIN_BUILTINDATA_MOTION_VECTOR (109) #define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION (110) #define DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR (111) -#define DEBUGVIEW_BUILTIN_BUILTINDATA_RENDERING_LAYERS (112) -#define DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET (113) -#define DEBUGVIEW_BUILTIN_BUILTINDATA_VT_PACKED_FEEDBACK (114) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_IS_LIGHTMAP (112) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_RENDERING_LAYERS (113) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET (114) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_VT_PACKED_FEEDBACK (115) // Generated from UnityEngine.Rendering.HighDefinition.Builtin+BuiltinData // PackingRules = Exact @@ -39,6 +40,7 @@ struct BuiltinData real2 motionVector; real2 distortion; real distortionBlur; + uint isLightmap; uint renderingLayers; float depthOffset; #if defined(UNITY_VIRTUAL_TEXTURING) @@ -99,6 +101,9 @@ void GetGeneratedBuiltinDataDebug(uint paramId, BuiltinData builtindata, inout f case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR: result = builtindata.distortionBlur.xxx; break; + case DEBUGVIEW_BUILTIN_BUILTINDATA_IS_LIGHTMAP: + result = GetIndexColor(builtindata.isLightmap); + break; case DEBUGVIEW_BUILTIN_BUILTINDATA_RENDERING_LAYERS: result = GetIndexColor(builtindata.renderingLayers); break; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl index d6be3cbc108..cb4300164bf 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl @@ -19,40 +19,15 @@ real3 EvaluateAmbientProbe(real3 normalWS) return SampleSH9(SHCoefficients, normalWS); } +// Alias to make code less confusing as the same code is used to evaluate Ambient Probe and also to evaluate builtin light probe (which include ambient probe + local lights) +#define EvaluateLightProbe EvaluateAmbientProbe + #if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) #include "Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.hlsl" - -// y channel is reserved for potential payload information to carry alongside the unintialized flag. -#define UNINITIALIZED_GI float3((1 << 11), 1, (1 << 10)) - -bool IsUninitializedGI(float3 bakedGI) -{ - const float3 unitializedGI = UNINITIALIZED_GI; - return all(bakedGI.xz == unitializedGI.xz); -} - - -void SetAsUninitializedGI(out float3 bakedGI) -{ - bakedGI = UNINITIALIZED_GI; -} - -float ExtractPayloadFromUninitializedGI(float3 inputBakedGI) -{ - float payload = 1.0f; - if (IsUninitializedGI(inputBakedGI)) - payload = inputBakedGI.y; - - return payload; -} - -void EncodePayloadWithUninitGI(float payload, inout float3 bakedGI) -{ - bakedGI.y = payload; -} #endif // Return camera relative probe volume world to object transformation + // Note: Probe volume here refer to LPPV not APV float4x4 GetProbeVolumeWorldToObject() { return ApplyCameraTranslationToInverseMatrix(unity_ProbeVolumeWorldToObject); @@ -123,11 +98,12 @@ void EvaluateLightProbeBuiltin(float3 positionRWS, float3 normalWS, float3 backN { if (unity_ProbeVolumeParams.x == 0.0) { - bakeDiffuseLighting += EvaluateAmbientProbe(normalWS); - backBakeDiffuseLighting += EvaluateAmbientProbe(backNormalWS); + bakeDiffuseLighting += EvaluateLightProbe(normalWS); + backBakeDiffuseLighting += EvaluateLightProbe(backNormalWS); } else { + // Note: Probe volume here refer to LPPV not APV SampleProbeVolumeSH4(TEXTURE3D_ARGS(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), positionRWS, normalWS, backNormalWS, GetProbeVolumeWorldToObject(), unity_ProbeVolumeParams.y, unity_ProbeVolumeParams.z, unity_ProbeVolumeMin.xyz, unity_ProbeVolumeSizeInv.xyz, bakeDiffuseLighting, backBakeDiffuseLighting); } @@ -147,44 +123,23 @@ void SampleBakedGI( bakeDiffuseLighting = float3(0, 0, 0); backBakeDiffuseLighting = float3(0, 0, 0); - // Check if we are RTGI in which case we don't want to read GI at all (We rely fully on the raytrace effect) + // Check if we have SSGI/RTGI/Mixed enabled in which case we don't want to read Lightmaps/Lightprobe at all. + // This behavior only apply to opaque Materials as Transparent one don't receive SSGI/RTGI/Mixed lighting. // The check need to be here to work with both regular shader and shader graph - // Note: with Probe volume it will prevent to add the UNINITIALIZED_GI tag and - // the ProbeVolume will not be evaluate in the lightloop which is the desired behavior - // Also this code only needs to be executed in the rasterization pipeline, otherwise it will lead to udnefined behaviors in ray tracing + // Note: With Probe volume the code is skip in the lightloop if any of those effects is enabled + // We prevent to read GI only if we are not raytrace pass that are used to fill the RTGI/Mixed buffer need to be executed normaly #if !defined(_SURFACE_TYPE_TRANSPARENT) && (SHADERPASS != SHADERPASS_RAYTRACING_INDIRECT) && (SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER) - if (_IndirectDiffuseMode == INDIRECTDIFFUSEMODE_RAYTRACE) + if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF) return; #endif float3 positionRWS = posInputs.positionWS; -#define SAMPLE_LIGHTMAP (defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)) -#define SAMPLE_PROBEVOLUME_BUILTIN (!SAMPLE_LIGHTMAP) - -#if SAMPLE_LIGHTMAP +#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) EvaluateLightmap(positionRWS, normalWS, backNormalWS, uvStaticLightmap, uvDynamicLightmap, bakeDiffuseLighting, backBakeDiffuseLighting); -#endif - -#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) - // If probe volumes are evaluated in the lightloop, we place a sentinel value to detect that no lightmap data is present at the current pixel, - // and we can safely overwrite baked data value with value from probe volume evaluation in light loop. -#if !SAMPLE_LIGHTMAP - if (_EnableProbeVolumes) - SetAsUninitializedGI(bakeDiffuseLighting); - else - EvaluateLightProbeBuiltin(positionRWS, normalWS, backNormalWS, bakeDiffuseLighting, backBakeDiffuseLighting); - return; -#endif - -#elif SAMPLE_PROBEVOLUME_BUILTIN // SAMPLE_PROBEVOLUME_BUILTIN && !(defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) - +#elif !(defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) // With APV if we aren't a lightmap we do nothing. We will default to Ambient Probe in lightloop code if APV is disabled EvaluateLightProbeBuiltin(positionRWS, normalWS, backNormalWS, bakeDiffuseLighting, backBakeDiffuseLighting); - #endif - -#undef SAMPLE_LIGHTMAP -#undef SAMPLE_PROBEVOLUME_BUILTIN } // Function signature exposed in a shader graph node, to keep 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 c6508a254ab..32024ecb539 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl @@ -49,12 +49,19 @@ void InitBuiltinData(PositionInputs posInput, float alpha, float3 normalWS, floa // Use uniform directly - The float need to be cast to uint (as unity don't support to set a uint as uniform) builtinData.renderingLayers = GetMeshRenderingLightLayer(); - // Sample lightmap/probevolume/lightprobe/volume proxy + // Sample lightmap/lightprobe/volume proxy builtinData.bakeDiffuseLighting = 0.0; builtinData.backBakeDiffuseLighting = 0.0; SampleBakedGI( posInput, normalWS, backNormalWS, builtinData.renderingLayers, texCoord1.xy, texCoord2.xy, builtinData.bakeDiffuseLighting, builtinData.backBakeDiffuseLighting); + builtinData.isLightmap = +#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + 1; +#else + 0; +#endif + #ifdef SHADOWS_SHADOWMASK float4 shadowMask = SampleShadowMask(posInput.positionWS, texCoord1.xy); builtinData.shadowMask0 = shadowMask.x; @@ -103,23 +110,8 @@ void ModifyBakedDiffuseLighting(float3 V, PositionInputs posInput, SurfaceData s void PostInitBuiltinData( float3 V, PositionInputs posInput, SurfaceData surfaceData, inout BuiltinData builtinData) { -#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) - if (IsUninitializedGI(builtinData.bakeDiffuseLighting)) - { -#ifdef HAS_PAYLOAD_WITH_UNINIT_GI - EncodePayloadWithUninitGI(GetUninitializedGIPayload(surfaceData), builtinData.bakeDiffuseLighting); -#endif - return; - } -#else - // Apply control from the indirect lighting volume settings - This is apply here so we don't affect emissive - // color in case of lit deferred for example and avoid material to have to deal with it - - // Note: We only apply indirect multiplier for Material pass mode, for lightloop mode, the multiplier will be apply in lightloop - float multiplier = GetIndirectDiffuseMultiplier(builtinData.renderingLayers); - builtinData.bakeDiffuseLighting *= multiplier; - builtinData.backBakeDiffuseLighting *= multiplier; -#endif + // For APV (non lightmap case) and SSGI/RTGI/Mixed bakeDiffuseLighting is 0 and below code will not have any effect. + // ModifyBakedDiffuseLighting, GetIndirectDiffuseMultiplier and ApplyDebugToBuiltinData will be done in lightloop for those cases #ifdef MODIFY_BAKED_DIFFUSE_LIGHTING @@ -130,6 +122,13 @@ void PostInitBuiltinData( float3 V, PositionInputs posInput, SurfaceData surfa ModifyBakedDiffuseLighting(V, posInput, surfaceData, builtinData); #endif + + // Apply control from the indirect lighting volume settings - This is apply here so we don't affect emissive + // color in case of lit deferred for example and avoid material to have to deal with it + // This is applied only on bakeDiffuseLighting as ModifyBakedDiffuseLighting combine both bakeDiffuseLighting and backBakeDiffuseLighting + float multiplier = GetIndirectDiffuseMultiplier(builtinData.renderingLayers); + builtinData.bakeDiffuseLighting *= multiplier; + ApplyDebugToBuiltinData(builtinData); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader index a28294fda2b..43b63c8e2fc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader @@ -377,7 +377,6 @@ Shader "HDRP/LayeredLit" [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 - [ToggleUI] _ForceForwardEmissive("ForceForwardEmissive", Float) = 0.0 // Ray Tracing [ToggleUI] _RayTracing("Ray Tracing (Preview)", Float) = 0 @@ -506,10 +505,6 @@ Shader "HDRP/LayeredLit" #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - // not local as it is use in shader stripper to discard the pass if not needed - // not _fragment as it prevent the stripper to work - #pragma shader_feature _FORCE_FORWARD_EMISSIVE - // Keyword for transparent #pragma shader_feature _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT @@ -979,51 +974,6 @@ Shader "HDRP/LayeredLit" ENDHLSL } - Pass - { - Name "ForwardEmissiveForDeferred" - Tags{ "LightMode" = "ForwardEmissiveForDeferred" } // This pass is solely used with deferred opaque Material that have emissive - - Blend One One - // In case of forward we want to have depth equal for opaque mesh - ZTest [_ZTestDepthEqualForOpaque] - ZWrite [_ZWrite] - Cull [_CullModeForward] - - HLSLPROGRAM - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma multi_compile _ DEBUG_DISPLAY // This pass is only for opaque - - #define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_FOR_DEFERRED - // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) - // Don't do it with debug display mode as it is possible there is no depth prepass in this case - #if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY) - #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissiveForDeferred.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - Pass { Name "RayTracingPrepass" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader index d79b23c3be1..10462f53802 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader @@ -387,7 +387,6 @@ Shader "HDRP/LayeredLitTessellation" [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 - [ToggleUI] _ForceForwardEmissive("ForceForwardEmissive", Float) = 0.0 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} @@ -511,9 +510,6 @@ Shader "HDRP/LayeredLitTessellation" #pragma shader_feature_local _DISABLE_SSR_TRANSPARENT #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - // not local as it is use in shader stripper to discard the pass if not needed - // not _fragment as it prevent the stripper to work - #pragma shader_feature _FORCE_FORWARD_EMISSIVE #pragma shader_feature_local_fragment _ENABLE_GEOMETRIC_SPECULAR_AA // Keyword for transparent @@ -1022,53 +1018,6 @@ Shader "HDRP/LayeredLitTessellation" ENDHLSL } - Pass - { - Name "ForwardEmissiveForDeferred" - Tags{ "LightMode" = "ForwardEmissiveForDeferred" } // This pass is solely used with deferred opaque Material that have emissive - - Blend One One - // In case of forward we want to have depth equal for opaque mesh - ZTest [_ZTestDepthEqualForOpaque] - ZWrite [_ZWrite] - Cull [_CullModeForward] - - HLSLPROGRAM - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma multi_compile _ DEBUG_DISPLAY // This pass is only for opaque - - #define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_FOR_DEFERRED - // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) - // Don't do it with debug display mode as it is possible there is no depth prepass in this case - #if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY) - #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissiveForDeferred.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - #pragma hull Hull - #pragma domain Domain - - ENDHLSL - } - Pass { Name "RayTracingPrepass" 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 29d0c121ba0..f391c7bf599 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 @@ -7,7 +7,7 @@ // Those define allow to include desired SSS/Transmission functions #define MATERIAL_INCLUDE_SUBSURFACESCATTERING #define MATERIAL_INCLUDE_TRANSMISSION -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl" //For IsUninitializedGI +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/VolumeRendering.hlsl" @@ -96,40 +96,40 @@ static const uint kFeatureVariantFlags[NUM_FEATURE_VARIANTS] = // Precomputed illumination (no dynamic lights) with standard, SSS and transmission /* 1 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION | MATERIALFEATUREFLAGS_LIT_STANDARD, // Precomputed illumination (no dynamic lights) for all material types - /* 2 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_PROBE_VOLUME | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIAL_FEATURE_MASK_FLAGS, + /* 2 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIAL_FEATURE_MASK_FLAGS, /* 3 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_STANDARD, /* 4 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_STANDARD, - /* 5 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_PROBE_VOLUME | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_STANDARD, - /* 6 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_PROBE_VOLUME | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_STANDARD, + /* 5 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_STANDARD, + /* 6 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_STANDARD, /* 7 */ LIGHT_FEATURE_MASK_FLAGS_OPAQUE | MATERIALFEATUREFLAGS_LIT_STANDARD, // Standard with SSS and Transmission /* 8 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION | MATERIALFEATUREFLAGS_LIT_STANDARD, /* 9 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION | MATERIALFEATUREFLAGS_LIT_STANDARD, - /* 10 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_PROBE_VOLUME | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION | MATERIALFEATUREFLAGS_LIT_STANDARD, - /* 11 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_PROBE_VOLUME | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION | MATERIALFEATUREFLAGS_LIT_STANDARD, + /* 10 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION | MATERIALFEATUREFLAGS_LIT_STANDARD, + /* 11 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION | MATERIALFEATUREFLAGS_LIT_STANDARD, /* 12 */ LIGHT_FEATURE_MASK_FLAGS_OPAQUE | MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_LIT_TRANSMISSION | MATERIALFEATUREFLAGS_LIT_STANDARD, // Anisotropy /* 13 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_ANISOTROPY | MATERIALFEATUREFLAGS_LIT_STANDARD, /* 14 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_ANISOTROPY | MATERIALFEATUREFLAGS_LIT_STANDARD, - /* 15 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_PROBE_VOLUME | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_ANISOTROPY | MATERIALFEATUREFLAGS_LIT_STANDARD, - /* 16 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_PROBE_VOLUME | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_ANISOTROPY | MATERIALFEATUREFLAGS_LIT_STANDARD, + /* 15 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_ANISOTROPY | MATERIALFEATUREFLAGS_LIT_STANDARD, + /* 16 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_ANISOTROPY | MATERIALFEATUREFLAGS_LIT_STANDARD, /* 17 */ LIGHT_FEATURE_MASK_FLAGS_OPAQUE | MATERIALFEATUREFLAGS_LIT_ANISOTROPY | MATERIALFEATUREFLAGS_LIT_STANDARD, // Standard with clear coat /* 18 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT | MATERIALFEATUREFLAGS_LIT_STANDARD, /* 19 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT | MATERIALFEATUREFLAGS_LIT_STANDARD, - /* 20 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_PROBE_VOLUME | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT | MATERIALFEATUREFLAGS_LIT_STANDARD, - /* 21 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_PROBE_VOLUME | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT | MATERIALFEATUREFLAGS_LIT_STANDARD, + /* 20 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT | MATERIALFEATUREFLAGS_LIT_STANDARD, + /* 21 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT | MATERIALFEATUREFLAGS_LIT_STANDARD, /* 22 */ LIGHT_FEATURE_MASK_FLAGS_OPAQUE | MATERIALFEATUREFLAGS_LIT_CLEAR_COAT | MATERIALFEATUREFLAGS_LIT_STANDARD, // Standard with Iridescence /* 23 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | MATERIALFEATUREFLAGS_LIT_IRIDESCENCE | MATERIALFEATUREFLAGS_LIT_STANDARD, /* 24 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_AREA | MATERIALFEATUREFLAGS_LIT_IRIDESCENCE | MATERIALFEATUREFLAGS_LIT_STANDARD, - /* 25 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_PROBE_VOLUME | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_IRIDESCENCE | MATERIALFEATUREFLAGS_LIT_STANDARD, - /* 26 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_PROBE_VOLUME | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_IRIDESCENCE | MATERIALFEATUREFLAGS_LIT_STANDARD, + /* 25 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_IRIDESCENCE | MATERIALFEATUREFLAGS_LIT_STANDARD, + /* 26 */ LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_DIRECTIONAL | LIGHTFEATUREFLAGS_PUNCTUAL | LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SSREFLECTION | MATERIALFEATUREFLAGS_LIT_IRIDESCENCE | MATERIALFEATUREFLAGS_LIT_STANDARD, /* 27 */ LIGHT_FEATURE_MASK_FLAGS_OPAQUE | MATERIALFEATUREFLAGS_LIT_IRIDESCENCE | MATERIALFEATUREFLAGS_LIT_STANDARD, /* 28 */ LIGHT_FEATURE_MASK_FLAGS_OPAQUE | MATERIAL_FEATURE_MASK_FLAGS, // Catch all case with MATERIAL_FEATURE_MASK_FLAGS is needed in case we disable material classification @@ -203,12 +203,6 @@ float GetAmbientOcclusionForMicroShadowing(BSDFData bsdfData) return sourceAO; } -#define HAS_PAYLOAD_WITH_UNINIT_GI -float GetUninitializedGIPayload(SurfaceData surfaceData) -{ - return surfaceData.ambientOcclusion; -} - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/VolumeProjection.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceTracing.hlsl" @@ -482,7 +476,7 @@ BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) //FeatureName Standard -//GBuffer0 baseColor.r, baseColor.g, baseColor.b, specularOcclusion +//GBuffer0 baseColor.r, baseColor.g, baseColor.b, specularOcclusion(7) / IsLightmap(1) //GBuffer1 normal.xy (1212), perceptualRoughness //GBuffer2 f0.r, f0.g, f0.b, featureID(3) / coatMask(5) //GBuffer3 bakedDiffuseLighting.rgb @@ -490,17 +484,17 @@ BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) //FeatureName Subsurface Scattering + Transmission //GBuffer0 baseColor.r, baseColor.g, baseColor.b, diffusionProfile(4) / subsurfaceMask(4) //GBuffer1 normal.xy (1212), perceptualRoughness -//GBuffer2 specularOcclusion, thickness, diffusionProfile(4) / subsurfaceMask(4), featureID(3) / coatMask(5) +//GBuffer2 specularOcclusion(7) / IsLightmap(1), thickness, diffusionProfile(4) / subsurfaceMask(4), featureID(3) / coatMask(5) //GBuffer3 bakedDiffuseLighting.rgb //FeatureName Anisotropic -//GBuffer0 baseColor.r, baseColor.g, baseColor.b, specularOcclusion +//GBuffer0 baseColor.r, baseColor.g, baseColor.b, specularOcclusion(7) / IsLightmap(1) //GBuffer1 normal.xy (1212), perceptualRoughness //GBuffer2 anisotropy, tangent.x, tangent.sign(1) / metallic(5), featureID(3) / coatMask(5) //GBuffer3 bakedDiffuseLighting.rgb //FeatureName Irridescence -//GBuffer0 baseColor.r, baseColor.g, baseColor.b, specularOcclusion +//GBuffer0 baseColor.r, baseColor.g, baseColor.b, specularOcclusion(7) / IsLightmap(1) //GBuffer1 normal.xy (1212), perceptualRoughness //GBuffer2 IOR, thickness, unused(3bit) / metallic(5), featureID(3) / coatMask(5) //GBuffer3 bakedDiffuseLighting.rgb @@ -537,9 +531,17 @@ void EncodeIntoGBuffer( SurfaceData surfaceData #endif ) { + // When using APV we need to know if we have lightmaps or not. + // we chose to encode this information into the specularOcclusion +#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) + float encodedSpecularOcclusion = PackFloatInt8bit(surfaceData.specularOcclusion, builtinData.isLightmap, 128); +#else + float encodedSpecularOcclusion = surfaceData.specularOcclusion; +#endif + // RT0 - 8:8:8:8 sRGB // Warning: the contents are later overwritten for Standard and SSS! - outGBuffer0 = float4(surfaceData.baseColor, surfaceData.specularOcclusion); + outGBuffer0 = float4(surfaceData.baseColor, encodedSpecularOcclusion); // This encode normalWS and PerceptualSmoothness into GBuffer1 EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outGBuffer1); @@ -568,7 +570,7 @@ void EncodeIntoGBuffer( SurfaceData surfaceData // We duplicate the alpha channel of the G-Buffer 0 (for diffusion profile). // It allows us to delay reading the G-Buffer 0 until the end of the deferred lighting shader. - outGBuffer2.rgb = float3(surfaceData.specularOcclusion, surfaceData.thickness, outGBuffer0.a); + outGBuffer2.rgb = float3(encodedSpecularOcclusion, surfaceData.thickness, outGBuffer0.a); } else if (HasFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_ANISOTROPY)) { @@ -671,12 +673,7 @@ void EncodeIntoGBuffer( SurfaceData surfaceData // then remove bakeDiffuseLighting part. if (_DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) { - #if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) - if (!IsUninitializedGI(builtinData.bakeDiffuseLighting)) - #endif - { - builtinData.bakeDiffuseLighting = real3(0.0, 0.0, 0.0); - } + builtinData.bakeDiffuseLighting = real3(0.0, 0.0, 0.0); } else { @@ -685,28 +682,26 @@ void EncodeIntoGBuffer( SurfaceData surfaceData } #endif - // RT3 - 11f:11f:10f - // In deferred we encode emissive color with bakeDiffuseLighting. We don't have the room to store emissiveColor. - // It mean that any futher process that affect bakeDiffuseLighting will also affect emissiveColor, like SSAO for example. -#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) + // Random TAG which we expect will never match provided emissive or lightmap value + #define AO_IN_GBUFFER3_TAG float3((1 << 11), 1, (1 << 10)) - if (IsUninitializedGI(builtinData.bakeDiffuseLighting)) - { - // builtinData.bakeDiffuseLighting contain uninitializedGI sentinel value. - - // This means probe volumes will not get applied to this pixel, only emissiveColor will. - // When length(emissiveColor) is much greater than length(probeVolumeOutgoingRadiance), this will visually look reasonable. - // Unfortunately this will break down when emissiveColor is faded out (result will pop). - // TODO: If evaluating probe volumes in lightloop, only write out sentinel value here, and re-render emissive surfaces. - // Pre-expose lighting buffer - outGBuffer3 = float4(all(builtinData.emissiveColor == 0.0) ? builtinData.bakeDiffuseLighting : builtinData.emissiveColor * GetCurrentExposureMultiplier(), 0.0); - } - else -#endif + // RT3 - 11f:11f:10f + // In deferred we encode emissive color with bakeDiffuseLighting. We don't have the room to store emissiveColor separately. + // It mean that any futher process that affect bakeDiffuseLighting in the lightloop will also affect emissiveColor, like SSAO for example. + // For APV (non lightmap case) and SSGI/RTGI/Mixed bakeDiffuseLighting is 0 and below code will simply store emissiveColor + // Extra hack: In this last case, if emissiveColor is 0 then we store AO inside the buffer with a tag. + outGBuffer3 = float4(builtinData.bakeDiffuseLighting * surfaceData.ambientOcclusion + builtinData.emissiveColor, 0.0); + // Pre-expose lighting buffer + outGBuffer3.rgb *= GetCurrentExposureMultiplier(); + + // If this is 0 it mean that both bakeDiffuseLighting and emissiveColor are 0 and we are potentially in case of one effect + // so store AO instead. It doesn't matter if it is a false positive as result will be correct, this is to reduce code divergence + // Note: We assume that having non black baseColor * AO * lighting + Emissive is uncommon / rare (We expect mostly baseColor * AO * lighting or Emissive or baseColor * lighting + Emissive) + // and use this information as a tradeoff to improve quality in all others cases + if (all(outGBuffer3.rgb == 0.0)) { - outGBuffer3 = float4(builtinData.bakeDiffuseLighting * surfaceData.ambientOcclusion + builtinData.emissiveColor, 0.0); - // Pre-expose lighting buffer - outGBuffer3.rgb *= GetCurrentExposureMultiplier(); + outGBuffer3.xz = AO_IN_GBUFFER3_TAG.xz; + outGBuffer3.y = surfaceData.ambientOcclusion; } #ifdef LIGHT_LAYERS @@ -745,21 +740,6 @@ uint DecodeFromGBuffer(uint2 positionSS, uint tileFeatureFlags, out BSDFData bsd GBufferType1 inGBuffer1 = LOAD_TEXTURE2D_X(_GBufferTexture1, positionSS); GBufferType2 inGBuffer2 = LOAD_TEXTURE2D_X(_GBufferTexture2, positionSS); - // BuiltinData - builtinData.bakeDiffuseLighting = LOAD_TEXTURE2D_X(_GBufferTexture3, positionSS).rgb; // This also contain emissive (and * AO if no lightlayers) - -#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) - if (!IsUninitializedGI(builtinData.bakeDiffuseLighting)) -#endif - { - // Inverse pre-exposure - builtinData.bakeDiffuseLighting *= GetInverseCurrentExposureMultiplier(); // zero-div guard - } - - // In deferred ambient occlusion isn't available and is already apply on bakeDiffuseLighting for the GI part. - // Caution: even if we store it in the GBuffer we need to apply it on GI and not on emissive color, so AO must be 1.0 in deferred - bsdfData.ambientOcclusion = 1.0; - // Avoid to introduce a new variant for light layer as it is already long to compile if (_EnableLightLayers) { @@ -946,6 +926,43 @@ uint DecodeFromGBuffer(uint2 positionSS, uint tileFeatureFlags, out BSDFData bsd // perceptualRoughness can be modify by FillMaterialClearCoatData, so ConvertAnisotropyToClampRoughness must be call after ConvertAnisotropyToRoughness(bsdfData.perceptualRoughness, bsdfData.anisotropy, bsdfData.roughnessT, bsdfData.roughnessB); +#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) + UnpackFloatInt8bit(bsdfData.specularOcclusion, 128, bsdfData.specularOcclusion, builtinData.isLightmap); +#endif + + // BuiltinData + // _GBufferTexture3 contain lightmaps/lightprobe and emissive by default. + // When any SSGI/RTGI/Mixed effect is enabled it contain emissive only + // When APV is enabled it contain lightmaps or emissive. We use builtinData.isLightmap to know if we are emissive only + // In the regular case the lightmaps/lightprobe are multiply by AO before adding emissive + float3 gbuffer3 = LOAD_TEXTURE2D_X(_GBufferTexture3, positionSS).rgb; + + // In deferred case, AO is apply during the EncodeToGbuffer pass on bakeDiffuseLighting data but not emissive + // This cause quality issue because it prevent us to combine it correctly with SSAO (i.e min(SSAO, AO)) + SSAO is apply on emissive + // As explain in encoding step for SSGI/RTGI/Mixed and APV not using lightmap, we rely on a hack to retrieve AO + // Then we could use the regular path (like in Forward) and get correct rendering. + if (all(gbuffer3.xz == AO_IN_GBUFFER3_TAG.xz)) //Note: this check is duplicate in debugViewMaterialGBuffer.shader + bsdfData.ambientOcclusion = gbuffer3.y; + else + { + gbuffer3 *= GetInverseCurrentExposureMultiplier(); + bsdfData.ambientOcclusion = 1.0; + + // For SSGI/RTGI/Mixed and APV not using lightmap we load the content of gbuffer3 in emissive, otherwise it is lightmap/lightprobe + emissive + if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF +#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) + || !builtinData.isLightmap +#endif + ) + { + builtinData.emissiveColor = gbuffer3; + } + else + { + builtinData.bakeDiffuseLighting = gbuffer3; + } + } + ApplyDebugToBSDFData(bsdfData); return pixelFeatureFlags; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader index 5501967ffcf..77dca94124d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader @@ -203,7 +203,6 @@ Shader "HDRP/Lit" [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 [ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0.0 [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 - [ToggleUI] _ForceForwardEmissive("ForceForwardEmissive", Float) = 0.0 // Ray Tracing [ToggleUI] _RayTracing("Ray Tracing (Preview)", Float) = 0 @@ -314,10 +313,6 @@ Shader "HDRP/Lit" #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - // not local as it is use in shader stripper to discard the pass if not needed - // not _fragment as it prevent the stripper to work - #pragma shader_feature _FORCE_FORWARD_EMISSIVE - //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- @@ -903,51 +898,6 @@ Shader "HDRP/Lit" ENDHLSL } - Pass - { - Name "ForwardEmissiveForDeferred" - Tags{ "LightMode" = "ForwardEmissiveForDeferred" } // This pass is solely used with deferred opaque Material that have emissive - - Blend One One - // In case of forward we want to have depth equal for opaque mesh - ZTest [_ZTestDepthEqualForOpaque] - ZWrite [_ZWrite] - Cull [_CullModeForward] - - HLSLPROGRAM - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma multi_compile _ DEBUG_DISPLAY // This pass is only for opaque - - #define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_FOR_DEFERRED - // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) - // Don't do it with debug display mode as it is possible there is no depth prepass in this case - #if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY) - #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissiveForDeferred.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - Pass { Name "TransparentDepthPostpass" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl index 4c0fb55f6df..6e52707b37a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl @@ -23,19 +23,6 @@ void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, S PostInitBuiltinData(V, posInput, surfaceData, builtinData); } -#if SHADERPASS == SHADERPASS_GBUFFER && defined(_FORCE_FORWARD_EMISSIVE) // in case emissive is done in forward pass, do nothing in gbuffer pass -float3 GetEmissiveColor(SurfaceData surfaceData) -{ - return float3(0.0, 0.0, 0.0); -} - -#ifdef _EMISSIVE_COLOR_MAP -float3 GetEmissiveColor(SurfaceData surfaceData, UVMapping emissiveMapMapping) -{ - return float3(0.0, 0.0, 0.0); -} -#endif // _EMISSIVE_COLOR_MAP -#else float3 GetEmissiveColor(SurfaceData surfaceData) { return _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive); @@ -50,8 +37,6 @@ float3 GetEmissiveColor(SurfaceData surfaceData, UVMapping emissiveMapMapping) } #endif // _EMISSIVE_COLOR_MAP -#endif // _FORCE_FORWARD_EMISSIVE - void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData) { #ifdef _EMISSIVE_COLOR_MAP diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader index ce88d3f398f..08ffca85a85 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader @@ -212,7 +212,6 @@ Shader "HDRP/LitTessellation" [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 [ToggleUI] _ReceivesSSRTransparent("Receives SSR Transparent", Float) = 0.0 [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 - [ToggleUI] _ForceForwardEmissive("ForceForwardEmissive", Float) = 0.0 // Ray Tracing [ToggleUI] _RayTracing("Ray Tracing (Preview)", Float) = 0 @@ -325,10 +324,6 @@ Shader "HDRP/LitTessellation" #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - // not local as it is use in shader stripper to discard the pass if not needed - // not _fragment as it prevent the stripper to work - #pragma shader_feature _FORCE_FORWARD_EMISSIVE - //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- @@ -942,53 +937,6 @@ Shader "HDRP/LitTessellation" ENDHLSL } - Pass - { - Name "ForwardEmissiveForDeferred" - Tags{ "LightMode" = "ForwardEmissiveForDeferred" } // This pass is solely used with deferred opaque Material that have emissive - - Blend One One - // In case of forward we want to have depth equal for opaque mesh - ZTest [_ZTestDepthEqualForOpaque] - ZWrite [_ZWrite] - Cull [_CullModeForward] - - HLSLPROGRAM - - #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma multi_compile _ DOTS_INSTANCING_ON - // enable dithering LOD crossfade - #pragma multi_compile _ LOD_FADE_CROSSFADE - - #pragma multi_compile _ DEBUG_DISPLAY // This pass is only for opaque - - #define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_FOR_DEFERRED - // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) - // Don't do it with debug display mode as it is possible there is no depth prepass in this case - #if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY) - #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissiveForDeferred.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - #pragma hull Hull - #pragma domain Domain - - ENDHLSL - } - Pass { Name "TransparentDepthPostpass" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl index b420caa939d..0748c7e8119 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl @@ -42,12 +42,6 @@ float GetAmbientOcclusionForMicroShadowing(BSDFData bsdfData) return 1.0; // Don't do microshadowing for simpleLit } -#define HAS_PAYLOAD_WITH_UNINIT_GI -float GetUninitializedGIPayload(SurfaceData surfaceData) -{ - return surfaceData.ambientOcclusion; -} - // This function is similar to ApplyDebugToSurfaceData but for BSDFData void ApplyDebugToBSDFData(inout BSDFData bsdfData) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs index 28c6f24cfaf..6462ef3e9ea 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs @@ -51,7 +51,6 @@ class BuildGPULightListPassData public bool computeMaterialVariants; public bool computeLightVariants; public bool skyEnabled; - public bool probeVolumeEnabled; public LightList lightList; // Clear Light lists @@ -236,16 +235,6 @@ static void BuildPerTileLightList(BuildGPULightListPassData data, ref bool tileF baseFeatureFlags |= LightDefinitions.s_MaterialFeatureMaskFlags; } - if (data.probeVolumeEnabled) - { - // If probe volume feature is enabled, we toggle this feature on for all tiles. - // This is necessary because all tiles must sample ambient probe fallback. - // It is possible we could save a little bit of work by having 2x feature flags for probe volumes: - // one specifiying which tiles contain probe volumes, - // and another triggered for all tiles to handle fallback. - baseFeatureFlags |= (uint)LightFeatureFlags.ProbeVolume; - } - localLightListCB.g_BaseFeatureFlags = baseFeatureFlags; cmd.SetComputeBufferParam(data.buildPerTileLightListShader, data.buildPerTileLightListKernel, HDShaderIDs.g_TileFeatureFlags, data.output.tileFeatureFlags); @@ -310,11 +299,6 @@ static void BuildDispatchIndirectArguments(BuildGPULightListPassData data, bool { baseFeatureFlags |= LightDefinitions.s_LightFeatureMaskFlags; } - if (data.probeVolumeEnabled) - { - // TODO: Verify that we should be globally enabling ProbeVolume feature for all tiles here, or if we should be using per-tile culling. - baseFeatureFlags |= (uint)LightFeatureFlags.ProbeVolume; - } // If we haven't run the light list building, we are missing some basic lighting flags. if (!tileFlagsWritten) @@ -497,7 +481,6 @@ unsafe void PrepareBuildGPULightListPassData( passData.lightList = m_lightList; passData.skyEnabled = m_SkyManager.IsLightingSkyValid(hdCamera); passData.useComputeAsPixel = DeferredUseComputeAsPixel(hdCamera.frameSettings); - passData.probeVolumeEnabled = hdCamera.frameSettings.IsEnabled(FrameSettingsField.ProbeVolume); bool isProjectionOblique = GeometryUtils.IsProjectionMatrixOblique(m_LightListProjMatrices[0]); @@ -620,7 +603,6 @@ unsafe void PrepareBuildGPULightListPassData( var nrBigTilesX = (m_MaxCameraWidth + 63) / 64; var nrBigTilesY = (m_MaxCameraHeight + 63) / 64; var nrBigTiles = nrBigTilesX * nrBigTilesY * m_MaxViewCount; - // TODO: (Nick) In the case of Probe Volumes, this buffer could be trimmed down / tuned more specifically to probe volumes if we added a s_MaxNrBigTileProbeVolumesPlusOne value. passData.output.bigTileLightList = builder.WriteComputeBuffer( renderGraph.CreateComputeBuffer(new ComputeBufferDesc(LightDefinitions.s_MaxNrBigTileLightsPlusOne * nrBigTiles, sizeof(uint)) { name = "BigTiles" })); } 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 740e2b8704c..8671dc2de6e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -123,9 +123,8 @@ internal static HDRenderPipeline currentPipeline internal ShaderVariablesGlobal GetShaderVariablesGlobalCB() => m_ShaderVariablesGlobalCB; // The pass "SRPDefaultUnlit" is a fall back to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene. - // s_ForwardEmissiveForDeferredName is only in m_ForwardOnlyPassNames as it match the lit mode deferred, not required in forward ShaderTagId[] m_ForwardAndForwardOnlyPassNames = { HDShaderPassNames.s_ForwardOnlyName, HDShaderPassNames.s_ForwardName, HDShaderPassNames.s_SRPDefaultUnlitName, HDShaderPassNames.s_DecalMeshForwardEmissiveName }; - ShaderTagId[] m_ForwardOnlyPassNames = { HDShaderPassNames.s_ForwardOnlyName, HDShaderPassNames.s_SRPDefaultUnlitName, HDShaderPassNames.s_ForwardEmissiveForDeferredName, HDShaderPassNames.s_DecalMeshForwardEmissiveName }; + ShaderTagId[] m_ForwardOnlyPassNames = { HDShaderPassNames.s_ForwardOnlyName, HDShaderPassNames.s_SRPDefaultUnlitName, HDShaderPassNames.s_DecalMeshForwardEmissiveName }; ShaderTagId[] m_AllTransparentPassNames = { HDShaderPassNames.s_TransparentBackfaceName, HDShaderPassNames.s_ForwardOnlyName, 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 30890c2390c..6d7d559be63 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -32,8 +32,6 @@ public static class HDShaderPassNames public static readonly string s_TransparentDepthPostpassStr = "TransparentDepthPostpass"; /// RayTracing Prepass pass name. public static readonly string s_RayTracingPrepassStr = "RayTracingPrepass"; - /// Forward emissive pass name. - public static readonly string s_ForwardEmissiveForDeferredStr = "ForwardEmissiveForDeferred"; /// Visibility DXR pass name. public static readonly string s_RayTracingVisibilityStr = "VisibilityDXR"; /// PathTracing DXR pass name. @@ -67,8 +65,6 @@ public static class HDShaderPassNames public static readonly ShaderTagId s_DepthForwardOnlyName = new ShaderTagId(s_DepthForwardOnlyStr); /// Forward Only shader tag id. public static readonly ShaderTagId s_ForwardOnlyName = new ShaderTagId(s_ForwardOnlyStr); - /// Forward Emissive shader tag id. - public static readonly ShaderTagId s_ForwardEmissiveForDeferredName = new ShaderTagId(s_ForwardEmissiveForDeferredStr); /// GBuffer shader tag id. public static readonly ShaderTagId s_GBufferName = new ShaderTagId(s_GBufferStr); /// GBufferWithPrepass shader tag id. @@ -1147,7 +1143,6 @@ public static class HDMaterialProperties internal const string kRefractionModel = "_RefractionModel"; // Emission - internal const string kForceForwardEmissive = "_ForceForwardEmissive"; internal const string kEmissiveColorMap = "_EmissiveColorMap"; // Tessellation diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRenderPipeline.RaytracingIndirectDiffuse.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRenderPipeline.RaytracingIndirectDiffuse.cs index 94a7765b756..c772eca1b86 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRenderPipeline.RaytracingIndirectDiffuse.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRenderPipeline.RaytracingIndirectDiffuse.cs @@ -13,7 +13,6 @@ public partial class HDRenderPipeline int m_RaytracingIndirectDiffuseHalfResKernel; int m_IndirectDiffuseUpscaleFullResKernel; int m_IndirectDiffuseUpscaleHalfResKernel; - int m_AdjustIndirectDiffuseWeightKernel; void InitRayTracedIndirectDiffuse() { @@ -24,7 +23,6 @@ void InitRayTracedIndirectDiffuse() m_RaytracingIndirectDiffuseHalfResKernel = indirectDiffuseShaderCS.FindKernel("RaytracingIndirectDiffuseHalfRes"); m_IndirectDiffuseUpscaleFullResKernel = indirectDiffuseShaderCS.FindKernel("IndirectDiffuseIntegrationUpscaleFullRes"); m_IndirectDiffuseUpscaleHalfResKernel = indirectDiffuseShaderCS.FindKernel("IndirectDiffuseIntegrationUpscaleHalfRes"); - m_AdjustIndirectDiffuseWeightKernel = indirectDiffuseShaderCS.FindKernel("AdjustIndirectDiffuseWeight"); } void ReleaseRayTracedIndirectDiffuse() @@ -257,69 +255,6 @@ TextureHandle UpscaleRTGI(RenderGraph renderGraph, HDCamera hdCamera, GlobalIllu } } - class AdjustRTGIWeightPassData - { - // Camera parameters - public int texWidth; - public int texHeight; - public int viewCount; - - // Additional resources - public int adjustWeightKernel; - public ComputeShader adjustWeightCS; - - public TextureHandle depthPyramid; - public TextureHandle stencilBuffer; - public TextureHandle indirectDiffuseBuffer; - } - - TextureHandle AdjustRTGIWeight(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle indirectDiffuseBuffer, TextureHandle depthPyramid, TextureHandle stencilBuffer) - { - using (var builder = renderGraph.AddRenderPass("Adjust the RTGI weight", out var passData, ProfilingSampler.Get(HDProfileId.RaytracingIndirectDiffuseAdjustWeight))) - { - builder.EnableAsyncCompute(false); - - // Set the camera parameters - passData.texWidth = hdCamera.actualWidth; - passData.texHeight = hdCamera.actualHeight; - passData.viewCount = hdCamera.viewCount; - - // Grab the right kernel - passData.adjustWeightCS = m_GlobalSettings.renderPipelineRayTracingResources.indirectDiffuseRaytracingCS; - passData.adjustWeightKernel = m_AdjustIndirectDiffuseWeightKernel; - - passData.depthPyramid = builder.ReadTexture(depthPyramid); - passData.stencilBuffer = builder.ReadTexture(stencilBuffer); - passData.indirectDiffuseBuffer = builder.ReadWriteTexture(indirectDiffuseBuffer); - - builder.SetRenderFunc( - (AdjustRTGIWeightPassData data, RenderGraphContext ctx) => - { - // Input data - ctx.cmd.SetComputeTextureParam(data.adjustWeightCS, data.adjustWeightKernel, HDShaderIDs._DepthTexture, data.depthPyramid); - ctx.cmd.SetComputeTextureParam(data.adjustWeightCS, data.adjustWeightKernel, HDShaderIDs._StencilTexture, data.stencilBuffer, 0, RenderTextureSubElement.Stencil); - ctx.cmd.SetComputeIntParams(data.adjustWeightCS, HDShaderIDs._SsrStencilBit, (int)StencilUsage.TraceReflectionRay); - - // In/Output buffer - ctx.cmd.SetComputeTextureParam(data.adjustWeightCS, data.adjustWeightKernel, HDShaderIDs._IndirectDiffuseTextureRW, data.indirectDiffuseBuffer); - - // Texture dimensions - int texWidth = data.texWidth; - int texHeight = data.texHeight; - - // Evaluate the dispatch parameters - int areaTileSize = 8; - int numTilesXHR = (texWidth + (areaTileSize - 1)) / areaTileSize; - int numTilesYHR = (texHeight + (areaTileSize - 1)) / areaTileSize; - - // Compute the texture - ctx.cmd.DispatchCompute(data.adjustWeightCS, data.adjustWeightKernel, numTilesXHR, numTilesYHR, data.viewCount); - }); - - return passData.indirectDiffuseBuffer; - } - } - static RTHandle RequestRayTracedIndirectDiffuseHistoryTexture(HDCamera hdCamera) { return hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.RaytracedIndirectDiffuseHF) @@ -353,9 +288,6 @@ TextureHandle RenderIndirectDiffusePerformance(RenderGraph renderGraph, HDCamera // Denoise if required rtgiResult = DenoiseRTGI(renderGraph, hdCamera, rtgiResult, prepassOutput.depthPyramidTexture, prepassOutput.normalBuffer, prepassOutput.resolvedMotionVectorsBuffer, historyValidationTexture, fullResolution); - // Adjust the weight - rtgiResult = AdjustRTGIWeight(renderGraph, hdCamera, rtgiResult, prepassOutput.depthPyramidTexture, prepassOutput.stencilBuffer); - return rtgiResult; } @@ -494,9 +426,6 @@ TextureHandle RenderIndirectDiffuseQuality(RenderGraph renderGraph, HDCamera hdC // Denoise if required rtgiResult = DenoiseRTGI(renderGraph, hdCamera, rtgiResult, depthPyramid, normalBuffer, motionVectors, historyValidationTexture, true); - // Adjust the weight - rtgiResult = AdjustRTGIWeight(renderGraph, hdCamera, rtgiResult, depthPyramid, stencilBuffer); - return rtgiResult; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute index 20e5bafe196..d2fdf69cd15 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute @@ -2,7 +2,6 @@ #pragma kernel RaytracingIndirectDiffuseFullRes #pragma kernel IndirectDiffuseIntegrationUpscaleHalfRes #pragma kernel IndirectDiffuseIntegrationUpscaleFullRes -#pragma kernel AdjustIndirectDiffuseWeight #pragma only_renderers d3d11 ps5 @@ -33,10 +32,6 @@ TEXTURE2D_X(_DepthTexture); RW_TEXTURE2D_X(float4, _RaytracingDirectionBuffer); -// Flag value that defines if a given pixel recieves reflections or not -TEXTURE2D_X_UINT2(_StencilTexture); -int _SsrStencilBit; - [numthreads(RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, 1)] void RaytracingIndirectDiffuseHalfRes(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) { @@ -450,29 +445,3 @@ void IndirectDiffuseIntegrationUpscaleFullRes(uint3 dispatchThreadId : SV_Dispat _UpscaledIndirectDiffuseTextureRW[COORD_TEXTURE2D_X(targetCoord)] = float4(lightingSum / weightSum, 1.0); } - -RW_TEXTURE2D_X(float4, _IndirectDiffuseTextureRW); - -[numthreads(RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, 1)] -void AdjustIndirectDiffuseWeight(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupThreadId : SV_GroupThreadID, uint2 groupId : SV_GroupID) -{ - UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); - uint2 sourceCoord = dispatchThreadId.xy; - - // Fetch the depth - float depth = LOAD_TEXTURE2D_X(_DepthTexture, sourceCoord).x; - // If this is a background pixel, there is nothing to do - if (depth == UNITY_RAW_FAR_CLIP_VALUE) - return; - - float4 previousGIValue = _IndirectDiffuseTextureRW[COORD_TEXTURE2D_X(sourceCoord)]; - - // Nullify the weight if the surface is not supposed to recieve SSGI - uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, sourceCoord)); - if ((stencilValue & _SsrStencilBit) == 0) - previousGIValue.w = 0.0f; - else - previousGIValue.w = 1.0f; - - _IndirectDiffuseTextureRW[COORD_TEXTURE2D_X(sourceCoord)] = previousGIValue; -} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs index f96eb4f04e5..0edb034b56d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs @@ -8,7 +8,6 @@ enum ShaderPass { GBuffer, Forward, - ForwardEmissiveForDeferred, ForwardUnlit, DeferredLighting, DepthOnly, diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl index 22d68e0d95c..721a20de047 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl @@ -9,31 +9,30 @@ // #define SHADERPASS_GBUFFER (0) #define SHADERPASS_FORWARD (1) -#define SHADERPASS_FORWARD_EMISSIVE_FOR_DEFERRED (2) -#define SHADERPASS_FORWARD_UNLIT (3) -#define SHADERPASS_DEFERRED_LIGHTING (4) -#define SHADERPASS_DEPTH_ONLY (5) -#define SHADERPASS_TRANSPARENT_DEPTH_PREPASS (6) -#define SHADERPASS_TRANSPARENT_DEPTH_POSTPASS (7) -#define SHADERPASS_MOTION_VECTORS (8) -#define SHADERPASS_DISTORTION (9) -#define SHADERPASS_LIGHT_TRANSPORT (10) -#define SHADERPASS_SHADOWS (11) -#define SHADERPASS_SUBSURFACE_SCATTERING (12) -#define SHADERPASS_VOLUMETRIC_LIGHTING (13) -#define SHADERPASS_DBUFFER_PROJECTOR (14) -#define SHADERPASS_DBUFFER_MESH (15) -#define SHADERPASS_FORWARD_EMISSIVE_PROJECTOR (16) -#define SHADERPASS_FORWARD_EMISSIVE_MESH (17) -#define SHADERPASS_RAYTRACING (18) -#define SHADERPASS_RAYTRACING_INDIRECT (19) -#define SHADERPASS_RAYTRACING_VISIBILITY (20) -#define SHADERPASS_RAYTRACING_FORWARD (21) -#define SHADERPASS_RAYTRACING_GBUFFER (22) -#define SHADERPASS_RAYTRACING_SUB_SURFACE (23) -#define SHADERPASS_PATH_TRACING (24) -#define SHADERPASS_CONSTANT (25) -#define SHADERPASS_FULL_SCREEN_DEBUG (26) +#define SHADERPASS_FORWARD_UNLIT (2) +#define SHADERPASS_DEFERRED_LIGHTING (3) +#define SHADERPASS_DEPTH_ONLY (4) +#define SHADERPASS_TRANSPARENT_DEPTH_PREPASS (5) +#define SHADERPASS_TRANSPARENT_DEPTH_POSTPASS (6) +#define SHADERPASS_MOTION_VECTORS (7) +#define SHADERPASS_DISTORTION (8) +#define SHADERPASS_LIGHT_TRANSPORT (9) +#define SHADERPASS_SHADOWS (10) +#define SHADERPASS_SUBSURFACE_SCATTERING (11) +#define SHADERPASS_VOLUMETRIC_LIGHTING (12) +#define SHADERPASS_DBUFFER_PROJECTOR (13) +#define SHADERPASS_DBUFFER_MESH (14) +#define SHADERPASS_FORWARD_EMISSIVE_PROJECTOR (15) +#define SHADERPASS_FORWARD_EMISSIVE_MESH (16) +#define SHADERPASS_RAYTRACING (17) +#define SHADERPASS_RAYTRACING_INDIRECT (18) +#define SHADERPASS_RAYTRACING_VISIBILITY (19) +#define SHADERPASS_RAYTRACING_FORWARD (20) +#define SHADERPASS_RAYTRACING_GBUFFER (21) +#define SHADERPASS_RAYTRACING_SUB_SURFACE (22) +#define SHADERPASS_PATH_TRACING (23) +#define SHADERPASS_CONSTANT (24) +#define SHADERPASS_FULL_SCREEN_DEBUG (25) #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissiveForDeferred.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissiveForDeferred.hlsl deleted file mode 100644 index 6edeebffbe0..00000000000 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissiveForDeferred.hlsl +++ /dev/null @@ -1,80 +0,0 @@ -#if SHADERPASS != SHADERPASS_FORWARD_EMISSIVE_FOR_DEFERRED -#error SHADERPASS_is_not_correctly_define -#endif - -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" - -PackedVaryingsType Vert(AttributesMesh inputMesh) -{ - VaryingsType varyingsType; - -#if defined(HAVE_RECURSIVE_RENDERING) - // If we have a recursive raytrace object, we will not render it. - // As we don't want to rely on renderqueue to exclude the object from the list, - // we cull it by settings position to NaN value. - // TODO: provide a solution to filter dyanmically recursive raytrace object in the DrawRenderer - if (_EnableRecursiveRayTracing && _RayTracing > 0.0) - { - ZERO_INITIALIZE(VaryingsType, varyingsType); // Divide by 0 should produce a NaN and thus cull the primitive. - } - else -#endif - { - varyingsType.vmesh = VertMesh(inputMesh); - } - - return PackVaryingsType(varyingsType); -} - -#ifdef TESSELLATION_ON - -PackedVaryingsToPS VertTesselation(VaryingsToDS input) -{ - VaryingsToPS output; - output.vmesh = VertMeshTesselation(input.vmesh); - - return PackVaryingsToPS(output); -} - -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl" - -#endif - -#ifdef UNITY_VIRTUAL_TEXTURING -#define VT_BUFFER_TARGET SV_Target1 -#define EXTRA_BUFFER_TARGET SV_Target2 -#else -#define EXTRA_BUFFER_TARGET SV_Target1 -#endif - -void Frag(PackedVaryingsToPS packedInput, - out float4 outColor : SV_Target0 - #ifdef UNITY_VIRTUAL_TEXTURING - ,out float4 outVTFeedback : VT_BUFFER_TARGET - #endif -) -{ - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); - FragInputs input = UnpackVaryingsToFragInputs(packedInput); - - // input.positionSS is SV_Position - PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, 0); - -#ifdef VARYINGS_NEED_POSITION_WS - float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); -#else - // Unused - float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0 -#endif - - SurfaceData surfaceData; - BuiltinData builtinData; - GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); - - BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); - outColor = float4(builtinData.emissiveColor * GetCurrentExposureMultiplier(), 1.0); - -#ifdef UNITY_VIRTUAL_TEXTURING - outVTFeedback = builtinData.vtPackedFeedback; -#endif -} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissiveForDeferred.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissiveForDeferred.hlsl.meta deleted file mode 100644 index 31f3b2a0797..00000000000 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissiveForDeferred.hlsl.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 04442e80dea211d449e2a935d34243c0 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - preprocessorOverride: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl index c94be329648..4fb4ab93885 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl @@ -117,8 +117,24 @@ void Frag(PackedVaryingsToPS packedInput, bsdfData.color *= GetScreenSpaceAmbientOcclusion(input.positionSS.xy); #endif +#ifdef DEBUG_DISPLAY + // Handle debug lighting mode here as there is no lightloop for unlit. + // For unlit we let all unlit object appear + if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + builtinData.emissiveColor = 0.0; + } + else + { + bsdfData.color = 0.0; + } + } +#endif + // Note: we must not access bsdfData in shader pass, but for unlit we make an exception and assume it should have a color field - float4 outResult = ApplyBlendMode(bsdfData.color*GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity); + float4 outResult = ApplyBlendMode(bsdfData.color * GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity); outResult = EvaluateAtmosphericScattering(posInput, V, outResult); #ifdef DEBUG_DISPLAY