diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs index 25a54bca747..e31fed264e0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs @@ -264,6 +264,11 @@ public class Styles public static readonly GUIContent[] shadowBitDepthNames = { new GUIContent("32 bit"), new GUIContent("16 bit") }; public static readonly int[] shadowBitDepthValues = { (int)DepthBits.Depth32, (int)DepthBits.Depth16 }; + // TEMP: HDShadowFilteringQuality.VeryHigh - This filtering mode is not ready so disabling in UI + // To re-enable remove the two following light and re-enable the third one + public static readonly GUIContent[] shadowFilteringNames = { new GUIContent("Low"), new GUIContent("Medium"), new GUIContent("High") }; + public static readonly int[] shadowFilteringValue = { 0, 1, 2 }; + public const string memoryDrawback = "Adds GPU memory"; public const string shaderVariantDrawback = "Adds Shader Variants"; public const string lotShaderVariantDrawback = "Adds multiple Shader Variants"; diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs index e786e055d6c..61e4c1213b7 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs @@ -356,7 +356,11 @@ static void Drawer_SectionShadows(SerializedHDRenderPipelineAsset serialized, Ed if (!serialized.renderPipelineSettings.supportedLitShaderMode.hasMultipleDifferentValues) { - EditorGUILayout.PropertyField(serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality, Styles.filteringQuality); + // TEMP: HDShadowFilteringQuality.VeryHigh - This filtering mode is not ready so disabling in UI + // To re-enable remove the wo following light and re-enable the third one + int value = EditorGUILayout.IntPopup(Styles.filteringQuality, serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality.enumValueIndex, Styles.shadowFilteringNames, Styles.shadowFilteringValue); + serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality.enumValueIndex = value; + //EditorGUILayout.PropertyField(serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality, Styles.filteringQuality); } else { 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 6e52707b37a..eca4272e4ff 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 @@ -11,13 +11,6 @@ void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, S float3 emissiveRcpExposure = builtinData.emissiveColor * GetInverseCurrentExposureMultiplier(); builtinData.emissiveColor = lerp(emissiveRcpExposure, builtinData.emissiveColor, _EmissiveExposureWeight); -#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY) - float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0.xy).rgb; - distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx; - builtinData.distortion = distortion.rg * _DistortionScale; - builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin; -#endif - builtinData.depthOffset = depthOffset; PostInitBuiltinData(V, posInput, surfaceData, builtinData); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl index 9eed7799baf..0a0f6649070 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl @@ -4,9 +4,6 @@ // Otherwise those parameters are not bound correctly at runtime. // =========================================================================== -TEXTURE2D(_DistortionVectorMap); -SAMPLER(sampler_DistortionVectorMap); - TEXTURE2D(_EmissiveColorMap); SAMPLER(sampler_EmissiveColorMap); @@ -108,12 +105,6 @@ float _AlphaCutoffShadow; float _AlphaCutoffPrepass; float _AlphaCutoffPostpass; float4 _DoubleSidedConstants; -float _DistortionScale; -float _DistortionVectorScale; -float _DistortionVectorBias; -float _DistortionBlurScale; -float _DistortionBlurRemapMin; -float _DistortionBlurRemapMax; float _BlendMode; float _EnableBlendModePreserveSpecularLighting; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl index 080341a1cd6..caab7ce1243 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl @@ -43,18 +43,6 @@ CBUFFER_END #endif #endif -// Declare distortion variables just to make the code compile with the Debug Menu. -// See LitBuiltinData.hlsl:73. -TEXTURE2D(_DistortionVectorMap); -SAMPLER(sampler_DistortionVectorMap); - -float _DistortionScale; -float _DistortionVectorScale; -float _DistortionVectorBias; -float _DistortionBlurScale; -float _DistortionBlurRemapMin; -float _DistortionBlurRemapMax; - #ifdef _ALPHATEST_ON TEXTURE2D(_TerrainHolesTexture); SAMPLER(sampler_TerrainHolesTexture);