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2 changes: 1 addition & 1 deletion com.unity.render-pipelines.core/package.json
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Expand Up @@ -3,7 +3,7 @@
"description": "SRP Core makes it easier to create or customize a Scriptable Render Pipeline (SRP). SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and shader libraries. The code in SRP Core is use by the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.",
"version": "12.1.0",
"unity": "2021.2",
"unityRelease": "0b14",
"unityRelease": "0b15",
"displayName": "Core RP Library",
"dependencies": {
"com.unity.ugui": "1.0.0",
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Expand Up @@ -3,7 +3,7 @@
"description": "Configuration files for the High Definition Render Pipeline.",
"version": "12.1.0",
"unity": "2021.2",
"unityRelease": "0b14",
"unityRelease": "0b15",
"displayName": "High Definition RP Config",
"dependencies": {
"com.unity.render-pipelines.core": "12.1.0"
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2 changes: 1 addition & 1 deletion com.unity.render-pipelines.high-definition/package.json
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Expand Up @@ -3,7 +3,7 @@
"description": "The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms. HDRP utilizes Physically-Based Lighting techniques, linear lighting, HDR lighting, and a configurable hybrid Tile/Cluster deferred/Forward lighting architecture and gives you the tools you need to create games, technical demos, animations, and more to a high graphical standard.",
"version": "12.1.0",
"unity": "2021.2",
"unityRelease": "0b14",
"unityRelease": "0b15",
"displayName": "High Definition RP",
"dependencies": {
"com.unity.mathematics": "1.2.1",
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
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Expand Up @@ -188,6 +188,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue where _AfterPostProcessTexture was no longer being assigned in UniversalRenderer.
- Fixed UniversalRenderPipelineAsset now being able to use multiedit
- Fixed memory leak with XR combined occlusion meshes. [case 1366173]
- Added "Conservative Enclosing Sphere" setting to fix shadow frustum culling issue where shadows are erroneously culled in corners of cascades [case 1153151](https://issuetracker.unity3d.com/issues/lwrp-shadows-are-being-culled-incorrectly-in-the-corner-of-the-camera-viewport-when-the-far-clip-plane-is-small)

### Changed
- Change Asset/Create/Shader/Universal Render Pipeline/Lit Shader Graph to Asset/Create/Shader Graph/URP/Lit Shader Graph
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Expand Up @@ -87,8 +87,7 @@ The **Shadows** section has the following properties.
| **Depth Bias** | Use this setting to reduce [shadow acne](https://docs.unity3d.com/Manual/ShadowPerformance.html). |
| **Normal Bias** | Use this setting to reduce [shadow acne](https://docs.unity3d.com/Manual/ShadowPerformance.html). |
| __Soft Shadows__ | Select this check box to enable extra processing of the shadow maps to give them a smoother look.<br/>When enabled, Unity uses the following shadow map filtering method:<br/>Desktop platforms: 5x5 tent filter, mobile platforms: 4 tap filter.<br/>**Performance impact**: high.<br/>When this option is disabled, Unity samples the shadow map once with the default hardware filtering. |


| **Conservative Enclosing Sphere** | Enable this option to improve shadow frustum culling and prevent Unity from excessively culling shadows in the corners of the shadow cascades.<br/>Disable this option only for compatibility purposes of existing projects created in previous Unity versions.<br/>If you enable this option in an existing project, you might need to adjust the shadows cascade distances because the shadow culling enclosing spheres change their size and position.<br/>**Performance impact**: enabling this option is likely to improve performance, because the option minimizes the overlap of shadow cascades, which reduces the number of redundant static shadow casters. |

### Post-processing

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Expand Up @@ -45,8 +45,8 @@ internal class SerializedUniversalRenderPipelineAsset
public SerializedProperty shadowCascadeBorderProp { get; }
public SerializedProperty shadowDepthBiasProp { get; }
public SerializedProperty shadowNormalBiasProp { get; }

public SerializedProperty softShadowsSupportedProp { get; }
public SerializedProperty conservativeEnclosingSphereProp { get; }

public SerializedProperty srpBatcher { get; }
public SerializedProperty supportsDynamicBatching { get; }
Expand Down Expand Up @@ -111,6 +111,7 @@ public SerializedUniversalRenderPipelineAsset(SerializedObject serializedObject)
shadowDepthBiasProp = serializedObject.FindProperty("m_ShadowDepthBias");
shadowNormalBiasProp = serializedObject.FindProperty("m_ShadowNormalBias");
softShadowsSupportedProp = serializedObject.FindProperty("m_SoftShadowsSupported");
conservativeEnclosingSphereProp = serializedObject.FindProperty("m_ConservativeEnclosingSphere");

srpBatcher = serializedObject.FindProperty("m_UseSRPBatcher");
supportsDynamicBatching = serializedObject.FindProperty("m_SupportsDynamicBatching");
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Expand Up @@ -25,6 +25,7 @@ enum ExpandableAdditional
Rendering = 1 << 1,
Lighting = 1 << 2,
PostProcessing = 1 << 3,
Shadows = 1 << 4,
}

internal static void RegisterEditor(UniversalRenderPipelineAssetEditor editor)
Expand Down Expand Up @@ -103,7 +104,7 @@ static bool ValidateRendererGraphicsAPIs(UniversalRenderPipelineAsset pipelineAs
CED.AdditionalPropertiesFoldoutGroup(Styles.renderingSettingsText, Expandable.Rendering, k_ExpandedState, ExpandableAdditional.Rendering, k_AdditionalPropertiesState, DrawRendering, DrawRenderingAdditional),
CED.FoldoutGroup(Styles.qualitySettingsText, Expandable.Quality, k_ExpandedState, CED.Group(DrawQuality)),
CED.AdditionalPropertiesFoldoutGroup(Styles.lightingSettingsText, Expandable.Lighting, k_ExpandedState, ExpandableAdditional.Lighting, k_AdditionalPropertiesState, DrawLighting, DrawLightingAdditional),
CED.FoldoutGroup(Styles.shadowSettingsText, Expandable.Shadows, k_ExpandedState, CED.Group(DrawShadows)),
CED.AdditionalPropertiesFoldoutGroup(Styles.shadowSettingsText, Expandable.Shadows, k_ExpandedState, ExpandableAdditional.Shadows, k_AdditionalPropertiesState, DrawShadows, DrawShadowsAdditional),
CED.AdditionalPropertiesFoldoutGroup(Styles.postProcessingSettingsText, Expandable.PostProcessing, k_ExpandedState, ExpandableAdditional.PostProcessing, k_AdditionalPropertiesState, DrawPostProcessing, DrawPostProcessingAdditional)
#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER
, CED.FoldoutGroup(Styles.adaptivePerformanceText, Expandable.AdaptivePerformance, k_ExpandedState, CED.Group(DrawAdvanced)),
Expand Down Expand Up @@ -293,9 +294,15 @@ static void DrawShadows(SerializedUniversalRenderPipelineAsset serialized, Edito
serialized.shadowDepthBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowDepthBias, serialized.shadowDepthBiasProp.floatValue, 0.0f, UniversalRenderPipeline.maxShadowBias);
serialized.shadowNormalBiasProp.floatValue = EditorGUILayout.Slider(Styles.shadowNormalBias, serialized.shadowNormalBiasProp.floatValue, 0.0f, UniversalRenderPipeline.maxShadowBias);
EditorGUILayout.PropertyField(serialized.softShadowsSupportedProp, Styles.supportsSoftShadows);

EditorGUI.indentLevel--;
}

static void DrawShadowsAdditional(SerializedUniversalRenderPipelineAsset serialized, Editor ownerEditor)
{
EditorGUILayout.PropertyField(serialized.conservativeEnclosingSphereProp, Styles.conservativeEnclosingSphere);
}

static void DrawCascadeSliders(SerializedUniversalRenderPipelineAsset serialized, int splitCount, bool useMetric, float baseMetric)
{
Vector4 shadowCascadeSplit = Vector4.one;
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Expand Up @@ -74,6 +74,7 @@ public static class Styles
public static GUIContent shadowDepthBias = EditorGUIUtility.TrTextContent("Depth Bias", "Controls the distance at which the shadows will be pushed away from the light. Useful for avoiding false self-shadowing artifacts.");
public static GUIContent shadowNormalBias = EditorGUIUtility.TrTextContent("Normal Bias", "Controls distance at which the shadow casting surfaces will be shrunk along the surface normal. Useful for avoiding false self-shadowing artifacts.");
public static GUIContent supportsSoftShadows = EditorGUIUtility.TrTextContent("Soft Shadows", "If enabled pipeline will perform shadow filtering. Otherwise all lights that cast shadows will fallback to perform a single shadow sample.");
public static GUIContent conservativeEnclosingSphere = EditorGUIUtility.TrTextContent("Conservative Enclosing Sphere", "Enable this option to improve shadow frustum culling and prevent Unity from excessively culling shadows in the corners of the shadow cascades. Disable this option only for compatibility purposes of existing projects created in previous Unity versions.");

// Post-processing
public static GUIContent colorGradingMode = EditorGUIUtility.TrTextContent("Grading Mode", "Defines how color grading will be applied. Operators will react differently depending on the mode.");
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Expand Up @@ -198,6 +198,8 @@ public partial class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerial
[SerializeField] float m_ShadowDepthBias = 1.0f;
[SerializeField] float m_ShadowNormalBias = 1.0f;
[SerializeField] bool m_SoftShadowsSupported = false;
[SerializeField] bool m_ConservativeEnclosingSphere = false;
[SerializeField] int m_NumIterationsEnclosingSphere = 64;

// Light Cookie Settings
[SerializeField] LightCookieResolution m_AdditionalLightsCookieResolution = LightCookieResolution._2048;
Expand Down Expand Up @@ -260,6 +262,9 @@ public static UniversalRenderPipelineAsset Create(ScriptableRendererData rendere
// Initialize default Renderer
instance.m_EditorResourcesAsset = instance.editorResources;

// Only enable for new URP assets by default
instance.m_ConservativeEnclosingSphere = true;

return instance;
}

Expand Down Expand Up @@ -913,6 +918,25 @@ public bool useAdaptivePerformance
set { m_UseAdaptivePerformance = value; }
}

/// <summary>
/// Set to true to enable a conservative method for calculating the size and position of the minimal enclosing sphere around the frustum cascade corner points for shadow culling.
/// </summary>
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@oleks-k can you review this?

public bool conservativeEnclosingSphere
{
get { return m_ConservativeEnclosingSphere; }
set { m_ConservativeEnclosingSphere = value; }
}

/// <summary>
/// Set the number of iterations to reduce the cascade culling enlcosing sphere to be closer to the absolute minimun enclosing sphere, but will also require more CPU computation for increasing values.
/// This parameter is used only when conservativeEnclosingSphere is set to true. Default value is 64.
/// </summary>
public int numIterationsEnclosingSphere
{
get { return m_NumIterationsEnclosingSphere; }
set { m_NumIterationsEnclosingSphere = value; }
}

public override Material defaultMaterial
{
get { return GetMaterial(DefaultMaterialType.Standard); }
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Expand Up @@ -896,6 +896,10 @@ public override void SetupCullingParameters(ref ScriptableCullingParameters cull
cullingParameters.maximumVisibleLights = UniversalRenderPipeline.maxVisibleAdditionalLights + 1;
}
cullingParameters.shadowDistance = cameraData.maxShadowDistance;

cullingParameters.conservativeEnclosingSphere = UniversalRenderPipeline.asset.conservativeEnclosingSphere;

cullingParameters.numIterationsEnclosingSphere = UniversalRenderPipeline.asset.numIterationsEnclosingSphere;
}

/// <inheritdoc />
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2 changes: 1 addition & 1 deletion com.unity.render-pipelines.universal/package.json
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Expand Up @@ -3,7 +3,7 @@
"description": "The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.",
"version": "12.1.0",
"unity": "2021.2",
"unityRelease": "0b14",
"unityRelease": "0b15",
"displayName": "Universal RP",
"dependencies": {
"com.unity.mathematics": "1.2.1",
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2 changes: 1 addition & 1 deletion com.unity.shadergraph/package.json
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Expand Up @@ -3,7 +3,7 @@
"description": "The Shader Graph package adds a visual Shader editing tool to Unity. You can use this tool to create Shaders in a visual way instead of writing code. Specific render pipelines can implement specific graph features. Currently, both the High Definition Rendering Pipeline and the Universal Rendering Pipeline support Shader Graph.",
"version": "12.1.0",
"unity": "2021.2",
"unityRelease": "0b14",
"unityRelease": "0b15",
"displayName": "Shader Graph",
"dependencies": {
"com.unity.render-pipelines.core": "12.1.0",
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2 changes: 1 addition & 1 deletion com.unity.visualeffectgraph/package.json
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Expand Up @@ -3,7 +3,7 @@
"displayName": "Visual Effect Graph",
"version": "12.1.0",
"unity": "2021.2",
"unityRelease": "0b14",
"unityRelease": "0b15",
"description": "The Visual Effect Graph is a node based visual effect editor. It allows you to author next generation visual effects that Unity simulates directly on the GPU. The Visual Effect Graph is production-ready for the High Definition Render Pipeline and runs on all platforms supported by it. Full support for the Universal Render Pipeline and compatible mobile devices is still in development.",
"keywords": [
"vfx",
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