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+ pSDRemoveMatte: 0
+ pSDShowRemoveMatteOption: 0
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
index 2e619e279bf..2c0ea36a8af 100644
--- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
+++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
@@ -191,6 +191,9 @@ EditorBuildSettings:
- enabled: 1
path: Assets/GraphicTests/Scenes/1x_Materials/1713_MeshDecalViewBias.unity
guid: 0adc2fcc221085f45ba4dce7e4afae0d
+ - enabled: 1
+ path: Assets/GraphicTests/Scenes/1x_Materials/1715_DecalEmissive.unity
+ guid: ddf62f9a3f4f4ea4b892a15c7e82964f
- enabled: 1
path: Assets/GraphicTests/Scenes/1x_Materials/1800_Classification.unity
guid: 5043daebf48d1b740bb244b9a55508ef
diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphDefaultResources.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphDefaultResources.cs
index 58b9809c074..294fe9d4611 100644
--- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphDefaultResources.cs
+++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphDefaultResources.cs
@@ -12,6 +12,7 @@ public class RenderGraphDefaultResources
// We need to keep around a RTHandle version of default regular 2D textures since RenderGraph API is all RTHandle.
RTHandle m_BlackTexture2D;
RTHandle m_WhiteTexture2D;
+ RTHandle m_ShadowTexture2D;
/// Default black 2D texture.
public TextureHandle blackTexture { get; private set; }
@@ -31,23 +32,28 @@ public class RenderGraphDefaultResources
public TextureHandle blackTexture3DXR { get; private set; }
/// Default white XR 2D texture.
public TextureHandle whiteTextureXR { get; private set; }
+ /// Default 1x1 shadow texture.
+ public TextureHandle defaultShadowTexture { get; private set; }
internal RenderGraphDefaultResources()
{
m_BlackTexture2D = RTHandles.Alloc(Texture2D.blackTexture);
m_WhiteTexture2D = RTHandles.Alloc(Texture2D.whiteTexture);
+ m_ShadowTexture2D = RTHandles.Alloc(1, 1, depthBufferBits: DepthBits.Depth32, isShadowMap: true);
}
internal void Cleanup()
{
m_BlackTexture2D.Release();
m_WhiteTexture2D.Release();
+ m_ShadowTexture2D.Release();
}
internal void InitializeForRendering(RenderGraph renderGraph)
{
blackTexture = renderGraph.ImportTexture(m_BlackTexture2D);
whiteTexture = renderGraph.ImportTexture(m_WhiteTexture2D);
+ defaultShadowTexture = renderGraph.ImportTexture(m_ShadowTexture2D);
clearTextureXR = renderGraph.ImportTexture(TextureXR.GetClearTexture());
magentaTextureXR = renderGraph.ImportTexture(TextureXR.GetMagentaTexture());
diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 25436dd077e..c11286e1caf 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -11,12 +11,11 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed error in SSGI when disabling decals (case 1365521).
- Fixed silhouette issue with emissive decals
- Fixed range compression factor being clamped. (case 1365707)
-- Fixed tooltip not showing on labels in ShaderGraphs (1358483).
+- Fixed memory leak with XR combined occlusion meshes (case 1366173).
- Fix API warnings in Matcap mode on Metal.
- Fix D3D validation layer errors w.r.t shadow textures when an atlas is not used.
- Fixed screen space reflection PBR Accumulation
- Fixed and optimize distance shadowmask fade.
-- Fixed memory leak with XR combined occlusion meshes (case 1366173).
## [10.7.0] - 2021-07-02
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md
index ad1b0212b8e..54326736721 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md
@@ -116,6 +116,7 @@ The tables that follow provide an overview of the Features that the High Definit
| **Realtime** | Yes | yes |
| **Baked** | Yes | Yes |
| ***Sampling*** | | |
+| **Anchor Override** | Yes | Not supported |
| **Simple** | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). |
| **Blend Probes** | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). |
| **Blend Probes and Skybox** | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). |
diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/SerializedHDReflectionProbe.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/SerializedHDReflectionProbe.cs
index e421af53911..5091116c7de 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/SerializedHDReflectionProbe.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/SerializedHDReflectionProbe.cs
@@ -39,9 +39,6 @@ internal override void Update()
internal override void Apply()
{
- // Force the mode to real time so its influence is properly culled by the camera.
- legacyMode.intValue = 1;
-
serializedLegacyObject.ApplyModifiedProperties();
base.Apply();
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs
index 40967976b88..b9ab8e67e7e 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs
@@ -95,11 +95,13 @@ struct DirectionalLightData
[SurfaceDataAttributes(precision = FieldPrecision.Real)]
public Vector4 shadowMaskSelector; // Used with ShadowMask feature
+ public Vector2 cascadesBorderFadeScaleBias;
public float diffuseDimmer;
public float specularDimmer;
public float penumbraTint;
public float isRayTracedContactShadow;
+
public float distanceFromCamera; // -1 -> no sky interaction
public float angularDiameter; // Units: radians
public float flareFalloff;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl
index 922e14189b8..7c29ff56c63 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl
@@ -72,6 +72,7 @@ struct DirectionalLightData
real minRoughness;
int screenSpaceShadowIndex;
real4 shadowMaskSelector;
+ float2 cascadesBorderFadeScaleBias;
float diffuseDimmer;
float specularDimmer;
float penumbraTint;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
index e8d029bc29f..dd953805d3e 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
@@ -269,19 +269,9 @@ SHADOW_TYPE EvaluateShadow_Directional( LightLoopContext lightLoopContext, Posit
shadow = lightLoopContext.shadowValue;
#ifdef SHADOWS_SHADOWMASK
- // TODO: Optimize this code! Currently it is a bit like brute force to get the last transistion and fade to shadow mask, but there is
- // certainly more efficient to do
- // We reuse the transition from the cascade system to fade between shadow mask at max distance
- uint payloadOffset;
- real fade;
- int cascadeCount;
- int shadowSplitIndex = 0;
-
- shadowSplitIndex = EvalShadow_GetSplitIndex(lightLoopContext.shadowContext, light.shadowIndex, posInput.positionWS, fade, cascadeCount);
-
- // we have a fade caclulation for each cascade but we must lerp with shadow mask only for the last one
- // if shadowSplitIndex is -1 it mean we are outside cascade and should return 1.0 to use shadowmask: saturate(-shadowSplitIndex) return 0 for >= 0 and 1 for -1
- fade = ((shadowSplitIndex + 1) == cascadeCount) ? fade : saturate(-shadowSplitIndex);
+ float3 camToPixel = posInput.positionWS - GetPrimaryCameraPosition();
+ float distanceCamToPixel2 = dot(camToPixel, camToPixel);
+ float fade = saturate(distanceCamToPixel2 * light.cascadesBorderFadeScaleBias.x + light.cascadesBorderFadeScaleBias.y);
// In the transition code (both dithering and blend) we use shadow = lerp( shadow, 1.0, fade ) for last transition
// mean if we expend the code we have (shadow * (1 - fade) + fade). Here to make transition with shadow mask
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl
index 1c399940211..b6788b26dc2 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl
@@ -17,6 +17,10 @@
# include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl"
+// Normal light loop is guaranteed to be scalar, but not always we sample shadows with said guarantee. In those cases we define SHADOW_DATA_NOT_GUARANTEED_SCALAR to skip the forcing into scalar.
+#define FORCE_SHADOW_SCALAR_READ !defined(SHADOW_DATA_NOT_GUARANTEED_SCALAR) && !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE) && (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER))
+
+
// normalWS is the vertex normal if available or shading normal use to bias the shadow position
float GetDirectionalShadowAttenuation(HDShadowContext shadowContext, float2 positionSS, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L)
{
@@ -32,7 +36,7 @@ float GetDirectionalShadowAttenuation(HDShadowContext shadowContext, float2 posi
float GetPunctualShadowAttenuation(HDShadowContext shadowContext, float2 positionSS, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float L_dist, bool pointLight, bool perspecive)
{
-#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE) && (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER))
+#if FORCE_SHADOW_SCALAR_READ
shadowDataIndex = WaveReadLaneFirst(shadowDataIndex);
#endif
@@ -63,7 +67,7 @@ float GetPunctualShadowAttenuation(HDShadowContext shadowContext, float2 positio
float GetPunctualShadowClosestDistance(HDShadowContext shadowContext, SamplerState sampl, real3 positionWS, int shadowDataIndex, float3 L, float3 lightPositionWS, bool pointLight)
{
-#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE) && (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER))
+#if FORCE_SHADOW_SCALAR_READ
shadowDataIndex = WaveReadLaneFirst(shadowDataIndex);
#endif
@@ -94,7 +98,7 @@ float GetRectAreaShadowAttenuation(HDShadowContext shadowContext, float2 positio
{
// We need to disable the scalarization here on xbox due to bad code generated by FXC for the eye shader.
// This shouldn't have an enormous impact since with Area lights we are already exploded in VGPR by this point.
-#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE) && (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER))
+#if FORCE_SHADOW_SCALAR_READ
shadowDataIndex = WaveReadLaneFirst(shadowDataIndex);
#endif
HDShadowData sd = shadowContext.shadowDatas[shadowDataIndex];
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 e7f73eb6599..3ac12a38b00 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
@@ -1353,6 +1353,22 @@ internal void GetDirectionalLightData(CommandBuffer cmd, HDCamera hdCamera, Visi
{
lightData.shadowMaskSelector[lightComponent.bakingOutput.occlusionMaskChannel] = 1.0f;
lightData.nonLightMappedOnly = lightComponent.lightShadowCasterMode == LightShadowCasterMode.NonLightmappedOnly ? 1 : 0;
+ // Get shadow info from the volume stack.
+ var shadowSettings = hdCamera.volumeStack.GetComponent();
+ float maxDistanceSq = shadowSettings.maxShadowDistance.value * shadowSettings.maxShadowDistance.value;
+ float outBorderDistance = shadowSettings.cascadeShadowBorders[shadowSettings.cascadeShadowSplitCount.value - 1];
+ if (outBorderDistance < 1e-4f)
+ {
+ lightData.cascadesBorderFadeScaleBias = new Vector2(1e6f, -maxDistanceSq * 1e6f);
+ }
+ else
+ {
+ outBorderDistance = 1.0f - outBorderDistance;
+ outBorderDistance *= outBorderDistance;
+ float distanceFadeNear = outBorderDistance * maxDistanceSq;
+ lightData.cascadesBorderFadeScaleBias.x = 1.0f / (maxDistanceSq - distanceFadeNear);
+ lightData.cascadesBorderFadeScaleBias.y = -distanceFadeNear / (maxDistanceSq - distanceFadeNear);
+ }
}
else
{
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl
index 61e2bef3986..a9869ce65f3 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl
@@ -152,15 +152,18 @@ float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord,
color.rgb = SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_EnvCubemapTextures, s_trilinear_clamp_sampler, texCoord, _EnvSliceSize * index + sliceIdx, lod).rgb;
}
+ // Planar and Reflection Probes aren't pre-expose, so best to clamp to max16 here in case of inf
+ color.rgb = ClampToFloat16Max(color.rgb);
+
color.rgb *= rangeCompressionFactorCompensation;
}
else // SINGLE_PASS_SAMPLE_SKY
{
color.rgb = SampleSkyTexture(texCoord, lod, sliceIdx).rgb;
+ // Sky isn't pre-expose, so best to clamp to max16 here in case of inf
+ color.rgb = ClampToFloat16Max(color.rgb);
}
- // Planar, Reflection Probes and Sky aren't pre-expose, so best to clamp to max16 here in case of inf
- color.rgb = ClampToFloat16Max(color.rgb);
return color;
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOCopyHistory.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOCopyHistory.compute
index 9ee41237afd..a0c661787da 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOCopyHistory.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOCopyHistory.compute
@@ -2,12 +2,12 @@
#pragma kernel GTAODenoise_CopyHistory
-RW_TEXTURE2D_X(uint, _OutputTexture);
+RW_TEXTURE2D_X(float4, _OutputTexture);
TEXTURE2D_X(_InputTexture);
[numthreads(8, 8, 1)]
void GTAODenoise_CopyHistory(uint3 dispatchThreadId : SV_DispatchThreadID)
{
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
- _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = _InputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)].x;
+ _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = _InputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)];
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.RenderGraph.cs
index bbb143d9eb3..6f10d74ab35 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.RenderGraph.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.RenderGraph.cs
@@ -74,7 +74,7 @@ static void BindAtlasTexture(RenderGraphContext ctx, TextureHandle texture, int
if (texture.IsValid())
ctx.cmd.SetGlobalTexture(shaderId, texture);
else
- ctx.cmd.SetGlobalTexture(shaderId, ctx.defaultResources.blackTexture);
+ ctx.cmd.SetGlobalTexture(shaderId, ctx.defaultResources.defaultShadowTexture);
}
void BindShadowGlobalResources(RenderGraph renderGraph, in ShadowResult shadowResult)
@@ -95,6 +95,23 @@ void BindShadowGlobalResources(RenderGraph renderGraph, in ShadowResult shadowRe
}
}
+ internal static void BindDefaultShadowGlobalResources(RenderGraph renderGraph)
+ {
+ using (var builder = renderGraph.AddRenderPass("BindDefaultShadowGlobalResources", out var passData))
+ {
+ builder.AllowPassCulling(false);
+ builder.SetRenderFunc(
+ (BindShadowGlobalResourcesPassData data, RenderGraphContext ctx) =>
+ {
+ BindAtlasTexture(ctx, ctx.defaultResources.defaultShadowTexture, HDShaderIDs._ShadowmapAtlas);
+ BindAtlasTexture(ctx, ctx.defaultResources.defaultShadowTexture, HDShaderIDs._ShadowmapCascadeAtlas);
+ BindAtlasTexture(ctx, ctx.defaultResources.defaultShadowTexture, HDShaderIDs._ShadowmapAreaAtlas);
+ BindAtlasTexture(ctx, ctx.defaultResources.defaultShadowTexture, HDShaderIDs._CachedShadowmapAtlas);
+ BindAtlasTexture(ctx, ctx.defaultResources.defaultShadowTexture, HDShaderIDs._CachedAreaLightShadowmapAtlas);
+ });
+ }
+ }
+
class BlitCachedShadowPassData
{
public TextureHandle sourceCachedAtlas;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute
index 5ffc61915ea..6083a5bb269 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute
@@ -38,6 +38,9 @@
// which might be lower than the max number of lights that might be in the big tile.
#define PRE_FILTER_LIGHT_LIST 1 && defined(USE_BIG_TILE_LIGHTLIST)
+
+#define SHADOW_DATA_NOT_GUARANTEED_SCALAR // We are not looping over shadows in a scalarized fashion. If we will at some point, remove this define.
+
//--------------------------------------------------------------------------------------------------
// Included headers
//--------------------------------------------------------------------------------------------------
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl
index 148f63e377f..7f3ae045903 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl
@@ -30,9 +30,29 @@ void GetSurfaceData(FragInputs input, float3 V, PositionInputs posInput, float a
#ifdef _MATERIAL_AFFECTS_EMISSION
surfaceData.emissive = _EmissiveColor.rgb * fadeFactor;
- #ifdef _EMISSIVEMAP
+#ifdef _EMISSIVEMAP
+ #if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)
+ // Fogbugzz 1359282. With projector emissive we can have issue with mips evaluation at the silhouette
+ // so perform the processing ourselve. But not all paltform support GetDimensions() so in case it is not
+ // supported we just used lof 0
+ #if defined(MIP_COUNT_SUPPORTED)
+ float2 emissiveColorMapSize;
+ float emissiveColorMapLODs;
+ _EmissiveColorMap.GetDimensions(0, emissiveColorMapSize.x, emissiveColorMapSize.y, emissiveColorMapLODs);
+ float2 uvdx = ddx(texCoords * emissiveColorMapSize), uvdy = ddy(texCoords * emissiveColorMapSize);
+ // float lod = 0.5f * log2(dot(uvdx, uvdx) + dot(uvdy, uvdy)) - 1.0f;
+ float lod = 0.5f * log2(max(dot(uvdx, uvdx), dot(uvdy, uvdy))) - 1.0f;
+ float lddx = ddx(posInput.linearDepth), lddy = ddy(posInput.linearDepth);
+ float ldd = max(dot(lddx, lddx), dot(lddy, lddy));
+ float maxlod = emissiveColorMapLODs * (1.0f - 4.0f * ldd);
+ surfaceData.emissive *= SAMPLE_TEXTURE2D_LOD(_EmissiveColorMap, sampler_EmissiveColorMap, texCoords, min(lod, maxlod)).rgb;
+ #else
+ surfaceData.emissive *= SAMPLE_TEXTURE2D_LOD(_EmissiveColorMap, sampler_EmissiveColorMap, texCoords, 0.0).rgb;
+ #endif // defined(MIP_COUNT_SUPPORTED)
+ #else
surfaceData.emissive *= SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, texCoords).rgb;
- #endif
+ #endif // (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)
+#endif // _EMISSIVEMAP
// Inverse pre-expose using _EmissiveExposureWeight weight
float3 emissiveRcpExposure = surfaceData.emissive * GetInverseCurrentExposureMultiplier();
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs
index 7c4bd7e5301..6f187deaa2b 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs
@@ -593,6 +593,8 @@ TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cu
HDUtils.BlitColorAndDepth(context.cmd, data.clearColorTexture, data.clearDepthTexture, new Vector4(1, 1, 0, 0), 0, !data.clearDepth);
}
+ BindDefaultTexturesLightingBuffers(context.defaultResources, context.cmd);
+
BindDBufferGlobalData(data.dbuffer, context);
DrawOpaqueRendererList(context, data.frameSettings, data.opaqueRendererList);
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 7da3a470980..0d1d68a1cf2 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
@@ -44,6 +44,15 @@ static void BindGlobalLightingBuffers(in LightingBuffers buffers, CommandBuffer
cmd.SetGlobalTexture(HDShaderIDs._ScreenSpaceShadowsTexture, buffers.screenspaceShadowBuffer);
}
+ static void BindDefaultTexturesLightingBuffers(RenderGraphDefaultResources defaultResources, CommandBuffer cmd)
+ {
+ cmd.SetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture, defaultResources.blackTextureXR);
+ cmd.SetGlobalTexture(HDShaderIDs._SsrLightingTexture, defaultResources.blackTextureXR);
+ cmd.SetGlobalTexture(HDShaderIDs._IndirectDiffuseTexture, defaultResources.blackTextureXR);
+ cmd.SetGlobalTexture(HDShaderIDs._ContactShadowTexture, defaultResources.blackUIntTextureXR);
+ cmd.SetGlobalTexture(HDShaderIDs._ScreenSpaceShadowsTexture, defaultResources.blackTextureXR);
+ }
+
class BuildGPULightListPassData
{
public BuildGPULightListParameters buildGPULightListParameters;
@@ -533,8 +542,13 @@ TextureHandle RenderSSR( RenderGraph renderGraph,
if (!hdCamera.colorPyramidHistoryIsValid)
{
hdCamera.colorPyramidHistoryIsValid = true; // For the next frame...
+ hdCamera.colorPyramidHistoryValidFrames = 0;
result = renderGraph.defaultResources.blackTextureXR;
}
+ else
+ {
+ hdCamera.colorPyramidHistoryValidFrames++;
+ }
}
PushFullScreenDebugTexture(renderGraph, result, transparent ? FullScreenDebugMode.TransparentScreenSpaceReflections : FullScreenDebugMode.ScreenSpaceReflections);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
index 3aa0c76f627..badd347e281 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
@@ -81,6 +81,8 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest,
// For alpha output in AOVs or debug views, in case we have a shadow matte material, we need to render the shadow maps
if (m_CurrentDebugDisplaySettings.data.materialDebugSettings.debugViewMaterialCommonValue == Attributes.MaterialSharedProperty.Alpha)
RenderShadows(m_RenderGraph, hdCamera, cullingResults, ref shadowResult);
+ else
+ HDShadowManager.BindDefaultShadowGlobalResources(m_RenderGraph);
// Stop Single Pass is after post process.
StartXRSinglePass(m_RenderGraph, hdCamera);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl
index 067c8eef212..3e832ae55f4 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl
@@ -62,7 +62,12 @@ void Frag( PackedVaryingsToPS packedInput,
#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) || (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR)
- float depth = LoadCameraDepth(input.positionSS.xy);
+ float depth = LoadCameraDepth(input.positionSS.xy);
+#if (SHADERPASS == SHADERPASS_FORWARD_EMISSIVE_PROJECTOR) && UNITY_REVERSED_Z
+ // There seems to be some issue with depth derivatives (use in the context of Emissive for lit shader to select mips correctly (see DecalData.hlsl)
+ // that required clamping the device depth to a small but larger-than-0 value in shader, which was showing artifacts in sphere silhouette against sky background
+ depth = max(0.0001f, depth);
+#endif
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
// Decal layer mask accepted by the receiving material