Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed missing DisallowMultipleComponent annotations in HDAdditionalReflectionData and HDAdditionalLightData (case 1365879).
- Fixed support for light/shadow dimmers (volumetric or not) in path tracing.
- Fixed ambient occlusion strenght incorrectly using GTAOMultiBounce
- Fixed emissive value when switching between HDR and LDR mode.

## [12.0.0] - 2021-01-11

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -281,18 +281,24 @@ protected override void OnGUIOpen()

if (useEmissiveIntensity.floatValue == 0.0f)
{
if (updateEmissiveColor)
emissiveColorHDR.colorValue = emissiveColor.colorValue;

EditorGUI.BeginChangeCheck();
EmissionUIBlock.DoEmissiveTextureProperty(materialEditor, emissiveColorMap, emissiveColorHDR);
if (EditorGUI.EndChangeCheck() || updateEmissiveColor)
if (EditorGUI.EndChangeCheck())
emissiveColor.colorValue = emissiveColorHDR.colorValue;
}
else
{
if (updateEmissiveColor)
EmissionUIBlock.UpdateEmissiveColorLDRAndIntensityFromEmissiveColor(emissiveColorLDR, emissiveIntensity, emissiveColor);

EditorGUI.BeginChangeCheck();
EmissionUIBlock.DoEmissiveTextureProperty(materialEditor, emissiveColorMap, emissiveColorLDR);
EmissionUIBlock.DoEmissiveIntensityGUI(materialEditor, emissiveIntensity, emissiveIntensityUnit);
if (EditorGUI.EndChangeCheck() || updateEmissiveColor)
EmissionUIBlock.UpdateEmissiveColorFromIntensityAndEmissiveColorLDR(materialEditor, materials);
EmissionUIBlock.UpdateEmissiveColorFromIntensityAndEmissiveColorLDR(emissiveColorLDR, emissiveIntensity, emissiveColor);
}

materialEditor.ShaderProperty(emissiveExposureWeight, Styles.emissiveExposureWeightText);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -108,33 +108,40 @@ public override void LoadMaterialProperties()
UVMappingMaskEmissive = FindProperty(kUVMappingMaskEmissive);
}

internal static void UpdateEmissiveColorFromIntensityAndEmissiveColorLDR(MaterialEditor materialEditor, Material[] materials)
{
materialEditor.serializedObject.ApplyModifiedProperties();
foreach (Material target in materials)
{
target.UpdateEmissiveColorFromIntensityAndEmissiveColorLDR();
}
materialEditor.serializedObject.Update();
}

internal static void UpdateEmissiveColorFromIntensityAndEmissiveColorLDR(MaterialProperty emissiveColorLDR, MaterialProperty emissiveIntensity, MaterialProperty emissiveColor)
=> emissiveColor.colorValue = emissiveColorLDR.colorValue.linear * emissiveIntensity.floatValue;

internal static void UpdateEmissiveColorLDRFromIntensityAndEmissiveColor(MaterialEditor materialEditor, Material[] materials)
internal static void UpdateEmissiveColorLDRAndIntensityFromEmissiveColor(MaterialProperty emissiveColorLDR, MaterialProperty emissiveIntensity, MaterialProperty emissiveColor)
{
materialEditor.serializedObject.ApplyModifiedProperties();
foreach (Material target in materials)
// specifies the max byte value to use when decomposing a float color into bytes with exposure
// this is the value used by Photoshop
const byte k_MaxByteForOverexposedColor = 191;

float intensity = 1f;
Color colorHDR = emissiveColor.colorValue;
Color colorLDR = colorHDR;

var maxColorComponent = emissiveColor.colorValue.maxColorComponent;
if (maxColorComponent != 0f)
{
target.UpdateEmissiveColorLDRFromIntensityAndEmissiveColor();
int maxColorComponentIndex = 0;
if (colorLDR.r > colorLDR.g) maxColorComponentIndex = colorLDR.r > colorLDR.b ? 0 : 2;
if (colorLDR.g > colorLDR.r) maxColorComponentIndex = colorLDR.g > colorLDR.b ? 1 : 2;

// calibrate exposure to the max float color component
var scaleFactor = k_MaxByteForOverexposedColor / maxColorComponent;

// maintain maximal integrity of byte values to prevent off-by-one errors when scaling up a color one component at a time
colorLDR.r = Math.Min(k_MaxByteForOverexposedColor, (byte)Mathf.CeilToInt(scaleFactor * colorHDR.r)) / 255f;
colorLDR.g = Math.Min(k_MaxByteForOverexposedColor, (byte)Mathf.CeilToInt(scaleFactor * colorHDR.g)) / 255f;
colorLDR.b = Math.Min(k_MaxByteForOverexposedColor, (byte)Mathf.CeilToInt(scaleFactor * colorHDR.b)) / 255f;

intensity = colorHDR[maxColorComponentIndex] / colorLDR[maxColorComponentIndex];
}
materialEditor.serializedObject.Update();
}

internal static void UpdateEmissiveColorLDRFromIntensityAndEmissiveColor(MaterialProperty emissiveColorLDR, MaterialProperty emissiveIntensity, MaterialProperty emissiveColor)
{
Color emissiveColorLDRLinear = emissiveColor.colorValue / emissiveIntensity.floatValue;
emissiveColorLDR.colorValue = emissiveColorLDRLinear.gamma;
colorLDR.a = 1.0f;
emissiveIntensity.floatValue = intensity;
emissiveColorLDR.colorValue = colorLDR.gamma;
}

internal static void DoEmissiveIntensityGUI(MaterialEditor materialEditor, MaterialProperty emissiveIntensity, MaterialProperty emissiveIntensityUnit)
Expand Down Expand Up @@ -205,7 +212,7 @@ protected override void OnGUIOpen()
else
{
if (updateEmissiveColor)
UpdateEmissiveColorLDRFromIntensityAndEmissiveColor(emissiveColorLDR, emissiveIntensity, emissiveColor);
UpdateEmissiveColorLDRAndIntensityFromEmissiveColor(emissiveColorLDR, emissiveIntensity, emissiveColor);

EditorGUI.BeginChangeCheck();
DoEmissiveTextureProperty(emissiveColorLDR);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -189,19 +189,5 @@ public static void UpdateEmissiveColorFromIntensityAndEmissiveColorLDR(this Mate
material.SetColor(kEmissiveColor, emissiveColorLDRLinear * material.GetFloat(kEmissiveIntensity));
}
}

public static void UpdateEmissiveColorLDRFromIntensityAndEmissiveColor(this Material material)
{
const string kEmissiveColorLDR = "_EmissiveColorLDR";
const string kEmissiveColor = "_EmissiveColor";
const string kEmissiveIntensity = "_EmissiveIntensity";

if (material.HasProperty(kEmissiveColorLDR) && material.HasProperty(kEmissiveIntensity) && material.HasProperty(kEmissiveColor))
{
Color emissiveColorLDRLinear = material.GetColor(kEmissiveColor) / material.GetFloat(kEmissiveIntensity);
Color emissiveColorLDR = new Color(Mathf.LinearToGammaSpace(emissiveColorLDRLinear.r), Mathf.LinearToGammaSpace(emissiveColorLDRLinear.g), Mathf.LinearToGammaSpace(emissiveColorLDRLinear.b));
material.SetColor(kEmissiveColorLDR, emissiveColorLDR);
}
}
}
}