diff --git a/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/230_Decals/Materials/Brick.mat b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/230_Decals/Materials/Brick.mat index c0fdc5848a0..02249ca0b3c 100644 --- a/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/230_Decals/Materials/Brick.mat +++ b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/230_Decals/Materials/Brick.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2000 + m_CustomRenderQueue: 1999 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -95,7 +95,7 @@ Material: - _Metallic: 0 - _OcclusionStrength: 0.387 - _Parallax: 0.0477 - - _QueueOffset: 0 + - _QueueOffset: -1 - _ReceiveShadows: 1 - _Smoothness: 0.742 - _SmoothnessTextureChannel: 0 diff --git a/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAsset.asset b/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAsset.asset index cc93b1d9ceb..f8f9ccda771 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAsset.asset +++ b/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAsset.asset @@ -31,6 +31,7 @@ MonoBehaviour: m_RequireOpaqueTexture: 1 m_OpaqueDownsampling: 1 m_SupportsTerrainHoles: 1 + m_StoreActionsOptimization: 0 m_SupportsHDR: 1 m_MSAA: 4 m_RenderScale: 1 @@ -55,9 +56,12 @@ MonoBehaviour: m_ShadowDepthBias: 1 m_ShadowNormalBias: 1 m_SoftShadowsSupported: 1 + m_AdditionalLightsCookieResolution: 2048 + m_AdditionalLightsCookieFormat: 3 m_UseSRPBatcher: 1 m_SupportsDynamicBatching: 0 m_MixedLightingSupported: 0 + m_SupportsLightLayers: 0 m_DebugLevel: 0 m_UseAdaptivePerformance: 1 m_ColorGradingMode: 0 diff --git a/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAssetBackBuffer.asset 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m_AdditionalLightsShadowResolutionTierHigh: 512 m_ReflectionProbeBlending: 0 m_ReflectionProbeBoxProjection: 0 m_ShadowDistance: 50 @@ -53,9 +56,12 @@ MonoBehaviour: m_ShadowDepthBias: 1 m_ShadowNormalBias: 1 m_SoftShadowsSupported: 1 + m_AdditionalLightsCookieResolution: 2048 + m_AdditionalLightsCookieFormat: 3 m_UseSRPBatcher: 1 m_SupportsDynamicBatching: 0 m_MixedLightingSupported: 0 + m_SupportsLightLayers: 0 m_DebugLevel: 0 m_UseAdaptivePerformance: 1 m_ColorGradingMode: 0 diff --git a/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAssetRenderScaleLow.asset b/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAssetBackBufferMSAA.asset similarity index 84% rename from TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAssetRenderScaleLow.asset rename to TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAssetBackBufferMSAA.asset index 0877433a939..b3298c7cc71 100644 --- 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textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer.unity b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer.unity index b7b686482a3..aa8e92aa952 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer.unity +++ b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer.unity @@ -38,7 +38,7 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1} + m_IndirectSpecularColor: {r: 0.18028352, g: 0.22571376, b: 0.30692244, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: @@ -558,7 +558,7 @@ Camera: height: 1 near clip plane: 0.3 far clip plane: 1000 - field of view: 60 + field of view: 63.5 orthographic: 0 orthographic size: 5 m_Depth: -1 @@ -603,16 +603,16 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: ImageComparisonSettings: - TargetWidth: 512 - TargetHeight: 512 + TargetWidth: 256 + TargetHeight: 256 PerPixelCorrectnessThreshold: 0 PerPixelGammaThreshold: 0.003921569 PerPixelAlphaThreshold: 0.003921569 - AverageCorrectnessThreshold: 0.002 - IncorrectPixelsThreshold: 0 + AverageCorrectnessThreshold: 0.0011 + IncorrectPixelsThreshold: 0.000003814697 UseHDR: 0 UseBackBuffer: 1 - ImageResolution: 0 + ImageResolution: 4 ActiveImageTests: 1 ActivePixelTests: 7 WaitFrames: 0 @@ -629,7 +629,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3} m_Name: m_EditorClassIdentifier: - m_RenderShadows: 1 + m_RenderShadows: 0 m_RequiresDepthTextureOption: 0 m_RequiresOpaqueTextureOption: 0 m_CameraType: 0 diff --git a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/BlueUnlit.mat b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/BlueUnlit.mat index 846b00080b9..934c1f65c1f 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/BlueUnlit.mat +++ b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/BlueUnlit.mat @@ -80,6 +80,7 @@ Material: m_Floats: - _AlphaClip: 0 - _Blend: 0 + - _BlendOp: 0 - _BumpScale: 1 - _ClearCoatMask: 0 - _ClearCoatSmoothness: 0 @@ -107,7 +108,7 @@ Material: - _ZWrite: 1 m_Colors: - _BaseColor: {r: 0, g: 0, b: 1, a: 1} - - _Color: {r: 1, 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a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/RedUnlit.mat b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/RedUnlit.mat index 0a4b22aec77..496794c0017 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/RedUnlit.mat +++ b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/RedUnlit.mat @@ -80,6 +80,7 @@ Material: m_Floats: - _AlphaClip: 0 - _Blend: 0 + - _BlendOp: 0 - _BumpScale: 1 - _ClearCoatMask: 0 - _ClearCoatSmoothness: 0 @@ -107,7 +108,7 @@ Material: - _ZWrite: 1 m_Colors: - _BaseColor: {r: 1, g: 0, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 0, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/YellowUnlit.mat b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/YellowUnlit.mat index 89082f21e8f..0987c0c583b 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/YellowUnlit.mat +++ b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/YellowUnlit.mat @@ -80,6 +80,7 @@ Material: m_Floats: - _AlphaClip: 0 - _Blend: 0 + - _BlendOp: 0 - _BumpScale: 1 - _ClearCoatMask: 0 - _ClearCoatSmoothness: 0 @@ -107,7 +108,7 @@ Material: - _ZWrite: 1 m_Colors: - _BaseColor: {r: 1, g: 1, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 1, g: 1, b: 0, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] diff --git 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m_OverrideState: 0 @@ -58,16 +58,16 @@ MonoBehaviour: active: 1 color: m_OverrideState: 0 - m_Value: {r: 1, g: 1, b: 1, a: 1} + m_Value: {r: 0, g: 0, b: 0, a: 1} center: m_OverrideState: 0 m_Value: {x: 0.5, y: 0.5} intensity: - m_OverrideState: 0 - m_Value: 0.727 + m_OverrideState: 1 + m_Value: 0.8 smoothness: m_OverrideState: 1 m_Value: 0.01 rounded: - m_OverrideState: 0 - m_Value: 0 + m_OverrideState: 1 + m_Value: 1 diff --git a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumes/GlobalVolumeProfile.asset b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumes/GlobalVolumeProfile.asset index 05f63ae9fe3..0bc690a48f4 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumes/GlobalVolumeProfile.asset +++ b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumes/GlobalVolumeProfile.asset @@ -21,10 +21,10 @@ MonoBehaviour: m_Value: {x: 0.5, y: 0.5} intensity: m_OverrideState: 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a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumes.unity b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumesEveryFrameTest.unity similarity index 93% rename from TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumes.unity rename to TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumesEveryFrameTest.unity index f3d887b69db..c3e08e65d2d 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumes.unity +++ b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumesEveryFrameTest.unity @@ -20,12 +20,12 @@ RenderSettings: m_FogDensity: 0.01 m_LinearFogStart: 0 m_LinearFogEnd: 300 - m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1} + m_AmbientSkyColor: {r: 0.5019608, g: 0.5019608, b: 0.5019608, a: 1} m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1} m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} 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TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumes.unity.meta rename to TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumesViaScriptingTest.unity.meta diff --git a/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/EditorBuildSettings.asset b/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/EditorBuildSettings.asset index 1b4e5ee9279..fd04656a42b 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/EditorBuildSettings.asset @@ -77,6 +77,15 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/146_MSAA_RenderToBackbuffer.unity guid: aee9f891d65e44daf811d30053402efd + - enabled: 1 + path: Assets/Scenes/160_MultiCameraVolumesEveryFrameTest.unity + guid: aea08d28b240a4fbcad63f84cd63bce4 + - enabled: 1 + path: Assets/Scenes/160_MultiCameraVolumesUsePipelineTest.unity + guid: 7962ed0a9378644e194cd1dc78107545 + - enabled: 1 + path: Assets/Scenes/160_MultiCameraVolumesViaScriptingTest.unity + guid: 3f6f1488245db419bab368d787dcc0b1 - enabled: 1 path: Assets/Scenes/200_Lens_Flare_Sanity.unity guid: b51c203a350144f97ba208c293ab8333 diff --git a/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/GraphicsSettings.asset b/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/GraphicsSettings.asset index fcd69b5dc52..fd2633f48ec 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/GraphicsSettings.asset +++ b/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/GraphicsSettings.asset @@ -3,7 +3,7 @@ --- !u!30 &1 GraphicsSettings: m_ObjectHideFlags: 0 - serializedVersion: 13 + serializedVersion: 14 m_Deferred: m_Mode: 1 m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} @@ -40,6 +40,7 @@ GraphicsSettings: - {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3} m_PreloadedShaders: [] + m_PreloadShadersBatchTimeLimit: -1 m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} m_CustomRenderPipeline: {fileID: 11400000, guid: e6987eea1dd29074597d54ed91a54a26, @@ -114,5 +115,9 @@ GraphicsSettings: m_FogKeepExp2: 1 m_AlbedoSwatchInfos: [] m_LightsUseLinearIntensity: 1 - m_LightsUseColorTemperature: 0 + m_LightsUseColorTemperature: 1 + m_DefaultRenderingLayerMask: 1 m_LogWhenShaderIsCompiled: 0 + m_SRPDefaultSettings: + UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: e4b9f5e2b53584aac82dd7144ca9c5c6, + type: 2} diff --git a/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/QualitySettings.asset b/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/QualitySettings.asset index b2966593381..50ee62221fb 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/QualitySettings.asset +++ b/TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/QualitySettings.asset @@ -223,7 +223,7 @@ QualitySettings: customRenderPipeline: {fileID: 0} excludedTargetPlatforms: [] - serializedVersion: 2 - name: BackBuffer + name: BackBufferMSAA pixelLightCount: 4 shadows: 2 shadowResolution: 2 @@ -237,44 +237,7 @@ QualitySettings: skinWeights: 4 textureQuality: 0 anisotropicTextures: 2 - antiAliasing: 0 - softParticles: 1 - softVegetation: 1 - realtimeReflectionProbes: 1 - billboardsFaceCameraPosition: 1 - vSyncCount: 1 - lodBias: 2 - maximumLODLevel: 0 - streamingMipmapsActive: 0 - streamingMipmapsAddAllCameras: 1 - streamingMipmapsMemoryBudget: 512 - streamingMipmapsRenderersPerFrame: 512 - streamingMipmapsMaxLevelReduction: 2 - streamingMipmapsMaxFileIORequests: 1024 - particleRaycastBudget: 4096 - asyncUploadTimeSlice: 2 - asyncUploadBufferSize: 4 - asyncUploadPersistentBuffer: 1 - resolutionScalingFixedDPIFactor: 1 - customRenderPipeline: {fileID: 11400000, guid: 535fc99e4d3194e50b539410bcace814, - type: 2} - excludedTargetPlatforms: [] - - serializedVersion: 2 - name: RenderScaleLow - pixelLightCount: 4 - shadows: 2 - shadowResolution: 2 - shadowProjection: 1 - shadowCascades: 4 - shadowDistance: 150 - shadowNearPlaneOffset: 3 - shadowCascade2Split: 0.33333334 - shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} - shadowmaskMode: 1 - skinWeights: 4 - textureQuality: 0 - anisotropicTextures: 2 - antiAliasing: 4 + antiAliasing: 8 softParticles: 1 softVegetation: 1 realtimeReflectionProbes: 1 @@ -302,6 +265,7 @@ QualitySettings: Nintendo Switch: 5 PS4: 5 PSP2: 2 + Server: 0 Standalone: 5 WebGL: 3 Windows Store Apps: 5 diff --git a/TestProjects/UniversalGraphicsTest_PostPro/UserSettings/Search.settings b/TestProjects/UniversalGraphicsTest_PostPro/UserSettings/Search.settings new file mode 100644 index 00000000000..9e26dfeeb6e --- /dev/null +++ b/TestProjects/UniversalGraphicsTest_PostPro/UserSettings/Search.settings @@ -0,0 +1 @@ +{} \ No newline at end of file diff --git a/com.unity.render-pipelines.core/ShaderLibrary/API/Metal.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/API/Metal.hlsl index 295f1567367..648b20b4cf8 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/API/Metal.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/API/Metal.hlsl @@ -150,7 +150,6 @@ #define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) #define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) #define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) - -#if defined(SHADER_API_MOBILE) +#if defined(UNITY_FRAMEBUFFER_FETCH_AVAILABLE) #define PLATFORM_SUPPORTS_NATIVE_RENDERPASS #endif diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index e47b11817f7..0b56ef08619 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -10,6 +10,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added Depth Texture setting for Overlay Camera. - Added Depth Priming support for Vulkan with MSAA. - Added Shadows and Additional Lights off variants stripping. +- Exposed public API for DebugDisplaySettings. ### Changed - Main light shadow, additional light shadow and additional light keywords are now enabled based on urp setting instead of existence in scene. This allows better variant stripping. @@ -34,6 +35,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - MaterialReimporter.ReimportAllMaterials now batches the asset database changes to improve performance. ### Fixed +- Fixed post processing with Pixel Perfect camera [case 1363763](https://issuetracker.unity3d.com/product/unity/issues/guid/1363763/) - Fixed the LensFlare flicker with TAA on SceneView (case 1356734). - Fixed an issue where Unlit and ParticlesUnlit shaders did not have HDR color selection for albedo [case 1283767](https://issuetracker.unity3d.com/issues/built-in-unlit-particle-shader-has-hdr-color-selection-for-albedo-urp-unlit-particles-do-not) diff --git a/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteCustomLitSubTarget.cs b/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteCustomLitSubTarget.cs index f830cfaee1f..20adcfcee8d 100644 --- a/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteCustomLitSubTarget.cs +++ b/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteCustomLitSubTarget.cs @@ -2,10 +2,11 @@ using System.Linq; using UnityEditor.ShaderGraph; +using Unity.Rendering.Universal; namespace UnityEditor.Rendering.Universal.ShaderGraph { - sealed class UniversalSpriteCustomLitSubTarget : SubTarget + sealed class UniversalSpriteCustomLitSubTarget : UniversalSubTarget { static readonly GUID kSourceCodeGuid = new GUID("69e608b3e7e0405bbc2f259ad9cfa196"); // UniversalUnlitSubTarget.cs @@ -14,10 +15,13 @@ public UniversalSpriteCustomLitSubTarget() displayName = "Sprite Custom Lit"; } + protected override ShaderUtils.ShaderID shaderID => ShaderUtils.ShaderID.SG_SpriteCustomLit; + public override bool IsActive() => true; public override void Setup(ref TargetSetupContext context) { + base.Setup(ref context); context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); context.AddSubShader(SubShaders.SpriteLit(target)); } @@ -115,8 +119,8 @@ static class SpriteLitPasses useInPreview = true, // Template - passTemplatePath = GenerationUtils.GetDefaultTemplatePath("PassMesh.template"), - sharedTemplateDirectories = GenerationUtils.GetDefaultSharedTemplateDirectories(), + passTemplatePath = UniversalTarget.kUberTemplatePath, + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, // Port Mask validVertexBlocks = CoreBlockMasks.Vertex, @@ -143,8 +147,8 @@ static class SpriteLitPasses useInPreview = true, // Template - passTemplatePath = GenerationUtils.GetDefaultTemplatePath("PassMesh.template"), - sharedTemplateDirectories = GenerationUtils.GetDefaultSharedTemplateDirectories(), + passTemplatePath = UniversalTarget.kUberTemplatePath, + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, // Port Mask validVertexBlocks = CoreBlockMasks.Vertex, @@ -170,8 +174,8 @@ static class SpriteLitPasses useInPreview = true, // Template - passTemplatePath = GenerationUtils.GetDefaultTemplatePath("PassMesh.template"), - sharedTemplateDirectories = GenerationUtils.GetDefaultSharedTemplateDirectories(), + passTemplatePath = UniversalTarget.kUberTemplatePath, + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, // Port Mask validVertexBlocks = CoreBlockMasks.Vertex, diff --git a/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteLitSubTarget.cs b/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteLitSubTarget.cs index 56cb58f62d5..0d4f25e11db 100644 --- a/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteLitSubTarget.cs +++ b/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteLitSubTarget.cs @@ -4,10 +4,11 @@ using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Legacy; +using Unity.Rendering.Universal; namespace UnityEditor.Rendering.Universal.ShaderGraph { - sealed class UniversalSpriteLitSubTarget : SubTarget, ILegacyTarget + sealed class UniversalSpriteLitSubTarget : UniversalSubTarget, ILegacyTarget { static readonly GUID kSourceCodeGuid = new GUID("ea1514729d7120344b27dcd67fbf34de"); // UniversalSpriteLitSubTarget.cs @@ -18,8 +19,11 @@ public UniversalSpriteLitSubTarget() public override bool IsActive() => true; + protected override ShaderUtils.ShaderID shaderID => ShaderUtils.ShaderID.SG_SpriteLit; + public override void Setup(ref TargetSetupContext context) { + base.Setup(ref context); context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); context.AddSubShader(SubShaders.SpriteLit(target)); } @@ -137,8 +141,8 @@ static class SpriteLitPasses useInPreview = true, // Template - passTemplatePath = GenerationUtils.GetDefaultTemplatePath("PassMesh.template"), - sharedTemplateDirectories = GenerationUtils.GetDefaultSharedTemplateDirectories(), + passTemplatePath = UniversalTarget.kUberTemplatePath, + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, // Port Mask validVertexBlocks = CoreBlockMasks.Vertex, @@ -168,8 +172,8 @@ static class SpriteLitPasses useInPreview = true, // Template - passTemplatePath = GenerationUtils.GetDefaultTemplatePath("PassMesh.template"), - sharedTemplateDirectories = GenerationUtils.GetDefaultSharedTemplateDirectories(), + passTemplatePath = UniversalTarget.kUberTemplatePath, + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, // Port Mask validVertexBlocks = CoreBlockMasks.Vertex, @@ -198,8 +202,8 @@ static class SpriteLitPasses useInPreview = true, // Template - passTemplatePath = GenerationUtils.GetDefaultTemplatePath("PassMesh.template"), - sharedTemplateDirectories = GenerationUtils.GetDefaultSharedTemplateDirectories(), + passTemplatePath = UniversalTarget.kUberTemplatePath, + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, // Port Mask validVertexBlocks = CoreBlockMasks.Vertex, diff --git a/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteUnlitSubTarget.cs b/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteUnlitSubTarget.cs index 182eaca6f28..8c7d7e20ec6 100644 --- a/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteUnlitSubTarget.cs +++ b/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteUnlitSubTarget.cs @@ -4,10 +4,11 @@ using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Legacy; +using Unity.Rendering.Universal; namespace UnityEditor.Rendering.Universal.ShaderGraph { - sealed class UniversalSpriteUnlitSubTarget : SubTarget, ILegacyTarget + sealed class UniversalSpriteUnlitSubTarget : UniversalSubTarget, ILegacyTarget { static readonly GUID kSourceCodeGuid = new GUID("ed7c0aacec26e9646b45c96fb318e5a3"); // UniversalSpriteUnlitSubTarget.cs @@ -16,10 +17,13 @@ public UniversalSpriteUnlitSubTarget() displayName = "Sprite Unlit"; } + protected override ShaderUtils.ShaderID shaderID => ShaderUtils.ShaderID.SG_SpriteUnlit; + public override bool IsActive() => true; public override void Setup(ref TargetSetupContext context) { + base.Setup(ref context); context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); context.AddSubShader(SubShaders.SpriteUnlit(target)); } @@ -132,8 +136,8 @@ static class SpriteUnlitPasses useInPreview = true, // Template - passTemplatePath = GenerationUtils.GetDefaultTemplatePath("PassMesh.template"), - sharedTemplateDirectories = GenerationUtils.GetDefaultSharedTemplateDirectories(), + passTemplatePath = UniversalTarget.kUberTemplatePath, + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, // Port Mask validVertexBlocks = CoreBlockMasks.Vertex, @@ -163,8 +167,8 @@ static class SpriteUnlitPasses useInPreview = true, // Template - passTemplatePath = GenerationUtils.GetDefaultTemplatePath("PassMesh.template"), - sharedTemplateDirectories = GenerationUtils.GetDefaultSharedTemplateDirectories(), + passTemplatePath = UniversalTarget.kUberTemplatePath, + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, // Port Mask validVertexBlocks = CoreBlockMasks.Vertex, diff --git a/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template b/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template index a2f5629f52d..f7e020aaa62 100644 --- a/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template +++ b/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template @@ -63,7 +63,10 @@ Pass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif - + #if _RENDER_PASS_ENABLED + #define GBUFFER3 0 + FRAMEBUFFER_INPUT_HALF(GBUFFER3); + #endif // Includes $splice(PreGraphIncludes) diff --git a/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs b/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs index bdb51c2f3f7..ca473d4d792 100644 --- a/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs +++ b/com.unity.render-pipelines.universal/Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs @@ -25,8 +25,8 @@ static class Styles public static readonly GUIContent ShadowRealtimeSettings = EditorGUIUtility.TrTextContent("Realtime Shadows", "Settings for realtime direct shadows."); public static readonly GUIContent ShadowStrength = EditorGUIUtility.TrTextContent("Strength", "Controls how dark the shadows cast by the light will be."); public static readonly GUIContent ShadowNearPlane = EditorGUIUtility.TrTextContent("Near Plane", "Controls the value for the near clip plane when rendering shadows. Currently clamped to 0.1 units or 1% of the lights range property, whichever is lower."); - public static readonly GUIContent ShadowNormalBias = EditorGUIUtility.TrTextContent("Normal", "Controls the distance shadow caster vertices are offset along their normals when rendering shadow maps. Currently ignored for Point Lights."); - public static readonly GUIContent ShadowDepthBias = EditorGUIUtility.TrTextContent("Depth", "Determines the distance at which Unity pushes shadows away from the shadow-casting GameObject along the line from the Light."); + public static readonly GUIContent ShadowNormalBias = EditorGUIUtility.TrTextContent("Normal", "Determines the bias this Light applies along the normal of surfaces it illuminates. This is ignored for point lights."); + public static readonly GUIContent ShadowDepthBias = EditorGUIUtility.TrTextContent("Depth", "Determines the bias at which shadows are pushed away from the shadow-casting Game Object along the line from the Light."); // Resolution (default or custom) public static readonly GUIContent ShadowResolution = EditorGUIUtility.TrTextContent("Resolution", $"Sets the rendered resolution of the shadow maps. A higher resolution increases the fidelity of shadows at the cost of GPU performance and memory usage. Rounded to the next power of two, and clamped to be at least {UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution}."); diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl index 26e80370a59..996ecb1f75a 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl @@ -21,7 +21,7 @@ half4 frag(PackedVaryings packedInput) : SV_TARGET clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); #endif - return 0; + return packedInput.positionCS.z; } #endif diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl index f32803419a1..4dc1d7ddb05 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl @@ -181,12 +181,20 @@ void Frag(PackedVaryings packedInput, #if defined(DECAL_PROJECTOR) #if UNITY_REVERSED_Z +#if _RENDER_PASS_ENABLED + float depth = LOAD_FRAMEBUFFER_INPUT(GBUFFER3, input.positionCS.xy); +#else float depth = LoadSceneDepth(input.positionCS.xy); +#endif +#else +#if _RENDER_PASS_ENABLED + float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LOAD_FRAMEBUFFER_INPUT(GBUFFER3, input.positionCS.xy)); #else // Adjust z to match NDC for OpenGL float depth = lerp(UNITY_NEAR_CLIP_VALUE, 1, LoadSceneDepth(input.positionCS.xy)); #endif #endif +#endif #if defined(DECAL_RECONSTRUCT_NORMAL) #if defined(_DECAL_NORMAL_BLEND_HIGH) diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs index 50ed2eacf84..d0ab95a61c1 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs @@ -3,16 +3,17 @@ using System.Collections.Generic; using UnityEngine; using UnityEditor.ShaderGraph; -using UnityEngine.Rendering; +using Unity.Rendering.Universal; using UnityEditor.UIElements; using UnityEngine.UIElements; using UnityEditor.ShaderGraph.Legacy; using UnityEngine.Rendering.Universal; using UnityEditor.ShaderGraph.Internal; +using ShaderUtils = Unity.Rendering.Universal.ShaderUtils; namespace UnityEditor.Rendering.Universal.ShaderGraph { - sealed class UniversalDecalSubTarget : SubTarget + sealed class UniversalDecalSubTarget : UniversalSubTarget { static readonly GUID kSourceCodeGuid = new GUID("f6cdcb0f9c306bf4895b74013d29ed47"); // UniversalDecalSubTarget.cs @@ -74,8 +75,11 @@ public UniversalDecalSubTarget() public override bool IsActive() => true; + protected override ShaderUtils.ShaderID shaderID => ShaderUtils.ShaderID.SG_Decal; + public override void Setup(ref TargetSetupContext context) { + base.Setup(ref context); context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); context.AddCustomEditorForRenderPipeline("UnityEditor.Rendering.Universal.DecalShaderGraphGUI", typeof(UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset)); // TODO: This should be owned by URP @@ -977,6 +981,7 @@ static class Descriptors { CoreKeywordDescriptors.MixedLightingSubtractive }, { Descriptors.DecalsNormalBlend }, { CoreKeywordDescriptors.GBufferNormalsOct }, + { CoreKeywordDescriptors.RenderPassEnabled }, { Descriptors.LodCrossFade, new FieldCondition(Fields.LodCrossFade, true) }, }; @@ -986,6 +991,7 @@ static class Descriptors { CoreKeywordDescriptors.ShadowsSoft }, { Descriptors.DecalsNormalBlend }, { CoreKeywordDescriptors.GBufferNormalsOct }, + { CoreKeywordDescriptors.RenderPassEnabled }, }; } #endregion diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs index 52847c9e051..4da2a4aec36 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs @@ -964,8 +964,8 @@ public static PassDescriptor _2DSceneSelection(UniversalTarget target) useInPreview = false, // Template - passTemplatePath = GenerationUtils.GetDefaultTemplatePath("PassMesh.template"), - sharedTemplateDirectories = GenerationUtils.GetDefaultSharedTemplateDirectories(), + passTemplatePath = UniversalTarget.kUberTemplatePath, + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, // Port Mask validVertexBlocks = CoreBlockMasks.Vertex, @@ -1002,8 +1002,8 @@ public static PassDescriptor _2DScenePicking(UniversalTarget target) useInPreview = false, // Template - passTemplatePath = GenerationUtils.GetDefaultTemplatePath("PassMesh.template"), - sharedTemplateDirectories = GenerationUtils.GetDefaultSharedTemplateDirectories(), + passTemplatePath = UniversalTarget.kUberTemplatePath, + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, // Port Mask validVertexBlocks = CoreBlockMasks.Vertex, @@ -1242,7 +1242,7 @@ public static RenderStateCollection DepthOnly(UniversalTarget target) { RenderState.ZTest(ZTest.LEqual) }, { RenderState.ZWrite(ZWrite.On) }, { UberSwitchedCullRenderState(target) }, - { RenderState.ColorMask("ColorMask 0") }, + { RenderState.ColorMask("ColorMask R") }, }; return result; diff --git a/com.unity.render-pipelines.universal/Editor/ShaderUtils.cs b/com.unity.render-pipelines.universal/Editor/ShaderUtils.cs index 43bbbd6358c..274ad6d734d 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderUtils.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderUtils.cs @@ -29,6 +29,10 @@ internal enum ShaderID // ShaderGraph IDs start at 1000, correspond to subtargets SG_Unlit = 1000, // UniversalUnlitSubTarget SG_Lit, // UniversalLitSubTarget + SG_Decal, // UniversalDecalSubTarget + SG_SpriteUnlit, // UniversalSpriteUnlitSubTarget + SG_SpriteLit, // UniversalSpriteLitSubTarget + SG_SpriteCustomLit // UniversalSpriteCustomLitSubTarget } internal static bool IsShaderGraph(this ShaderID id) @@ -96,6 +100,14 @@ internal static void UpdateMaterial(Material material, MaterialUpdateType update case ShaderID.SG_Unlit: ShaderGraphUnlitGUI.UpdateMaterial(material, updateType); break; + case ShaderID.SG_Decal: + break; + case ShaderID.SG_SpriteUnlit: + break; + case ShaderID.SG_SpriteLit: + break; + case ShaderID.SG_SpriteCustomLit: + break; default: break; } diff --git a/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template b/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template index 0515d737096..ab6d76d401a 100644 --- a/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template +++ b/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template @@ -86,6 +86,9 @@ void frag(ps_input i #if VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL #if defined(WRITE_NORMAL_BUFFER) , out float4 outNormalBuffer : SV_Target0 + , out float4 outDepthColor : SV_Target1 + #else + , out float4 outDepthColor : SV_Target0 #endif #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION , out float4 outColor : SV_Target0 @@ -130,7 +133,7 @@ void frag(ps_input i // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - //void + outDepthColor = float4(i.VFX_VARYING_POSCS.z, 0,0,0); #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW //void #else diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs b/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs index 39182277dfb..7f582520ccd 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs @@ -254,7 +254,7 @@ public LightType lightType /// /// The Sprite that's used by the Sprite Light type to control the shape light /// - public Sprite lightCookieSprite { get { return m_LightType != LightType.Point ? m_LightCookieSprite : m_DeprecatedPointLightCookieSprite; } } + public Sprite lightCookieSprite { get => m_LightCookieSprite; set => m_LightCookieSprite = value; } /// /// Controls the brightness and distance of the fall off (edge) of the light /// diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Light2DShape.cs b/com.unity.render-pipelines.universal/Runtime/2D/Light2DShape.cs index facd770a204..caab50fd9e6 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Light2DShape.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Light2DShape.cs @@ -60,7 +60,6 @@ public Vector3[] shapePath public void SetShapePath(Vector3[] path) { m_ShapePath = path; - UpdateMesh(true); } } } diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs index e442f29482e..deb45b6e0c1 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs @@ -150,7 +150,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re if (DebugHandler != null) { #if UNITY_EDITOR - UnityEditorInternal.SpriteMaskUtility.EnableDebugMode(DebugHandler.DebugDisplaySettings.MaterialSettings.DebugMaterialModeData == DebugMaterialMode.SpriteMask); + UnityEditorInternal.SpriteMaskUtility.EnableDebugMode(DebugHandler.DebugDisplaySettings.materialSettings.materialDebugMode == DebugMaterialMode.SpriteMask); #endif if (DebugHandler.AreAnySettingsActive) { @@ -187,7 +187,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re renderingData.cameraData.camera.orthographicSize = ppc.orthographicSize; colorTextureFilterMode = FilterMode.Point; - ppcUpscaleRT = ppc.gridSnapping == PixelPerfectCamera.GridSnapping.UpscaleRenderTexture; + ppcUpscaleRT = ppc.gridSnapping == PixelPerfectCamera.GridSnapping.UpscaleRenderTexture || ppc.requiresUpscalePass; } } diff --git a/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsCommon.cs b/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsCommon.cs index 74934bf51e8..c80ef8e30e4 100644 --- a/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsCommon.cs +++ b/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsCommon.cs @@ -34,7 +34,7 @@ public SettingsPanel() AddWidget(WidgetFactory.CreateMissingDebugShadersWarning()); var debugDisplaySettings = UniversalRenderPipelineDebugDisplaySettings.Instance; - var materialSettingsData = debugDisplaySettings.MaterialSettings; + var materialSettingsData = debugDisplaySettings.materialSettings; AddWidget(new DebugUI.Foldout { displayName = "Material Filters", @@ -54,7 +54,7 @@ public SettingsPanel() } }); - var lightingSettingsData = debugDisplaySettings.LightingSettings; + var lightingSettingsData = debugDisplaySettings.lightingSettings; AddWidget(new DebugUI.Foldout { displayName = "Lighting Debug Modes", @@ -75,7 +75,7 @@ public SettingsPanel() } }); - var renderingSettingsData = debugDisplaySettings.RenderingSettings; + var renderingSettingsData = debugDisplaySettings.renderingSettings; AddWidget(new DebugUI.Foldout { displayName = "Rendering Debug", @@ -103,11 +103,13 @@ public SettingsPanel() } #region IDebugDisplaySettingsData - UniversalRenderPipelineDebugDisplaySettings debugDisplaySettings => UniversalRenderPipelineDebugDisplaySettings.Instance; - public bool AreAnySettingsActive => debugDisplaySettings.AreAnySettingsActive; - public bool IsPostProcessingAllowed => debugDisplaySettings.IsPostProcessingAllowed; - public bool IsLightingActive => debugDisplaySettings.IsLightingActive; - public bool TryGetScreenClearColor(ref Color color) => debugDisplaySettings.TryGetScreenClearColor(ref color); + + // All common settings are owned by another panel, so they are treated as inactive here. + + public bool AreAnySettingsActive => false; + public bool IsPostProcessingAllowed => true; + public bool IsLightingActive => true; + public bool TryGetScreenClearColor(ref Color _) => false; public IDebugDisplaySettingsPanelDisposable CreatePanel() { diff --git a/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs b/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs index 6dce156a8ce..d3a46ec9893 100644 --- a/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs +++ b/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs @@ -3,10 +3,20 @@ namespace UnityEngine.Rendering.Universal { - class DebugDisplaySettingsLighting : IDebugDisplaySettingsData + /// + /// Lighting-related Rendering Debugger settings. + /// + public class DebugDisplaySettingsLighting : IDebugDisplaySettingsData { - internal DebugLightingMode DebugLightingMode { get; private set; } - internal DebugLightingFeatureFlags DebugLightingFeatureFlagsMask { get; private set; } + /// + /// Current debug lighting mode. + /// + public DebugLightingMode lightingDebugMode { get; set; } + + /// + /// Current debug lighting feature flags mask that allows selective disabling individual lighting components. + /// + public DebugLightingFeatureFlags lightingFeatureFlags { get; set; } static class Strings { @@ -20,17 +30,17 @@ internal static class WidgetFactory { nameAndTooltip = Strings.LightingDebugMode, autoEnum = typeof(DebugLightingMode), - getter = () => (int)data.DebugLightingMode, + getter = () => (int)data.lightingDebugMode, setter = (value) => { }, - getIndex = () => (int)data.DebugLightingMode, - setIndex = (value) => data.DebugLightingMode = (DebugLightingMode)value + getIndex = () => (int)data.lightingDebugMode, + setIndex = (value) => data.lightingDebugMode = (DebugLightingMode)value }; internal static DebugUI.Widget CreateLightingFeatures(DebugDisplaySettingsLighting data) => new DebugUI.BitField { nameAndTooltip = Strings.LightingFeatures, - getter = () => data.DebugLightingFeatureFlagsMask, - setter = (value) => data.DebugLightingFeatureFlagsMask = (DebugLightingFeatureFlags)value, + getter = () => data.lightingFeatureFlags, + setter = (value) => data.lightingFeatureFlags = (DebugLightingFeatureFlags)value, enumType = typeof(DebugLightingFeatureFlags), }; } @@ -58,9 +68,9 @@ public SettingsPanel(DebugDisplaySettingsLighting data) } #region IDebugDisplaySettingsData - public bool AreAnySettingsActive => (DebugLightingMode != DebugLightingMode.None) || (DebugLightingFeatureFlagsMask != DebugLightingFeatureFlags.None); + public bool AreAnySettingsActive => (lightingDebugMode != DebugLightingMode.None) || (lightingFeatureFlags != DebugLightingFeatureFlags.None); - public bool IsPostProcessingAllowed => (DebugLightingMode != DebugLightingMode.Reflections && DebugLightingMode != DebugLightingMode.ReflectionsWithSmoothness); + public bool IsPostProcessingAllowed => (lightingDebugMode != DebugLightingMode.Reflections && lightingDebugMode != DebugLightingMode.ReflectionsWithSmoothness); public bool IsLightingActive => true; @@ -69,7 +79,7 @@ public bool TryGetScreenClearColor(ref Color color) return false; } - public IDebugDisplaySettingsPanelDisposable CreatePanel() + IDebugDisplaySettingsPanelDisposable IDebugDisplaySettingsData.CreatePanel() { return new SettingsPanel(this); } diff --git a/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs b/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs index 8310ee6b93f..496a947dca9 100644 --- a/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs +++ b/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs @@ -3,10 +3,17 @@ namespace UnityEngine.Rendering.Universal { - class DebugDisplaySettingsMaterial : IDebugDisplaySettingsData + /// + /// Material-related Rendering Debugger settings. + /// + public class DebugDisplaySettingsMaterial : IDebugDisplaySettingsData { #region Material validation - internal enum AlbedoDebugValidationPreset + + /// + /// Builtin presets for debug albedo validation. + /// + public enum AlbedoDebugValidationPreset { DefaultLuminance, BlackAcrylicPaint, @@ -22,6 +29,7 @@ internal enum AlbedoDebugValidationPreset FreshSnow, BlueSky, Foliage, + Custom } struct AlbedoDebugValidationPresetData @@ -134,50 +142,100 @@ struct AlbedoDebugValidationPresetData minLuminance = new Color(91f / 255f, 108f / 255f, 65f / 255f).linear.maxColorComponent - 0.05f, maxLuminance = new Color(91f / 255f, 108f / 255f, 65f / 255f).linear.maxColorComponent + 0.05f }, + new AlbedoDebugValidationPresetData() + { + name = "Custom", + color = new Color(127f / 255f, 127f / 255f, 127f / 255f), + minLuminance = 0.01f, + maxLuminance = 0.90f + }, }; - AlbedoDebugValidationPreset m_AlbedoDebugValidationPreset; - internal AlbedoDebugValidationPreset albedoDebugValidationPreset + AlbedoDebugValidationPreset m_AlbedoValidationPreset; + + /// + /// Current albedo debug validation preset. + /// + public AlbedoDebugValidationPreset albedoValidationPreset { - get => m_AlbedoDebugValidationPreset; + get => m_AlbedoValidationPreset; set { - m_AlbedoDebugValidationPreset = value; + m_AlbedoValidationPreset = value; AlbedoDebugValidationPresetData presetData = m_AlbedoDebugValidationPresetData[(int)value]; - AlbedoMinLuminance = presetData.minLuminance; - AlbedoMaxLuminance = presetData.maxLuminance; - AlbedoCompareColor = presetData.color; + albedoMinLuminance = presetData.minLuminance; + albedoMaxLuminance = presetData.maxLuminance; + albedoCompareColor = presetData.color; } } - internal float AlbedoMinLuminance = 0.01f; - internal float AlbedoMaxLuminance = 0.90f; + /// + /// Current minimum luminance threshold value for albedo validation. + /// Any albedo luminance values below this value will be considered invalid and will appear red on screen. + /// + public float albedoMinLuminance { get; set; } = 0.01f; + + /// + /// Current maximum luminance threshold value for albedo validation. + /// Any albedo luminance values above this value will be considered invalid and will appear blue on screen. + /// + public float albedoMaxLuminance { get; set; } = 0.90f; float m_AlbedoHueTolerance = 0.104f; - internal float AlbedoHueTolerance + + /// + /// Current hue tolerance value for albedo validation. + /// + public float albedoHueTolerance { - get => m_AlbedoDebugValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance ? 1.0f : m_AlbedoHueTolerance; - private set => m_AlbedoHueTolerance = value; + get => m_AlbedoValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance ? 1.0f : m_AlbedoHueTolerance; + set => m_AlbedoHueTolerance = value; } float m_AlbedoSaturationTolerance = 0.214f; - internal float AlbedoSaturationTolerance + + /// + /// Current saturation tolerance value for albedo validation. + /// + public float albedoSaturationTolerance { - get => m_AlbedoDebugValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance ? 1.0f : m_AlbedoSaturationTolerance; - private set => m_AlbedoSaturationTolerance = value; + get => m_AlbedoValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance ? 1.0f : m_AlbedoSaturationTolerance; + set => m_AlbedoSaturationTolerance = value; } - internal Color AlbedoCompareColor = new Color(127f / 255f, 127f / 255f, 127f / 255f, 255f / 255f); + /// + /// Current target color value for albedo validation. + /// + public Color albedoCompareColor { get; set; } = new Color(127f / 255f, 127f / 255f, 127f / 255f, 255f / 255f); + + /// + /// Current minimum threshold value for metallic validation. + /// Any metallic values below this value will be considered invalid and will appear red on screen. + /// + public float metallicMinValue { get; set; } = 0.0f; - internal float MetallicMinValue = 0.0f; - internal float MetallicMaxValue = 0.9f; + /// + /// Current maximum threshold value for metallic validation. + /// Any metallic values above this value will be considered invalid and will appear blue on screen. + /// + public float metallicMaxValue { get; set; } = 0.9f; - internal DebugMaterialValidationMode MaterialValidationMode; + /// + /// Current material validation mode. + /// + public DebugMaterialValidationMode materialValidationMode { get; set; } #endregion - internal DebugMaterialMode DebugMaterialModeData { get; private set; } - internal DebugVertexAttributeMode DebugVertexAttributeIndexData { get; private set; } + /// + /// Current debug material mode. + /// + public DebugMaterialMode materialDebugMode { get; set; } + + /// + /// Current debug vertex attribute mode. + /// + public DebugVertexAttributeMode vertexAttributeDebugMode { get; set; } static class Strings { @@ -188,6 +246,7 @@ static class Strings public static readonly NameAndTooltip VertexAttribute = new() { name = "Vertex Attribute", tooltip = "Use the drop-down to select a 3D GameObject attribute, like Texture Coordinates or Vertex Color, to visualize on screen." }; public static readonly NameAndTooltip MaterialValidationMode = new() { name = "Material Validation Mode", tooltip = "Debug and validate material properties." }; public static readonly NameAndTooltip ValidationPreset = new() { name = "Validation Preset", tooltip = "Validate using a list of preset surfaces and inputs based on real-world surfaces." }; + public static readonly NameAndTooltip AlbedoCustomColor = new() { name = "Target Color", tooltip = "Custom target color for albedo validation." }; public static readonly NameAndTooltip AlbedoMinLuminance = new() { name = "Min Luminance", tooltip = "Any values set below this field are invalid and appear red on screen." }; public static readonly NameAndTooltip AlbedoMaxLuminance = new() { name = "Max Luminance", tooltip = "Any values set above this field are invalid and appear blue on screen." }; public static readonly NameAndTooltip AlbedoHueTolerance = new() { name = "Hue Tolerance", tooltip = "Validate a material based on a specific hue." }; @@ -202,30 +261,30 @@ internal static class WidgetFactory { nameAndTooltip = Strings.MaterialOverride, autoEnum = typeof(DebugMaterialMode), - getter = () => (int)data.DebugMaterialModeData, + getter = () => (int)data.materialDebugMode, setter = (value) => { }, - getIndex = () => (int)data.DebugMaterialModeData, - setIndex = (value) => data.DebugMaterialModeData = (DebugMaterialMode)value + getIndex = () => (int)data.materialDebugMode, + setIndex = (value) => data.materialDebugMode = (DebugMaterialMode)value }; internal static DebugUI.Widget CreateVertexAttribute(DebugDisplaySettingsMaterial data) => new DebugUI.EnumField { nameAndTooltip = Strings.VertexAttribute, autoEnum = typeof(DebugVertexAttributeMode), - getter = () => (int)data.DebugVertexAttributeIndexData, + getter = () => (int)data.vertexAttributeDebugMode, setter = (value) => { }, - getIndex = () => (int)data.DebugVertexAttributeIndexData, - setIndex = (value) => data.DebugVertexAttributeIndexData = (DebugVertexAttributeMode)value + getIndex = () => (int)data.vertexAttributeDebugMode, + setIndex = (value) => data.vertexAttributeDebugMode = (DebugVertexAttributeMode)value }; internal static DebugUI.Widget CreateMaterialValidationMode(DebugDisplaySettingsMaterial data) => new DebugUI.EnumField { nameAndTooltip = Strings.MaterialValidationMode, autoEnum = typeof(DebugMaterialValidationMode), - getter = () => (int)data.MaterialValidationMode, + getter = () => (int)data.materialValidationMode, setter = (value) => { }, - getIndex = () => (int)data.MaterialValidationMode, - setIndex = (value) => data.MaterialValidationMode = (DebugMaterialValidationMode)value, + getIndex = () => (int)data.materialValidationMode, + setIndex = (value) => data.materialValidationMode = (DebugMaterialValidationMode)value, onValueChanged = (_, _) => DebugManager.instance.ReDrawOnScreenDebug() }; @@ -233,60 +292,68 @@ internal static class WidgetFactory { nameAndTooltip = Strings.ValidationPreset, autoEnum = typeof(AlbedoDebugValidationPreset), - getter = () => (int)data.albedoDebugValidationPreset, + getter = () => (int)data.albedoValidationPreset, setter = (value) => { }, - getIndex = () => (int)data.albedoDebugValidationPreset, - setIndex = (value) => data.albedoDebugValidationPreset = (AlbedoDebugValidationPreset)value, + getIndex = () => (int)data.albedoValidationPreset, + setIndex = (value) => data.albedoValidationPreset = (AlbedoDebugValidationPreset)value, onValueChanged = (_, _) => DebugManager.instance.ReDrawOnScreenDebug() }; + internal static DebugUI.Widget CreateAlbedoCustomColor(DebugDisplaySettingsMaterial data) => new DebugUI.ColorField() + { + nameAndTooltip = Strings.AlbedoCustomColor, + getter = () => data.albedoCompareColor, + setter = (value) => data.albedoCompareColor = value, + isHiddenCallback = () => data.albedoValidationPreset != AlbedoDebugValidationPreset.Custom + }; + internal static DebugUI.Widget CreateAlbedoMinLuminance(DebugDisplaySettingsMaterial data) => new DebugUI.FloatField { nameAndTooltip = Strings.AlbedoMinLuminance, - getter = () => data.AlbedoMinLuminance, - setter = (value) => data.AlbedoMinLuminance = value, + getter = () => data.albedoMinLuminance, + setter = (value) => data.albedoMinLuminance = value, incStep = 0.01f }; internal static DebugUI.Widget CreateAlbedoMaxLuminance(DebugDisplaySettingsMaterial data) => new DebugUI.FloatField { nameAndTooltip = Strings.AlbedoMaxLuminance, - getter = () => data.AlbedoMaxLuminance, - setter = (value) => data.AlbedoMaxLuminance = value, + getter = () => data.albedoMaxLuminance, + setter = (value) => data.albedoMaxLuminance = value, incStep = 0.01f }; internal static DebugUI.Widget CreateAlbedoHueTolerance(DebugDisplaySettingsMaterial data) => new DebugUI.FloatField { nameAndTooltip = Strings.AlbedoHueTolerance, - getter = () => data.AlbedoHueTolerance, - setter = (value) => data.AlbedoHueTolerance = value, + getter = () => data.albedoHueTolerance, + setter = (value) => data.albedoHueTolerance = value, incStep = 0.01f, - isHiddenCallback = () => data.albedoDebugValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance + isHiddenCallback = () => data.albedoValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance }; internal static DebugUI.Widget CreateAlbedoSaturationTolerance(DebugDisplaySettingsMaterial data) => new DebugUI.FloatField { nameAndTooltip = Strings.AlbedoSaturationTolerance, - getter = () => data.AlbedoSaturationTolerance, - setter = (value) => data.AlbedoSaturationTolerance = value, + getter = () => data.albedoSaturationTolerance, + setter = (value) => data.albedoSaturationTolerance = value, incStep = 0.01f, - isHiddenCallback = () => data.albedoDebugValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance + isHiddenCallback = () => data.albedoValidationPreset == AlbedoDebugValidationPreset.DefaultLuminance }; internal static DebugUI.Widget CreateMetallicMinValue(DebugDisplaySettingsMaterial data) => new DebugUI.FloatField { nameAndTooltip = Strings.MetallicMinValue, - getter = () => data.MetallicMinValue, - setter = (value) => data.MetallicMinValue = value, + getter = () => data.metallicMinValue, + setter = (value) => data.metallicMinValue = value, incStep = 0.01f }; internal static DebugUI.Widget CreateMetallicMaxValue(DebugDisplaySettingsMaterial data) => new DebugUI.FloatField { nameAndTooltip = Strings.MetallicMaxValue, - getter = () => data.MetallicMaxValue, - setter = (value) => data.MetallicMaxValue = value, + getter = () => data.metallicMaxValue, + setter = (value) => data.metallicMaxValue = value, incStep = 0.01f }; } @@ -320,10 +387,11 @@ public SettingsPanel(DebugDisplaySettingsMaterial data) new DebugUI.Container() { displayName = Strings.AlbedoSettingsContainerName, - isHiddenCallback = () => data.MaterialValidationMode != DebugMaterialValidationMode.Albedo, + isHiddenCallback = () => data.materialValidationMode != DebugMaterialValidationMode.Albedo, children = { WidgetFactory.CreateAlbedoPreset(data), + WidgetFactory.CreateAlbedoCustomColor(data), WidgetFactory.CreateAlbedoMinLuminance(data), WidgetFactory.CreateAlbedoMaxLuminance(data), WidgetFactory.CreateAlbedoHueTolerance(data), @@ -333,7 +401,7 @@ public SettingsPanel(DebugDisplaySettingsMaterial data) new DebugUI.Container() { displayName = Strings.MetallicSettingsContainerName, - isHiddenCallback = () => data.MaterialValidationMode != DebugMaterialValidationMode.Metallic, + isHiddenCallback = () => data.materialValidationMode != DebugMaterialValidationMode.Metallic, children = { WidgetFactory.CreateMetallicMinValue(data), @@ -347,9 +415,9 @@ public SettingsPanel(DebugDisplaySettingsMaterial data) #region IDebugDisplaySettingsData public bool AreAnySettingsActive => - (DebugMaterialModeData != DebugMaterialMode.None) || - (DebugVertexAttributeIndexData != DebugVertexAttributeMode.None) || - (MaterialValidationMode != DebugMaterialValidationMode.None); + (materialDebugMode != DebugMaterialMode.None) || + (vertexAttributeDebugMode != DebugVertexAttributeMode.None) || + (materialValidationMode != DebugMaterialValidationMode.None); public bool IsPostProcessingAllowed => !AreAnySettingsActive; public bool IsLightingActive => !AreAnySettingsActive; @@ -358,7 +426,7 @@ public bool TryGetScreenClearColor(ref Color color) return false; } - public IDebugDisplaySettingsPanelDisposable CreatePanel() + IDebugDisplaySettingsPanelDisposable IDebugDisplaySettingsData.CreatePanel() { return new SettingsPanel(this); } diff --git a/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs b/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs index eacc16634c7..77bf2550a07 100644 --- a/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs +++ b/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs @@ -4,21 +4,35 @@ namespace UnityEngine.Rendering.Universal { - class DebugDisplaySettingsRendering : IDebugDisplaySettingsData + /// + /// Debug wireframe modes. + /// + public enum DebugWireframeMode { - // Under the hood, the implementation uses a single enum (DebugSceneOverrideMode). For UI, we have split - // this enum into WireframeMode and a separate Overdraw boolean. + /// No wireframe. + None, + /// Unfilled wireframe. + Wireframe, + /// Solid, filled wireframe. + SolidWireframe, + /// Solid, shaded wireframe. + ShadedWireframe, + } - enum WireframeMode - { - None, - Wireframe, - SolidWireframe, - ShadedWireframe, - } + /// + /// Rendering-related Rendering Debugger settings. + /// + public class DebugDisplaySettingsRendering : IDebugDisplaySettingsData + { + // Under the hood, the implementation uses a single enum (DebugSceneOverrideMode). For UI & public API, + // we have split this enum into WireframeMode and a separate Overdraw boolean. - WireframeMode m_WireframeMode = WireframeMode.None; - WireframeMode wireframeMode + DebugWireframeMode m_WireframeMode = DebugWireframeMode.None; + + /// + /// Current debug wireframe mode. + /// + public DebugWireframeMode wireframeMode { get => m_WireframeMode; set @@ -30,7 +44,10 @@ WireframeMode wireframeMode bool m_Overdraw = false; - bool overdraw + /// + /// Whether debug overdraw mode is active. + /// + public bool overdraw { get => m_Overdraw; set @@ -44,36 +61,72 @@ void UpdateDebugSceneOverrideMode() { switch (wireframeMode) { - case WireframeMode.Wireframe: - debugSceneOverrideMode = DebugSceneOverrideMode.Wireframe; + case DebugWireframeMode.Wireframe: + sceneOverrideMode = DebugSceneOverrideMode.Wireframe; break; - case WireframeMode.SolidWireframe: - debugSceneOverrideMode = DebugSceneOverrideMode.SolidWireframe; + case DebugWireframeMode.SolidWireframe: + sceneOverrideMode = DebugSceneOverrideMode.SolidWireframe; break; - case WireframeMode.ShadedWireframe: - debugSceneOverrideMode = DebugSceneOverrideMode.ShadedWireframe; + case DebugWireframeMode.ShadedWireframe: + sceneOverrideMode = DebugSceneOverrideMode.ShadedWireframe; break; default: - debugSceneOverrideMode = overdraw ? DebugSceneOverrideMode.Overdraw : DebugSceneOverrideMode.None; + sceneOverrideMode = overdraw ? DebugSceneOverrideMode.Overdraw : DebugSceneOverrideMode.None; break; } } - internal DebugFullScreenMode debugFullScreenMode { get; private set; } = DebugFullScreenMode.None; - internal int debugFullScreenModeOutputSizeScreenPercent { get; private set; } = 50; - internal DebugSceneOverrideMode debugSceneOverrideMode { get; private set; } = DebugSceneOverrideMode.None; - internal DebugMipInfoMode debugMipInfoMode { get; private set; } = DebugMipInfoMode.None; + /// + /// Current debug fullscreen overlay mode. + /// + public DebugFullScreenMode fullScreenDebugMode { get; set; } = DebugFullScreenMode.None; + + /// + /// Size of the debug fullscreen overlay, as percentage of the screen size. + /// + public int fullScreenDebugModeOutputSizeScreenPercent { get; set; } = 50; + + internal DebugSceneOverrideMode sceneOverrideMode { get; set; } = DebugSceneOverrideMode.None; + internal DebugMipInfoMode mipInfoMode { get; set; } = DebugMipInfoMode.None; - internal DebugPostProcessingMode debugPostProcessingMode { get; private set; } = DebugPostProcessingMode.Auto; - internal bool enableMsaa { get; private set; } = true; - internal bool enableHDR { get; private set; } = true; + /// + /// Current debug post processing mode. + /// + public DebugPostProcessingMode postProcessingDebugMode { get; set; } = DebugPostProcessingMode.Auto; + + /// + /// Whether MSAA is enabled. + /// + public bool enableMsaa { get; set; } = true; + + /// + /// Whether HDR is enabled. + /// + public bool enableHDR { get; set; } = true; #region Pixel validation - internal DebugValidationMode validationMode { get; private set; } - internal PixelValidationChannels validationChannels { get; private set; } = PixelValidationChannels.RGB; - internal float ValidationRangeMin { get; private set; } = 0.0f; - internal float ValidationRangeMax { get; private set; } = 1.0f; + /// + /// Current debug pixel validation mode. + /// + public DebugValidationMode validationMode { get; set; } + + /// + /// Current validation channels for DebugValidationMode.HighlightOutsideOfRange. + /// + public PixelValidationChannels validationChannels { get; set; } = PixelValidationChannels.RGB; + + /// + /// Current minimum threshold value for pixel validation. + /// Any values below this value will be considered invalid and will appear red on screen. + /// + public float validationRangeMin { get; set; } = 0.0f; + + /// + /// Current maximum threshold value for pixel validation. + /// Any values above this value will be considered invalid and will appear blue on screen. + /// + public float validationRangeMax { get; set; } = 1.0f; static class Strings { @@ -101,10 +154,10 @@ internal static class WidgetFactory { nameAndTooltip = Strings.MapOverlays, autoEnum = typeof(DebugFullScreenMode), - getter = () => (int)data.debugFullScreenMode, + getter = () => (int)data.fullScreenDebugMode, setter = (value) => { }, - getIndex = () => (int)data.debugFullScreenMode, - setIndex = (value) => data.debugFullScreenMode = (DebugFullScreenMode)value + getIndex = () => (int)data.fullScreenDebugMode, + setIndex = (value) => data.fullScreenDebugMode = (DebugFullScreenMode)value }; internal static DebugUI.Widget CreateMapOverlaySize(DebugDisplaySettingsRendering data) => new DebugUI.Container() @@ -114,8 +167,8 @@ internal static class WidgetFactory new DebugUI.IntField { nameAndTooltip = Strings.MapSize, - getter = () => data.debugFullScreenModeOutputSizeScreenPercent, - setter = value => data.debugFullScreenModeOutputSizeScreenPercent = value, + getter = () => data.fullScreenDebugModeOutputSizeScreenPercent, + setter = value => data.fullScreenDebugModeOutputSizeScreenPercent = value, incStep = 10, min = () => 0, max = () => 100 @@ -126,11 +179,11 @@ internal static class WidgetFactory internal static DebugUI.Widget CreateAdditionalWireframeShaderViews(DebugDisplaySettingsRendering data) => new DebugUI.EnumField { nameAndTooltip = Strings.AdditionalWireframeModes, - autoEnum = typeof(WireframeMode), + autoEnum = typeof(DebugWireframeMode), getter = () => (int)data.wireframeMode, setter = (value) => { }, getIndex = () => (int)data.wireframeMode, - setIndex = (value) => data.wireframeMode = (WireframeMode)value, + setIndex = (value) => data.wireframeMode = (DebugWireframeMode)value, onValueChanged = (_, _) => DebugManager.instance.ReDrawOnScreenDebug() }; @@ -148,7 +201,7 @@ internal static class WidgetFactory case GraphicsDeviceType.OpenGLES2: case GraphicsDeviceType.OpenGLES3: case GraphicsDeviceType.Vulkan: - return data.wireframeMode == WireframeMode.None; + return data.wireframeMode == DebugWireframeMode.None; default: return true; } @@ -167,10 +220,10 @@ internal static class WidgetFactory { nameAndTooltip = Strings.PostProcessing, autoEnum = typeof(DebugPostProcessingMode), - getter = () => (int)data.debugPostProcessingMode, - setter = (value) => data.debugPostProcessingMode = (DebugPostProcessingMode)value, - getIndex = () => (int)data.debugPostProcessingMode, - setIndex = (value) => data.debugPostProcessingMode = (DebugPostProcessingMode)value + getter = () => (int)data.postProcessingDebugMode, + setter = (value) => data.postProcessingDebugMode = (DebugPostProcessingMode)value, + getIndex = () => (int)data.postProcessingDebugMode, + setIndex = (value) => data.postProcessingDebugMode = (DebugPostProcessingMode)value }; internal static DebugUI.Widget CreateMSAA(DebugDisplaySettingsRendering data) => new DebugUI.BoolField @@ -211,16 +264,16 @@ internal static class WidgetFactory internal static DebugUI.Widget CreatePixelValueRangeMin(DebugDisplaySettingsRendering data) => new DebugUI.FloatField { nameAndTooltip = Strings.ValueRangeMin, - getter = () => data.ValidationRangeMin, - setter = (value) => data.ValidationRangeMin = value, + getter = () => data.validationRangeMin, + setter = (value) => data.validationRangeMin = value, incStep = 0.01f }; internal static DebugUI.Widget CreatePixelValueRangeMax(DebugDisplaySettingsRendering data) => new DebugUI.FloatField { nameAndTooltip = Strings.ValueRangeMax, - getter = () => data.ValidationRangeMax, - setter = (value) => data.ValidationRangeMax = value, + getter = () => data.validationRangeMax, + setter = (value) => data.validationRangeMax = value, incStep = 0.01f }; } @@ -276,24 +329,24 @@ public SettingsPanel(DebugDisplaySettingsRendering data) } #region IDebugDisplaySettingsData - public bool AreAnySettingsActive => (debugPostProcessingMode != DebugPostProcessingMode.Auto) || - (debugFullScreenMode != DebugFullScreenMode.None) || - (debugSceneOverrideMode != DebugSceneOverrideMode.None) || - (debugMipInfoMode != DebugMipInfoMode.None) || + public bool AreAnySettingsActive => (postProcessingDebugMode != DebugPostProcessingMode.Auto) || + (fullScreenDebugMode != DebugFullScreenMode.None) || + (sceneOverrideMode != DebugSceneOverrideMode.None) || + (mipInfoMode != DebugMipInfoMode.None) || (validationMode != DebugValidationMode.None) || !enableMsaa || !enableHDR; - public bool IsPostProcessingAllowed => (debugPostProcessingMode != DebugPostProcessingMode.Disabled) && - (debugSceneOverrideMode == DebugSceneOverrideMode.None) && - (debugMipInfoMode == DebugMipInfoMode.None); + public bool IsPostProcessingAllowed => (postProcessingDebugMode != DebugPostProcessingMode.Disabled) && + (sceneOverrideMode == DebugSceneOverrideMode.None) && + (mipInfoMode == DebugMipInfoMode.None); - public bool IsLightingActive => (debugSceneOverrideMode == DebugSceneOverrideMode.None) && - (debugMipInfoMode == DebugMipInfoMode.None); + public bool IsLightingActive => (sceneOverrideMode == DebugSceneOverrideMode.None) && + (mipInfoMode == DebugMipInfoMode.None); public bool TryGetScreenClearColor(ref Color color) { - switch (debugSceneOverrideMode) + switch (sceneOverrideMode) { case DebugSceneOverrideMode.None: case DebugSceneOverrideMode.ShadedWireframe: @@ -310,10 +363,10 @@ public bool TryGetScreenClearColor(ref Color color) default: throw new ArgumentOutOfRangeException(nameof(color)); - } // End of switch. + } } - public IDebugDisplaySettingsPanelDisposable CreatePanel() + IDebugDisplaySettingsPanelDisposable IDebugDisplaySettingsData.CreatePanel() { return new SettingsPanel(this); } diff --git a/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs b/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs index 6f12571e5f7..12867a6b029 100644 --- a/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs +++ b/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs @@ -57,9 +57,9 @@ class DebugHandler : IDebugDisplaySettingsQuery readonly UniversalRenderPipelineDebugDisplaySettings m_DebugDisplaySettings; - DebugDisplaySettingsLighting LightingSettings => m_DebugDisplaySettings.LightingSettings; - DebugDisplaySettingsMaterial MaterialSettings => m_DebugDisplaySettings.MaterialSettings; - DebugDisplaySettingsRendering RenderingSettings => m_DebugDisplaySettings.RenderingSettings; + DebugDisplaySettingsLighting LightingSettings => m_DebugDisplaySettings.lightingSettings; + DebugDisplaySettingsMaterial MaterialSettings => m_DebugDisplaySettings.materialSettings; + DebugDisplaySettingsRendering RenderingSettings => m_DebugDisplaySettings.renderingSettings; #region IDebugDisplaySettingsQuery @@ -69,12 +69,12 @@ class DebugHandler : IDebugDisplaySettingsQuery // These modes would require putting custom data into gbuffer, so instead we just disable deferred mode. internal bool IsActiveModeUnsupportedForDeferred => - m_DebugDisplaySettings.LightingSettings.DebugLightingMode != DebugLightingMode.None || - m_DebugDisplaySettings.LightingSettings.DebugLightingFeatureFlagsMask != DebugLightingFeatureFlags.None || - m_DebugDisplaySettings.RenderingSettings.debugSceneOverrideMode != DebugSceneOverrideMode.None || - m_DebugDisplaySettings.MaterialSettings.DebugMaterialModeData != DebugMaterialMode.None || - m_DebugDisplaySettings.MaterialSettings.DebugVertexAttributeIndexData != DebugVertexAttributeMode.None || - m_DebugDisplaySettings.MaterialSettings.MaterialValidationMode != DebugMaterialValidationMode.None; + m_DebugDisplaySettings.lightingSettings.lightingDebugMode != DebugLightingMode.None || + m_DebugDisplaySettings.lightingSettings.lightingFeatureFlags != DebugLightingFeatureFlags.None || + m_DebugDisplaySettings.renderingSettings.sceneOverrideMode != DebugSceneOverrideMode.None || + m_DebugDisplaySettings.materialSettings.materialDebugMode != DebugMaterialMode.None || + m_DebugDisplaySettings.materialSettings.vertexAttributeDebugMode != DebugVertexAttributeMode.None || + m_DebugDisplaySettings.materialSettings.materialValidationMode != DebugMaterialValidationMode.None; public bool TryGetScreenClearColor(ref Color color) { @@ -100,7 +100,7 @@ internal bool IsRenderPassSupported { get { - return RenderingSettings.debugSceneOverrideMode == DebugSceneOverrideMode.None || RenderingSettings.debugSceneOverrideMode == DebugSceneOverrideMode.Overdraw; + return RenderingSettings.sceneOverrideMode == DebugSceneOverrideMode.None || RenderingSettings.sceneOverrideMode == DebugSceneOverrideMode.Overdraw; } } @@ -125,15 +125,15 @@ internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenM internal bool TryGetFullscreenDebugMode(out DebugFullScreenMode debugFullScreenMode, out int textureHeightPercent) { - debugFullScreenMode = RenderingSettings.debugFullScreenMode; - textureHeightPercent = RenderingSettings.debugFullScreenModeOutputSizeScreenPercent; + debugFullScreenMode = RenderingSettings.fullScreenDebugMode; + textureHeightPercent = RenderingSettings.fullScreenDebugModeOutputSizeScreenPercent; return debugFullScreenMode != DebugFullScreenMode.None; } [Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")] internal void SetupShaderProperties(CommandBuffer cmd, int passIndex = 0) { - if (LightingSettings.DebugLightingMode == DebugLightingMode.ShadowCascades) + if (LightingSettings.lightingDebugMode == DebugLightingMode.ShadowCascades) { // we disable cubemap reflections, too distracting (in TemplateLWRP for ex.) cmd.EnableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF"); @@ -143,7 +143,7 @@ internal void SetupShaderProperties(CommandBuffer cmd, int passIndex = 0) cmd.DisableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF"); } - switch (RenderingSettings.debugSceneOverrideMode) + switch (RenderingSettings.sceneOverrideMode) { case DebugSceneOverrideMode.Overdraw: { @@ -179,19 +179,19 @@ internal void SetupShaderProperties(CommandBuffer cmd, int passIndex = 0) } } - switch (MaterialSettings.MaterialValidationMode) + switch (MaterialSettings.materialValidationMode) { case DebugMaterialValidationMode.Albedo: - cmd.SetGlobalFloat(k_DebugValidateAlbedoMinLuminanceId, MaterialSettings.AlbedoMinLuminance); - cmd.SetGlobalFloat(k_DebugValidateAlbedoMaxLuminanceId, MaterialSettings.AlbedoMaxLuminance); - cmd.SetGlobalFloat(k_DebugValidateAlbedoSaturationToleranceId, MaterialSettings.AlbedoSaturationTolerance); - cmd.SetGlobalFloat(k_DebugValidateAlbedoHueToleranceId, MaterialSettings.AlbedoHueTolerance); - cmd.SetGlobalColor(k_DebugValidateAlbedoCompareColorId, MaterialSettings.AlbedoCompareColor.linear); + cmd.SetGlobalFloat(k_DebugValidateAlbedoMinLuminanceId, MaterialSettings.albedoMinLuminance); + cmd.SetGlobalFloat(k_DebugValidateAlbedoMaxLuminanceId, MaterialSettings.albedoMaxLuminance); + cmd.SetGlobalFloat(k_DebugValidateAlbedoSaturationToleranceId, MaterialSettings.albedoSaturationTolerance); + cmd.SetGlobalFloat(k_DebugValidateAlbedoHueToleranceId, MaterialSettings.albedoHueTolerance); + cmd.SetGlobalColor(k_DebugValidateAlbedoCompareColorId, MaterialSettings.albedoCompareColor.linear); break; case DebugMaterialValidationMode.Metallic: - cmd.SetGlobalFloat(k_DebugValidateMetallicMinValueId, MaterialSettings.MetallicMinValue); - cmd.SetGlobalFloat(k_DebugValidateMetallicMaxValueId, MaterialSettings.MetallicMaxValue); + cmd.SetGlobalFloat(k_DebugValidateMetallicMinValueId, MaterialSettings.metallicMinValue); + cmd.SetGlobalFloat(k_DebugValidateMetallicMaxValueId, MaterialSettings.metallicMaxValue); break; } } @@ -236,12 +236,12 @@ internal void UpdateShaderGlobalPropertiesForFinalValidationPass(CommandBuffer c cmd.SetGlobalInteger(k_DebugRenderTargetSupportsStereo, m_DebugRenderTargetSupportsStereo ? 1 : 0); } - var renderingSettings = m_DebugDisplaySettings.RenderingSettings; + var renderingSettings = m_DebugDisplaySettings.renderingSettings; if (renderingSettings.validationMode == DebugValidationMode.HighlightOutsideOfRange) { cmd.SetGlobalInteger(k_ValidationChannelsId, (int)renderingSettings.validationChannels); - cmd.SetGlobalFloat(k_RangeMinimumId, renderingSettings.ValidationRangeMin); - cmd.SetGlobalFloat(k_RangeMaximumId, renderingSettings.ValidationRangeMax); + cmd.SetGlobalFloat(k_RangeMinimumId, renderingSettings.validationRangeMin); + cmd.SetGlobalFloat(k_RangeMaximumId, renderingSettings.validationRangeMax); } } @@ -255,22 +255,22 @@ internal void Setup(ScriptableRenderContext context, ref CameraData cameraData) cmd.EnableShaderKeyword(ShaderKeywordStrings.DEBUG_DISPLAY); // Material settings... - cmd.SetGlobalFloat(k_DebugMaterialModeId, (int)MaterialSettings.DebugMaterialModeData); - cmd.SetGlobalFloat(k_DebugVertexAttributeModeId, (int)MaterialSettings.DebugVertexAttributeIndexData); + cmd.SetGlobalFloat(k_DebugMaterialModeId, (int)MaterialSettings.materialDebugMode); + cmd.SetGlobalFloat(k_DebugVertexAttributeModeId, (int)MaterialSettings.vertexAttributeDebugMode); - cmd.SetGlobalInteger(k_DebugMaterialValidationModeId, (int)MaterialSettings.MaterialValidationMode); + cmd.SetGlobalInteger(k_DebugMaterialValidationModeId, (int)MaterialSettings.materialValidationMode); // Rendering settings... - cmd.SetGlobalInteger(k_DebugMipInfoModeId, (int)RenderingSettings.debugMipInfoMode); - cmd.SetGlobalInteger(k_DebugSceneOverrideModeId, (int)RenderingSettings.debugSceneOverrideMode); - cmd.SetGlobalInteger(k_DebugFullScreenModeId, (int)RenderingSettings.debugFullScreenMode); + cmd.SetGlobalInteger(k_DebugMipInfoModeId, (int)RenderingSettings.mipInfoMode); + cmd.SetGlobalInteger(k_DebugSceneOverrideModeId, (int)RenderingSettings.sceneOverrideMode); + cmd.SetGlobalInteger(k_DebugFullScreenModeId, (int)RenderingSettings.fullScreenDebugMode); cmd.SetGlobalInteger(k_DebugValidationModeId, (int)RenderingSettings.validationMode); cmd.SetGlobalColor(k_DebugValidateBelowMinThresholdColorPropertyId, Color.red); cmd.SetGlobalColor(k_DebugValidateAboveMaxThresholdColorPropertyId, Color.blue); // Lighting settings... - cmd.SetGlobalFloat(k_DebugLightingModeId, (int)LightingSettings.DebugLightingMode); - cmd.SetGlobalInteger(k_DebugLightingFeatureFlagsId, (int)LightingSettings.DebugLightingFeatureFlagsMask); + cmd.SetGlobalFloat(k_DebugLightingModeId, (int)LightingSettings.lightingDebugMode); + cmd.SetGlobalInteger(k_DebugLightingFeatureFlagsId, (int)LightingSettings.lightingFeatureFlags); // Set-up any other persistent properties... cmd.SetGlobalColor(k_DebugColorInvalidModePropertyId, Color.red); @@ -302,7 +302,7 @@ private class Enumerator : IEnumerator public Enumerator(DebugHandler debugHandler, ScriptableRenderContext context, CommandBuffer commandBuffer) { - DebugSceneOverrideMode sceneOverrideMode = debugHandler.DebugDisplaySettings.RenderingSettings.debugSceneOverrideMode; + DebugSceneOverrideMode sceneOverrideMode = debugHandler.DebugDisplaySettings.renderingSettings.sceneOverrideMode; m_DebugHandler = debugHandler; m_Context = context; diff --git a/com.unity.render-pipelines.universal/Runtime/Debug/DebugRenderSetup.cs b/com.unity.render-pipelines.universal/Runtime/Debug/DebugRenderSetup.cs index fb386dce8df..59286947ba0 100644 --- a/com.unity.render-pipelines.universal/Runtime/Debug/DebugRenderSetup.cs +++ b/com.unity.render-pipelines.universal/Runtime/Debug/DebugRenderSetup.cs @@ -9,13 +9,13 @@ class DebugRenderSetup : IDisposable private readonly CommandBuffer m_CommandBuffer; private readonly int m_Index; - private DebugDisplaySettingsMaterial MaterialSettings => m_DebugHandler.DebugDisplaySettings.MaterialSettings; - private DebugDisplaySettingsRendering RenderingSettings => m_DebugHandler.DebugDisplaySettings.RenderingSettings; - private DebugDisplaySettingsLighting LightingSettings => m_DebugHandler.DebugDisplaySettings.LightingSettings; + private DebugDisplaySettingsMaterial MaterialSettings => m_DebugHandler.DebugDisplaySettings.materialSettings; + private DebugDisplaySettingsRendering RenderingSettings => m_DebugHandler.DebugDisplaySettings.renderingSettings; + private DebugDisplaySettingsLighting LightingSettings => m_DebugHandler.DebugDisplaySettings.lightingSettings; private void Begin() { - DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.debugSceneOverrideMode; + DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.sceneOverrideMode; switch (sceneOverrideMode) { @@ -46,7 +46,7 @@ private void Begin() private void End() { - DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.debugSceneOverrideMode; + DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.sceneOverrideMode; switch (sceneOverrideMode) { @@ -82,7 +82,7 @@ internal DebugRenderSetup(DebugHandler debugHandler, ScriptableRenderContext con internal DrawingSettings CreateDrawingSettings(DrawingSettings drawingSettings) { - bool usesReplacementMaterial = (MaterialSettings.DebugVertexAttributeIndexData != DebugVertexAttributeMode.None); + bool usesReplacementMaterial = (MaterialSettings.vertexAttributeDebugMode != DebugVertexAttributeMode.None); if (usesReplacementMaterial) { @@ -100,7 +100,7 @@ internal DrawingSettings CreateDrawingSettings(DrawingSettings drawingSettings) internal RenderStateBlock GetRenderStateBlock(RenderStateBlock renderStateBlock) { - DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.debugSceneOverrideMode; + DebugSceneOverrideMode sceneOverrideMode = RenderingSettings.sceneOverrideMode; // Potentially override parts of the RenderStateBlock switch (sceneOverrideMode) diff --git a/com.unity.render-pipelines.universal/Runtime/Debug/UniversalRenderPipelineDebugDisplaySettings.cs b/com.unity.render-pipelines.universal/Runtime/Debug/UniversalRenderPipelineDebugDisplaySettings.cs index d4e7c0eeed2..f8013e8d2ea 100644 --- a/com.unity.render-pipelines.universal/Runtime/Debug/UniversalRenderPipelineDebugDisplaySettings.cs +++ b/com.unity.render-pipelines.universal/Runtime/Debug/UniversalRenderPipelineDebugDisplaySettings.cs @@ -9,41 +9,20 @@ public class UniversalRenderPipelineDebugDisplaySettings : DebugDisplaySettings< /// /// Material-related Rendering Debugger settings. /// - internal DebugDisplaySettingsMaterial MaterialSettings { get; private set; } + public DebugDisplaySettingsMaterial materialSettings { get; private set; } /// /// Rendering-related Rendering Debugger settings. /// - internal DebugDisplaySettingsRendering RenderingSettings { get; private set; } + public DebugDisplaySettingsRendering renderingSettings { get; private set; } /// /// Lighting-related Rendering Debugger settings. /// - internal DebugDisplaySettingsLighting LightingSettings { get; private set; } + public DebugDisplaySettingsLighting lightingSettings { get; private set; } #region IDebugDisplaySettingsQuery - /// - /// Returns true if any of the debug settings are currently active. - /// - public override bool AreAnySettingsActive => MaterialSettings.AreAnySettingsActive || - LightingSettings.AreAnySettingsActive || - RenderingSettings.AreAnySettingsActive; - - public override bool TryGetScreenClearColor(ref Color color) - { - return MaterialSettings.TryGetScreenClearColor(ref color) || - RenderingSettings.TryGetScreenClearColor(ref color) || - LightingSettings.TryGetScreenClearColor(ref color); - } - - /// - /// Returns true if lighting is active for current state of debug settings. - /// - public override bool IsLightingActive => MaterialSettings.IsLightingActive && - RenderingSettings.IsLightingActive && - LightingSettings.IsLightingActive; - /// /// Returns true if the current state of debug settings allows post-processing. /// @@ -51,7 +30,7 @@ public override bool IsPostProcessingAllowed { get { - DebugPostProcessingMode debugPostProcessingMode = RenderingSettings.debugPostProcessingMode; + DebugPostProcessingMode debugPostProcessingMode = renderingSettings.postProcessingDebugMode; switch (debugPostProcessingMode) { @@ -62,10 +41,11 @@ public override bool IsPostProcessingAllowed case DebugPostProcessingMode.Auto: { - // Only enable post-processing if we aren't using certain debug-views... - return MaterialSettings.IsPostProcessingAllowed && - RenderingSettings.IsPostProcessingAllowed && - LightingSettings.IsPostProcessingAllowed; + // Only enable post-processing if we aren't using certain debug-views. + bool postProcessingAllowed = true; + foreach (IDebugDisplaySettingsData setting in m_Settings) + postProcessingAllowed &= setting.IsPostProcessingAllowed; + return postProcessingAllowed; } case DebugPostProcessingMode.Enabled: @@ -84,6 +64,7 @@ public override bool IsPostProcessingAllowed public UniversalRenderPipelineDebugDisplaySettings() { + Reset(); } public override void Reset() @@ -91,9 +72,9 @@ public override void Reset() m_Settings.Clear(); CommonSettings = Add(new DebugDisplaySettingsCommon()); - MaterialSettings = Add(new DebugDisplaySettingsMaterial()); - LightingSettings = Add(new DebugDisplaySettingsLighting()); - RenderingSettings = Add(new DebugDisplaySettingsRendering()); + materialSettings = Add(new DebugDisplaySettingsMaterial()); + lightingSettings = Add(new DebugDisplaySettingsLighting()); + renderingSettings = Add(new DebugDisplaySettingsRendering()); } } } diff --git a/com.unity.render-pipelines.universal/Runtime/Decal/ScreenSpace/DecalGBufferRenderPass.cs b/com.unity.render-pipelines.universal/Runtime/Decal/ScreenSpace/DecalGBufferRenderPass.cs index 50d65c9dccd..d87ae624318 100644 --- a/com.unity.render-pipelines.universal/Runtime/Decal/ScreenSpace/DecalGBufferRenderPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Decal/ScreenSpace/DecalGBufferRenderPass.cs @@ -17,6 +17,7 @@ internal class DecalGBufferRenderPass : ScriptableRenderPass private DecalDrawGBufferSystem m_DrawSystem; private DecalScreenSpaceSettings m_Settings; private DeferredLights m_DeferredLights; + private RenderTargetIdentifier[] m_GbufferAttachments; public DecalGBufferRenderPass(DecalScreenSpaceSettings settings, DecalDrawGBufferSystem drawSystem) { @@ -41,7 +42,20 @@ internal void Setup(DeferredLights deferredLights) public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { - ConfigureTarget(m_DeferredLights.GbufferAttachmentIdentifiers, m_DeferredLights.DepthAttachmentIdentifier); + if (m_DeferredLights != null && m_DeferredLights.UseRenderPass) + { + if (m_GbufferAttachments == null) + m_GbufferAttachments = new RenderTargetIdentifier[] + { + m_DeferredLights.GbufferAttachmentIdentifiers[0], m_DeferredLights.GbufferAttachmentIdentifiers[1], + m_DeferredLights.GbufferAttachmentIdentifiers[2], m_DeferredLights.GbufferAttachmentIdentifiers[3] + }; + ConfigureInputAttachments(m_DeferredLights.DepthCopyTextureIdentifier, false); + } + else + m_GbufferAttachments = m_DeferredLights.GbufferAttachmentIdentifiers; + + ConfigureTarget(m_GbufferAttachments, m_DeferredLights.DepthAttachmentIdentifier); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) diff --git a/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs b/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs index 7ea78e2d28f..1888441f080 100644 --- a/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs +++ b/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs @@ -188,6 +188,7 @@ internal bool AccurateGbufferNormals // Output lighting result. internal RenderTargetHandle[] GbufferAttachments { get; set; } internal RenderTargetIdentifier[] DeferredInputAttachments { get; set; } + internal bool[] DeferredInputIsTransient { get; set; } // Input depth texture, also bound as read-only RT internal RenderTargetHandle DepthAttachment { get; set; } // @@ -402,12 +403,17 @@ public void Setup(ref RenderingData renderingData, this.GbufferAttachmentIdentifiers[i] = this.GbufferAttachments[i].Identifier(); this.GbufferFormats[i] = this.GetGBufferFormat(i); } - if (this.DeferredInputAttachments == null && this.UseRenderPass && this.GbufferAttachments.Length >= 5) + if (this.DeferredInputAttachments == null && this.UseRenderPass && this.GbufferAttachments.Length >= 3) { this.DeferredInputAttachments = new RenderTargetIdentifier[4] { this.GbufferAttachmentIdentifiers[0], this.GbufferAttachmentIdentifiers[1], - this.GbufferAttachmentIdentifiers[2], this.GbufferAttachmentIdentifiers[4] + this.GbufferAttachmentIdentifiers[2], this.DepthCopyTextureIdentifier + }; + + this.DeferredInputIsTransient = new bool[4] + { + true, true, true, false }; } this.DepthAttachmentIdentifier = depthAttachment.Identifier(); diff --git a/com.unity.render-pipelines.universal/Runtime/NativeRenderPass.cs b/com.unity.render-pipelines.universal/Runtime/NativeRenderPass.cs index 4a117d6b681..2dc8e24140c 100644 --- a/com.unity.render-pipelines.universal/Runtime/NativeRenderPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/NativeRenderPass.cs @@ -29,6 +29,11 @@ public partial class ScriptableRenderer }; AttachmentDescriptor m_ActiveDepthAttachmentDescriptor; + bool[] m_IsActiveColorAttachmentTransient = new bool[] + { + false, false, false, false, false, false, false, false + }; + internal RenderBufferStoreAction[] m_FinalColorStoreAction = new RenderBufferStoreAction[] { RenderBufferStoreAction.Store, RenderBufferStoreAction.Store, RenderBufferStoreAction.Store, RenderBufferStoreAction.Store, @@ -200,6 +205,7 @@ internal void SetNativeRenderPassMRTAttachmentList(ScriptableRenderPass renderPa UpdateFinalStoreActions(currentMergeablePasses, cameraData); int currentAttachmentIdx = 0; + bool hasInput = false; foreach (var passIdx in currentMergeablePasses) { if (passIdx == -1) @@ -248,7 +254,10 @@ internal void SetNativeRenderPassMRTAttachmentList(ScriptableRenderPass renderPa } if (PassHasInputAttachments(pass)) + { + hasInput = true; SetupInputAttachmentIndices(pass); + } // TODO: this is redundant and is being setup for each attachment. Needs to be done only once per mergeable pass list (we need to make sure mergeable passes use the same depth!) m_ActiveDepthAttachmentDescriptor = new AttachmentDescriptor(SystemInfo.GetGraphicsFormat(DefaultFormat.DepthStencil)); @@ -260,6 +269,9 @@ internal void SetNativeRenderPassMRTAttachmentList(ScriptableRenderPass renderPa if (m_UseOptimizedStoreActions) m_ActiveDepthAttachmentDescriptor.storeAction = m_FinalDepthStoreAction; } + + if (hasInput) + SetupTransientInputAttachments(m_RenderPassesAttachmentCount[currentPassHash]); } } @@ -504,6 +516,7 @@ internal void ExecuteNativeRenderPass(ScriptableRenderContext context, Scriptabl for (int i = 0; i < m_ActiveColorAttachmentDescriptors.Length; ++i) { m_ActiveColorAttachmentDescriptors[i] = RenderingUtils.emptyAttachment; + m_IsActiveColorAttachmentTransient[i] = false; } m_ActiveDepthAttachmentDescriptor = RenderingUtils.emptyAttachment; @@ -523,11 +536,25 @@ internal void SetupInputAttachmentIndices(ScriptableRenderPass pass) continue; } - // Assume input attachment has to be transient as ScriptableRenderPass currently has only setters for StoreAction - // We also change the target of the descriptor for it to be initialized engine-side as a transient resource. - m_ActiveColorAttachmentDescriptors[pass.m_InputAttachmentIndices[i]].loadAction = RenderBufferLoadAction.DontCare; - m_ActiveColorAttachmentDescriptors[pass.m_InputAttachmentIndices[i]].storeAction = RenderBufferStoreAction.DontCare; - m_ActiveColorAttachmentDescriptors[pass.m_InputAttachmentIndices[i]].loadStoreTarget = BuiltinRenderTextureType.None; + // Only update it as long as it has default value - if it was changed once, we assume it'll be memoryless in the whole RenderPass + if (!m_IsActiveColorAttachmentTransient[pass.m_InputAttachmentIndices[i]]) + { + m_IsActiveColorAttachmentTransient[pass.m_InputAttachmentIndices[i]] = pass.IsInputAttachmentTransient(i); + } + } + } + + internal void SetupTransientInputAttachments(int attachmentCount) + { + for (int i = 0; i < attachmentCount; ++i) + { + if (!m_IsActiveColorAttachmentTransient[i]) + continue; + + m_ActiveColorAttachmentDescriptors[i].loadAction = RenderBufferLoadAction.DontCare; + m_ActiveColorAttachmentDescriptors[i].storeAction = RenderBufferStoreAction.DontCare; + // We change the target of the descriptor for it to be initialized engine-side as a transient resource. + m_ActiveColorAttachmentDescriptors[i].loadStoreTarget = BuiltinRenderTextureType.None; } } diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs index 55ece56250b..e469b0256b2 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs @@ -18,6 +18,9 @@ public class CopyDepthPass : ScriptableRenderPass private RenderTargetHandle destination { get; set; } internal bool AllocateRT { get; set; } internal int MssaSamples { get; set; } + // In some cases (Scene view, XR and etc.) we actually want to output to depth buffer + // So this variable needs to be set to true to enable the correct copy shader semantic + internal bool CopyToDepth { get; set; } Material m_CopyDepthMaterial; internal bool m_CopyResolvedDepth; @@ -26,6 +29,7 @@ public CopyDepthPass(RenderPassEvent evt, Material copyDepthMaterial) { base.profilingSampler = new ProfilingSampler(nameof(CopyDepthPass)); AllocateRT = true; + CopyToDepth = false; m_CopyDepthMaterial = copyDepthMaterial; renderPassEvent = evt; m_CopyResolvedDepth = false; @@ -47,14 +51,25 @@ public void Setup(RenderTargetHandle source, RenderTargetHandle destination) public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { var descriptor = renderingData.cameraData.cameraTargetDescriptor; - descriptor.colorFormat = RenderTextureFormat.Depth; - descriptor.depthBufferBits = 32; //TODO: do we really need this. double check; + descriptor.graphicsFormat = GraphicsFormat.R32_SFloat; +#if UNITY_EDITOR + descriptor.depthBufferBits = 16; + +#else + descriptor.depthBufferBits = 0; + +#endif descriptor.msaaSamples = 1; if (this.AllocateRT) cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point); + var target = new RenderTargetIdentifier(destination.Identifier(), 0, CubemapFace.Unknown, -1); +#if UNITY_EDITOR + ConfigureTarget(target, target, GraphicsFormat.R32_SFloat, descriptor.width, descriptor.height, descriptor.msaaSamples); +#else // On Metal iOS, prevent camera attachments to be bound and cleared during this pass. - ConfigureTarget(new RenderTargetIdentifier(destination.Identifier(), 0, CubemapFace.Unknown, -1), descriptor.depthStencilFormat, descriptor.width, descriptor.height, descriptor.msaaSamples, true); + ConfigureTarget(target, GraphicsFormat.R32_SFloat, descriptor.width, descriptor.height, descriptor.msaaSamples, false); +#endif ConfigureClear(ClearFlag.None, Color.black); } @@ -112,6 +127,11 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData break; } + if (CopyToDepth) + cmd.EnableShaderKeyword("_OUTPUT_DEPTH"); + else + cmd.DisableShaderKeyword("_OUTPUT_DEPTH"); + cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier()); diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/DeferredPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/DeferredPass.cs index bdcb7f891a0..a78ddccedb9 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/DeferredPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/DeferredPass.cs @@ -29,7 +29,7 @@ public override void Configure(CommandBuffer cmd, RenderTextureDescriptor camera RenderTargetIdentifier lightingAttachmentId = m_DeferredLights.GbufferAttachmentIdentifiers[m_DeferredLights.GBufferLightingIndex]; RenderTargetIdentifier depthAttachmentId = m_DeferredLights.DepthAttachmentIdentifier; if (m_DeferredLights.UseRenderPass) - ConfigureInputAttachments(m_DeferredLights.DeferredInputAttachments); + ConfigureInputAttachments(m_DeferredLights.DeferredInputAttachments, m_DeferredLights.DeferredInputIsTransient); // TODO: change to m_DeferredLights.GetGBufferFormat(m_DeferredLights.GBufferLightingIndex) when it's not GraphicsFormat.None // TODO: Cannot currently bind depth texture as read-only! diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/DepthOnlyPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/DepthOnlyPass.cs index 00b3a1aa512..a20015a5356 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/DepthOnlyPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/DepthOnlyPass.cs @@ -31,6 +31,7 @@ public DepthOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, Lay base.profilingSampler = new ProfilingSampler(nameof(DepthOnlyPass)); m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); renderPassEvent = evt; + useNativeRenderPass = false; } /// @@ -41,7 +42,8 @@ public void Setup( RenderTargetHandle depthAttachmentHandle) { this.depthAttachmentHandle = depthAttachmentHandle; - baseDescriptor.colorFormat = RenderTextureFormat.Depth; + baseDescriptor.graphicsFormat = GraphicsFormat.R32_SFloat; + // Even though this texture is going to be a color texture, we need depth buffer to correctly render it (ZTest and all) baseDescriptor.depthBufferBits = k_DepthBufferBits; // Depth-Only pass don't use MSAA @@ -61,16 +63,18 @@ public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderin // When depth priming is in use the camera target should not be overridden so the Camera's MSAA depth attachment is used. if (renderingData.cameraData.renderer.useDepthPriming && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth)) { - ConfigureTarget(renderingData.cameraData.renderer.cameraDepthTarget, descriptor.depthStencilFormat, desc.width, desc.height, 1, true); + ConfigureTarget(renderingData.cameraData.renderer.cameraDepthTarget, desc.depthStencilFormat, desc.width, desc.height, 1, true); + // Only clear depth here so we don't clear any bound color target. It might be unused by this pass but that doesn't mean we can just clear it. (e.g. in case of overlay cameras + depth priming) + ConfigureClear(ClearFlag.Depth, Color.black); } // When not using depth priming the camera target should be set to our non MSAA depth target. else { - ConfigureTarget(new RenderTargetIdentifier(depthAttachmentHandle.Identifier(), 0, CubemapFace.Unknown, -1), descriptor.depthStencilFormat, desc.width, desc.height, 1, true); + useNativeRenderPass = true; + var target = new RenderTargetIdentifier(depthAttachmentHandle.Identifier(), 0, CubemapFace.Unknown, -1); + ConfigureTarget(target, target, GraphicsFormat.R32_SFloat, desc.width, desc.height, 1); + ConfigureClear(ClearFlag.All, Color.black); } - - // Only clear depth here so we don't clear any bound color target. It might be unused by this pass but that doesn't mean we can just clear it. (e.g. in case of overlay cameras + depth priming) - ConfigureClear(ClearFlag.Depth, Color.black); } /// diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs index 3b1f0cfb827..6dcd1926258 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs @@ -109,7 +109,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData cameraTarget, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, - ClearFlag.None, + ClearFlag.Depth, Color.black); Camera camera = cameraData.camera; diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs index 9eb4cfd3649..7e9992d20a3 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs @@ -57,6 +57,11 @@ public override void Configure(CommandBuffer cmd, RenderTextureDescriptor camera if (cmd != null) { + if (m_DeferredLights.UseRenderPass) + { + m_DeferredLights.GbufferAttachments[m_DeferredLights.GbufferDepthIndex] = m_DeferredLights.DepthCopyTexture; + m_DeferredLights.GbufferAttachmentIdentifiers[m_DeferredLights.GbufferDepthIndex] = m_DeferredLights.DepthCopyTextureIdentifier; + } // Create and declare the render targets used in the pass for (int i = 0; i < gbufferAttachments.Length; ++i) { @@ -70,14 +75,15 @@ public override void Configure(CommandBuffer cmd, RenderTextureDescriptor camera continue; // No need to setup temporaryRTs if we are using input attachments as they will be Memoryless - if (m_DeferredLights.UseRenderPass && i != m_DeferredLights.GBufferShadowMask && i != m_DeferredLights.GBufferRenderingLayers) + if (m_DeferredLights.UseRenderPass && i != m_DeferredLights.GBufferShadowMask && i != m_DeferredLights.GBufferRenderingLayers && (i != m_DeferredLights.GbufferDepthIndex && !m_DeferredLights.HasDepthPrepass)) continue; RenderTextureDescriptor gbufferSlice = cameraTextureDescriptor; gbufferSlice.depthBufferBits = 0; // make sure no depth surface is actually created gbufferSlice.stencilFormat = GraphicsFormat.None; gbufferSlice.graphicsFormat = m_DeferredLights.GetGBufferFormat(i); - cmd.GetTemporaryRT(m_DeferredLights.GbufferAttachments[i].id, gbufferSlice); + + cmd.GetTemporaryRT(m_DeferredLights.GbufferAttachments[i].id, gbufferSlice, FilterMode.Point); } } diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs index e579c5cedf8..b18dcb6429a 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs @@ -593,7 +593,7 @@ void Swap(ref ScriptableRenderer r) cameraData.renderer.ConfigureCameraTarget(cameraTarget, cameraTarget); cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity); - if ((m_Destination == RenderTargetHandle.CameraTarget && !m_UseSwapBuffer) || m_ResolveToScreen) + if ((m_Destination == RenderTargetHandle.CameraTarget && !m_UseSwapBuffer) || (m_ResolveToScreen && m_UseSwapBuffer)) cmd.SetViewport(cameraData.pixelRect); cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_Materials.uber); diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs index 2c2fd432499..2cd48776f3f 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs @@ -227,6 +227,7 @@ public Color clearColor internal GraphicsFormat[] renderTargetFormat { get; set; } RenderTargetIdentifier[] m_ColorAttachments = new RenderTargetIdentifier[] { BuiltinRenderTextureType.CameraTarget }; internal RenderTargetIdentifier[] m_InputAttachments = new RenderTargetIdentifier[8]; + internal bool[] m_InputAttachmentIsTransient = new bool[8]; RenderTargetIdentifier m_DepthAttachment = BuiltinRenderTextureType.CameraTarget; ScriptableRenderPassInput m_Input = ScriptableRenderPassInput.None; ClearFlag m_ClearFlag = ClearFlag.None; @@ -245,6 +246,7 @@ public ScriptableRenderPass() renderPassEvent = RenderPassEvent.AfterRenderingOpaques; m_ColorAttachments = new RenderTargetIdentifier[] { BuiltinRenderTextureType.CameraTarget, 0, 0, 0, 0, 0, 0, 0 }; m_InputAttachments = new RenderTargetIdentifier[] { -1, -1, -1, -1, -1, -1, -1, -1 }; + m_InputAttachmentIsTransient = new bool[] { false, false, false, false, false, false, false, false }; m_DepthAttachment = BuiltinRenderTextureType.CameraTarget; m_ColorStoreActions = new RenderBufferStoreAction[] { RenderBufferStoreAction.Store, 0, 0, 0, 0, 0, 0, 0 }; m_DepthStoreAction = RenderBufferStoreAction.Store; @@ -314,9 +316,10 @@ public void ConfigureDepthStoreAction(RenderBufferStoreAction storeAction) m_OverriddenDepthStoreAction = true; } - internal void ConfigureInputAttachments(RenderTargetIdentifier input) + internal void ConfigureInputAttachments(RenderTargetIdentifier input, bool isTransient = false) { m_InputAttachments[0] = input; + m_InputAttachmentIsTransient[0] = isTransient; } internal void ConfigureInputAttachments(RenderTargetIdentifier[] inputs) @@ -324,6 +327,22 @@ internal void ConfigureInputAttachments(RenderTargetIdentifier[] inputs) m_InputAttachments = inputs; } + internal void ConfigureInputAttachments(RenderTargetIdentifier[] inputs, bool[] isTransient) + { + ConfigureInputAttachments(inputs); + m_InputAttachmentIsTransient = isTransient; + } + + internal void SetInputAttachmentTransient(int idx, bool isTransient) + { + m_InputAttachmentIsTransient[idx] = isTransient; + } + + internal bool IsInputAttachmentTransient(int idx) + { + return m_InputAttachmentIsTransient[idx]; + } + /// /// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. /// This method should be called inside Configure. @@ -402,6 +421,12 @@ internal void ConfigureTarget(RenderTargetIdentifier colorAttachment, GraphicsFo renderTargetFormat[0] = format; } + internal void ConfigureTarget(RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment, GraphicsFormat format, int width, int height, int sampleCount) + { + m_DepthAttachment = depthAttachment; + ConfigureTarget(colorAttachment, format, width, height, sampleCount); + } + /// /// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget. /// This method should be called inside Configure. diff --git a/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs b/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs index 7dd94364e29..2b6174b66a6 100644 --- a/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs +++ b/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs @@ -392,7 +392,10 @@ private void RecreateSystemsIfNeeded(ScriptableRenderer renderer, in CameraData m_ForwardEmissivePass = new DecalForwardEmissivePass(m_DecalDrawForwardEmissiveSystem); if (universalRenderer.actualRenderingMode == RenderingMode.Deferred) + { m_DBufferRenderPass.deferredLights = universalRenderer.deferredLights; + m_DBufferRenderPass.deferredLights.DisableFramebufferFetchInput(); + } break; } @@ -473,6 +476,8 @@ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingD new RenderTargetHandle(m_DBufferRenderPass.cameraDepthTextureIndentifier), new RenderTargetHandle(m_DBufferRenderPass.dBufferDepthIndentifier) ); + + m_CopyDepthPass.CopyToDepth = true; } m_CopyDepthPass.MssaSamples = 1; @@ -483,6 +488,11 @@ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingD } } + internal override bool SupportsNativeRenderPass() + { + return m_Technique == DecalTechnique.GBuffer || m_Technique == DecalTechnique.ScreenSpace; + } + protected override void Dispose(bool disposing) { CoreUtils.Destroy(m_CopyDepthMaterial); diff --git a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index a69f7b6d9d2..f1e3b95d7ed 100644 --- a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -610,7 +610,7 @@ public virtual void FinishRendering(CommandBuffer cmd) public void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { // Disable Gizmos when using scene overrides. Gizmos break some effects like Overdraw debug. - bool drawGizmos = UniversalRenderPipelineDebugDisplaySettings.Instance.RenderingSettings.debugSceneOverrideMode == DebugSceneOverrideMode.None; + bool drawGizmos = UniversalRenderPipelineDebugDisplaySettings.Instance.renderingSettings.sceneOverrideMode == DebugSceneOverrideMode.None; m_IsPipelineExecuting = true; ref CameraData cameraData = ref renderingData.cameraData; diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs index cedebad9c04..f0546ef80ac 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs @@ -17,6 +17,7 @@ public enum CameraOverrideOption { Off, On, + [InspectorName("Use settings from Render Pipeline Asset")] UsePipelineSettings, } diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 9e710924d28..dc0f79438b6 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -1235,7 +1235,7 @@ static void CheckAndApplyDebugSettings(ref RenderingData renderingData) if (debugDisplaySettings.AreAnySettingsActive && !cameraData.isPreviewCamera) { - DebugDisplaySettingsRendering renderingSettings = debugDisplaySettings.RenderingSettings; + DebugDisplaySettingsRendering renderingSettings = debugDisplaySettings.renderingSettings; int msaaSamples = cameraData.cameraTargetDescriptor.msaaSamples; if (!renderingSettings.enableMsaa) diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index cc3d4f00313..95a553ad5f0 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -712,7 +712,9 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re } // If a depth texture was created we necessarily need to copy it, otherwise we could have render it to a renderbuffer. - if (requiresDepthCopyPass) + // Also skip if Deferred+RenderPass as CameraDepthTexture is used and filled by the GBufferPass + // however we might need the depth texture with Forward-only pass rendered to it, so enable the copy depth in that case + if (requiresDepthCopyPass && !(this.actualRenderingMode == RenderingMode.Deferred && useRenderPassEnabled && !renderPassInputs.requiresDepthTexture)) { m_CopyDepthPass.Setup(m_ActiveCameraDepthAttachment, m_DepthTexture); @@ -842,6 +844,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re if (!depthTargetResolved && cameraData.xr.copyDepth) { m_XRCopyDepthPass.Setup(m_ActiveCameraDepthAttachment, RenderTargetHandle.GetCameraTarget(cameraData.xr)); + m_XRCopyDepthPass.CopyToDepth = true; EnqueuePass(m_XRCopyDepthPass); } } @@ -859,6 +862,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re { // Scene view camera should always resolve target (not stacked) m_FinalDepthCopyPass.Setup(m_DepthTexture, RenderTargetHandle.CameraTarget); + m_FinalDepthCopyPass.CopyToDepth = true; m_FinalDepthCopyPass.MssaSamples = 0; EnqueuePass(m_FinalDepthCopyPass); } diff --git a/com.unity.render-pipelines.universal/Shaders/BakedLit.shader b/com.unity.render-pipelines.universal/Shaders/BakedLit.shader index 9cbef2157a8..7c1f1a1fb84 100644 --- a/com.unity.render-pipelines.universal/Shaders/BakedLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/BakedLit.shader @@ -82,7 +82,7 @@ Shader "Universal Render Pipeline/Baked Lit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore @@ -280,7 +280,7 @@ Shader "Universal Render Pipeline/Baked Lit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 diff --git a/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader b/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader index 7ebfcbf20e8..75d11157f9a 100644 --- a/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader @@ -191,7 +191,7 @@ Shader "Universal Render Pipeline/Complex Lit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R Cull[_Cull] HLSLPROGRAM @@ -420,7 +420,7 @@ Shader "Universal Render Pipeline/Complex Lit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R Cull[_Cull] HLSLPROGRAM diff --git a/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl b/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl index 7c00bd3d336..d7d12c64e5d 100644 --- a/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl @@ -29,11 +29,11 @@ Varyings DepthOnlyVertex(Attributes input) return output; } -half4 DepthOnlyFragment(Varyings input) : SV_TARGET +half DepthOnlyFragment(Varyings input) : SV_TARGET { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff); - return 0; + return input.positionCS.z; } #endif diff --git a/com.unity.render-pipelines.universal/Shaders/Lit.shader b/com.unity.render-pipelines.universal/Shaders/Lit.shader index fb085b39a26..da4ea8dc5da 100644 --- a/com.unity.render-pipelines.universal/Shaders/Lit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Lit.shader @@ -260,7 +260,7 @@ Shader "Universal Render Pipeline/Lit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R Cull[_Cull] HLSLPROGRAM @@ -495,7 +495,7 @@ Shader "Universal Render Pipeline/Lit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R Cull[_Cull] HLSLPROGRAM diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader index b719ebe8896..a3a9e0164fc 100644 --- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader +++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader @@ -168,7 +168,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree7" Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} - ColorMask 0 + ColorMask R HLSLPROGRAM diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Billboard.shader b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Billboard.shader index a2a1e8ec143..349ad68e1a1 100644 --- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Billboard.shader +++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Billboard.shader @@ -116,7 +116,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree7 Billboard" Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} - ColorMask 0 + ColorMask R HLSLPROGRAM diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl index 8d09d387219..24b06077f78 100644 --- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl @@ -243,7 +243,7 @@ half4 SpeedTree7FragDepth(SpeedTreeVertexDepthOutput input) : SV_Target // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly return half4(_ObjectId, _PassValue, 1.0, 1.0); #else - return half4(0, 0, 0, 0); + return half4(input.clipPos.z, 0, 0, 0); #endif } diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader index 47c24003005..3e768e0b56b 100644 --- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader +++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader @@ -197,7 +197,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R HLSLPROGRAM diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl index 20e664e417c..c80cf5372e2 100644 --- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl @@ -512,7 +512,7 @@ half4 SpeedTree8FragDepth(SpeedTreeVertexDepthOutput input) : SV_Target // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly return half4(_ObjectId, _PassValue, 1.0, 1.0); #else - return half4(0, 0, 0, 0); + return half4(input.clipPos.z, 0, 0, 0); #endif } diff --git a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthOnlyPass.hlsl b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthOnlyPass.hlsl index 548e095990c..517e7414e4e 100644 --- a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthOnlyPass.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthOnlyPass.hlsl @@ -30,7 +30,7 @@ VaryingsDepthOnlyParticle DepthOnlyVertex(AttributesDepthOnlyParticle input) return output; } -half4 DepthOnlyFragment(VaryingsDepthOnlyParticle input) : SV_TARGET +half DepthOnlyFragment(VaryingsDepthOnlyParticle input) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -57,7 +57,7 @@ half4 DepthOnlyFragment(VaryingsDepthOnlyParticle input) : SV_TARGET AlphaDiscard(albedo.a, _Cutoff); #endif - return 0; + return input.clipPos.z; } #endif // UNIVERSAL_PARTICLES_LIT_DEPTH_ONLY_PASS_INCLUDED diff --git a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader index 59dd8a3af5e..f5480d1bb5c 100644 --- a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader @@ -211,7 +211,7 @@ Shader "Universal Render Pipeline/Particles/Lit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R Cull[_Cull] HLSLPROGRAM diff --git a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader index 756c1c10d03..5b59ab8c30d 100644 --- a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader @@ -204,7 +204,7 @@ Shader "Universal Render Pipeline/Particles/Simple Lit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R Cull[_Cull] HLSLPROGRAM diff --git a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlit.shader b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlit.shader index c43b3e776bd..aeb87df6ed8 100644 --- a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlit.shader @@ -115,7 +115,7 @@ Shader "Universal Render Pipeline/Particles/Unlit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R Cull[_Cull] HLSLPROGRAM diff --git a/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader b/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader index 96f8516e45b..38f827ac723 100644 --- a/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader @@ -214,7 +214,7 @@ Shader "Universal Render Pipeline/Simple Lit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R Cull[_Cull] HLSLPROGRAM @@ -417,7 +417,7 @@ Shader "Universal Render Pipeline/Simple Lit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R Cull[_Cull] HLSLPROGRAM diff --git a/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader b/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader index 9c2d7d2f2b4..1bbfce5ef73 100644 --- a/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader @@ -175,7 +175,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R HLSLPROGRAM #pragma target 2.0 diff --git a/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader b/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader index e7149778059..13186d2dac3 100644 --- a/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader @@ -182,7 +182,7 @@ Shader "Universal Render Pipeline/Terrain/Lit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R HLSLPROGRAM #pragma target 2.0 diff --git a/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader b/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader index 4b8a96e510b..36a42ebc5df 100644 --- a/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader +++ b/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader @@ -152,7 +152,7 @@ Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R HLSLPROGRAM #pragma target 2.0 diff --git a/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl b/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl index e581f71cfce..890fcf65cfe 100644 --- a/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl @@ -507,7 +507,7 @@ half4 DepthOnlyFragment(VaryingsLean IN) : SV_TARGET // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly return half4(_ObjectId, _PassValue, 1.0, 1.0); #endif - return 0; + return IN.clipPos.z; } #endif diff --git a/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader b/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader index 4870e7f3206..00a26314eac 100644 --- a/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader +++ b/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader @@ -60,7 +60,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R Cull Off HLSLPROGRAM diff --git a/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader b/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader index 8d88561a360..cd032c73802 100644 --- a/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader +++ b/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader @@ -56,7 +56,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R Cull Off HLSLPROGRAM diff --git a/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl b/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl index 790b820b4b2..9a3855de574 100644 --- a/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl @@ -258,6 +258,6 @@ GrassVertexDepthOnlyOutput DepthOnlyVertex(GrassVertexDepthOnlyInput v) half4 DepthOnlyFragment(GrassVertexDepthOnlyOutput input) : SV_TARGET { Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)).a, input.color, _Cutoff); - return 0; + return input.clipPos.z; } #endif diff --git a/com.unity.render-pipelines.universal/Shaders/Unlit.shader b/com.unity.render-pipelines.universal/Shaders/Unlit.shader index 6913ce7d09c..2be70754509 100644 --- a/com.unity.render-pipelines.universal/Shaders/Unlit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Unlit.shader @@ -69,7 +69,7 @@ Shader "Universal Render Pipeline/Unlit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore @@ -188,7 +188,7 @@ Shader "Universal Render Pipeline/Unlit" Tags{"LightMode" = "DepthOnly"} ZWrite On - ColorMask 0 + ColorMask R HLSLPROGRAM #pragma only_renderers gles gles3 glcore d3d11 diff --git a/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepth.shader b/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepth.shader index 89b7fe022ab..cb21d0b9e5f 100644 --- a/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepth.shader +++ b/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepth.shader @@ -7,7 +7,7 @@ Shader "Hidden/Universal Render Pipeline/CopyDepth" Pass { Name "CopyDepth" - ZTest Always ZWrite On ColorMask 0 + ZTest Always ZWrite On ColorMask R Cull Off HLSLPROGRAM @@ -16,6 +16,7 @@ Shader "Hidden/Universal Render Pipeline/CopyDepth" #pragma multi_compile _ _DEPTH_MSAA_2 _DEPTH_MSAA_4 _DEPTH_MSAA_8 #pragma multi_compile _ _USE_DRAW_PROCEDURAL + #pragma multi_compile _ _OUTPUT_DEPTH #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl" diff --git a/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl b/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl index e2686609b08..b1beca642cf 100644 --- a/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl @@ -106,7 +106,11 @@ float SampleDepth(float2 uv) #endif } +#if defined(_OUTPUT_DEPTH) float frag(Varyings input) : SV_Depth +#else +float frag(Varyings input) : SV_Target +#endif { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); return SampleDepth(input.uv); diff --git a/com.unity.render-pipelines.universal/Tests/Runtime/Light2DTests.cs b/com.unity.render-pipelines.universal/Tests/Runtime/Light2DTests.cs index 4b8915246a7..0a7750f23dd 100644 --- a/com.unity.render-pipelines.universal/Tests/Runtime/Light2DTests.cs +++ b/com.unity.render-pipelines.universal/Tests/Runtime/Light2DTests.cs @@ -110,6 +110,7 @@ public void CachedMeshDataIsUpdatedOnChange() light.lightType = Light2D.LightType.Freeform; light.SetShapePath(shapePath); + light.UpdateMesh(true); Assert.AreEqual(true, light.hasCachedMesh); } @@ -121,6 +122,7 @@ public void CachedMeshDataIsOverriddenByRuntimeChanges() var light = m_TestObjectCached.AddComponent(); light.lightType = Light2D.LightType.Freeform; light.SetShapePath(shapePath); + light.UpdateMesh(true); int vertexCount = 0, triangleCount = 0; @@ -132,6 +134,7 @@ public void CachedMeshDataIsOverriddenByRuntimeChanges() // Simulate Runtime Behavior. var shapePathChanged = new Vector3[5] { new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 1, 0), new Vector3(0.5f, 1.5f, 0), new Vector3(0, 1, 0) }; light.SetShapePath(shapePathChanged); + light.UpdateMesh(true); // Check if Cached Data and the actual data are no longer the same. (We don't save cache on Runtime) Assert.AreNotEqual(vertexCount, light.lightMesh.triangles.Length); diff --git a/com.unity.testing.urp/Scripts/Runtime/MoveCameraOnAwake.cs b/com.unity.testing.urp/Scripts/Runtime/MoveCameraOnAwake.cs new file mode 100644 index 00000000000..1c718b933bf --- /dev/null +++ b/com.unity.testing.urp/Scripts/Runtime/MoveCameraOnAwake.cs @@ -0,0 +1,41 @@ +using System; +using UnityEngine; +using NUnit.Framework; +using System.Collections; +using System.Linq; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; +using UnityEngine.TestTools.Graphics; + +public class MoveCameraOnAwake : MonoBehaviour +{ + public int WaitFrames = 0; + public CameraMovement[] cameramovement; + + [Serializable] + public struct CameraMovement + { + public Transform transform; + public Vector3 position; + } + + void Start() + { + StartCoroutine(WaitForFrames()); + } + + public IEnumerator WaitForFrames() + { + for (int i = 0; i < WaitFrames; i++) + { + yield return new WaitForEndOfFrame(); + } + + for (int i = 0; i < cameramovement.Length; i++) + { + cameramovement[i].transform.position = cameramovement[i].position; + } + } +} diff --git a/com.unity.testing.urp/Scripts/Runtime/MoveCameraOnAwake.cs.meta b/com.unity.testing.urp/Scripts/Runtime/MoveCameraOnAwake.cs.meta new file mode 100644 index 00000000000..8ceebde9f4d --- /dev/null +++ b/com.unity.testing.urp/Scripts/Runtime/MoveCameraOnAwake.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4dda5cd38d0d44071a9b7c3be0b68c71 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template b/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template index 7689e95a914..cfc888e4ef2 100644 --- a/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template +++ b/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template @@ -284,7 +284,7 @@ void frag(ps_input i outSelection = float4(_ObjectId, _PassValue, 1.0, 1.0); #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL #ifndef WRITE_MSAA_DEPTH - dummy = (float4)0; + dummy = float4(i.VFX_VARYING_POSCS.z, 0,0,0); #endif #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW dummy = (float4)0;