From 98e16dde6e0623db4ee010a63d586864c5cd1a80 Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Wed, 20 Oct 2021 16:24:04 +0200 Subject: [PATCH 1/8] Update light2d properties and expose settor for sprite light #5926 commit 2a7950f954b8ce5150857b124672e69ec8ee0ed3 Author: Kenny Tan Date: Tue Oct 12 16:51:52 2021 +0800 Remove check for m_DeprecatedPointLightCookieSprite commit 25cf985ea76b060d8c0ed92ceb4e95ba1c2c8996 Author: Kenny Tan Date: Wed Oct 6 11:55:05 2021 +0800 Update light2d properties and expose settor for sprite light --- com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs | 2 +- .../Runtime/2D/Light2DShape.cs | 1 - .../Tests/Runtime/Light2DTests.cs | 3 +++ 3 files changed, 4 insertions(+), 2 deletions(-) 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/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); From 604460e8ed09e3b12bcf635554f5cad60eda1e73 Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Wed, 20 Oct 2021 16:25:55 +0200 Subject: [PATCH 2/8] Fix invalid viewport being set during post process pass when using Pixel Perfect Camera #6014 commit 8630c77828cf4d8cee7c452a49ca7afaa48566b9 Author: Kenny Tan Date: Thu Oct 14 14:28:46 2021 +0800 Fix invalid viewport being set during post process pass when using pixel perfect camera --- com.unity.render-pipelines.universal/CHANGELOG.md | 1 + com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs | 2 +- .../Runtime/Passes/PostProcessPass.cs | 2 +- 3 files changed, 3 insertions(+), 2 deletions(-) diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index e47b11817f7..fd932e3aff3 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -34,6 +34,7 @@ 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/Runtime/2D/Renderer2D.cs b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs index e442f29482e..0aa56ab7ee2 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs @@ -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/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); From d0711344b3266313e3d4a0245cd6f13a62e58db7 Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Wed, 20 Oct 2021 16:29:50 +0200 Subject: [PATCH 3/8] Adding test scenes for the Volume Update Feature #4708 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit commit 8fad502f116cd410baa343482cf2764be92ac744 Merge: 669789b387 5b53dd5258 Author: Elvar Örn Unnþórsson Date: Tue Oct 19 13:35:00 2021 +0200 Merge branch 'master' into universal/enable-160-test # Conflicts: # TestProjects/UniversalGraphicsTest_PostPro/ProjectSettings/EditorBuildSettings.asset commit 669789b387e3ebd887fb83b133ce77bd6a7d725b Merge: 5ef3bcc278 be573f78aa Author: Elvar Örn Unnþórsson Date: Fri Aug 27 08:10:46 2021 +0200 Merge branch 'master' into universal/enable-160-test commit 5ef3bcc27892695f213765a04da5c08ab8e29361 Merge: b72a4edfda 73ef535540 Author: Elvar Örn Unnþórsson Date: Wed Aug 25 14:49:56 2021 +0200 Merge branch 'master' into universal/enable-160-test commit b72a4edfdad7bce4fdd0d1c8a71a7674f745ea6f Merge: a211ff4d87 00abfa2d49 Author: Elvar Örn Unnþórsson Date: Mon Jun 14 14:41:58 2021 +0200 Merge branch 'master' into universal/enable-160-test commit a211ff4d87529b904843d67974de30cf2fb153e5 Merge: de69352c46 170b7edec0 Author: Elvar Örn Unnþórsson Date: Tue Jun 8 12:55:01 2021 +0200 Merge branch 'master' into universal/enable-160-test commit de69352c46925a2ce0dfa3e694db7accc66a2033 Merge: 0b9bc9903b 4e13f518b0 Author: Elvar Örn Unnþórsson Date: Fri Jun 4 11:32:35 2021 +0200 Merge branch 'master' into universal/enable-160-test commit 0b9bc9903b79e42720075a7ea23e555efac15990 Merge: 7809cbac7f 4dc46c9fce Author: Elvar Örn Unnþórsson Date: Mon May 31 14:36:51 2021 +0200 Merge branch 'master' into universal/enable-160-test commit 7809cbac7f0de73e80127340841f405c0423f2e0 Author: Elvar Örn Unnþórsson Date: Mon May 31 14:32:15 2021 +0200 Removing a Debug.Log line. commit e3eda784c5cdc5564125df0b841666b0d9de1174 Author: Elvar Örn Unnþórsson Date: Fri May 28 16:08:47 2021 +0200 Forgot to add the changes to the build settings commit 5bd01ea4e1f66d9a315d35a0b6cc7ba333fef9ae Author: Elvar Örn Unnþórsson Date: Fri May 28 15:15:26 2021 +0200 Test scenes for the Volume Update Feature --- .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../160_MultiCameraVolumesEveryFrameTest.png | 3 + ..._MultiCameraVolumesEveryFrameTest.png.meta | 134 ++ .../160_MultiCameraVolumesUsePipelineTest.png | 3 + ...MultiCameraVolumesUsePipelineTest.png.meta | 134 ++ ...160_MultiCameraVolumesViaScriptingTest.png | 3 + ...ultiCameraVolumesViaScriptingTest.png.meta | 134 ++ .../BoxVolumeProfile.asset | 18 +- .../GlobalVolumeProfile.asset | 33 +- ...60_MultiCameraVolumesEveryFrameTest.unity} | 158 ++- ...ultiCameraVolumesEveryFrameTest.unity.meta | 7 + ...60_MultiCameraVolumesUsePipelineTest.unity | 1122 +++++++++++++++++ ...ltiCameraVolumesUsePipelineTest.unity.meta | 7 + ...0_MultiCameraVolumesViaScriptingTest.unity | 1122 +++++++++++++++++ ...iCameraVolumesViaScriptingTest.unity.meta} | 0 .../ProjectSettings/EditorBuildSettings.asset | 9 + .../Scripts/Runtime/MoveCameraOnAwake.cs | 41 + .../Scripts/Runtime/MoveCameraOnAwake.cs.meta | 11 + 107 files changed, 9045 insertions(+), 59 deletions(-) create mode 100644 TestProjects/UniversalGraphicsTest_PostPro/Assets/ReferenceImages/Linear/Android/OpenGLES3/None/160_MultiCameraVolumesEveryFrameTest.png create mode 100644 TestProjects/UniversalGraphicsTest_PostPro/Assets/ReferenceImages/Linear/Android/OpenGLES3/None/160_MultiCameraVolumesEveryFrameTest.png.meta create mode 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/160_MultiCameraVolumes/BoxVolumeProfile.asset b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumes/BoxVolumeProfile.asset index fbffd9245f9..4c0c2fa6e66 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumes/BoxVolumeProfile.asset +++ b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/160_MultiCameraVolumes/BoxVolumeProfile.asset @@ -13,8 +13,8 @@ MonoBehaviour: m_Name: BoxVolumeProfile m_EditorClassIdentifier: components: - - {fileID: 1669951838852580981} - {fileID: 4049420037280651543} + - {fileID: 1669951838852580981} --- !u!114 &1669951838852580981 MonoBehaviour: m_ObjectHideFlags: 3 @@ -35,10 +35,10 @@ MonoBehaviour: m_OverrideState: 0 m_Value: 0 colorFilter: - m_OverrideState: 0 - m_Value: {r: 1, g: 1, b: 1, a: 1} - hueShift: m_OverrideState: 1 + m_Value: {r: 0.035294294, g: 1, b: 0, a: 1} + hueShift: + m_OverrideState: 0 m_Value: 90 saturation: 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: 1 - m_Value: 0.706 + m_Value: 0.8 smoothness: m_OverrideState: 1 - m_Value: 0.265 + m_Value: 0.5 rounded: m_OverrideState: 1 m_Value: 1 @@ -42,3 +42,32 @@ MonoBehaviour: m_EditorClassIdentifier: components: - {fileID: -2539186689408293563} + - {fileID: 1405484027268665045} +--- !u!114 &1405484027268665045 +MonoBehaviour: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 66f335fb1ffd8684294ad653bf1c7564, type: 3} + m_Name: ColorAdjustments + m_EditorClassIdentifier: + active: 1 + postExposure: + m_OverrideState: 0 + m_Value: 0 + contrast: + m_OverrideState: 0 + m_Value: 0 + colorFilter: + m_OverrideState: 1 + m_Value: {r: 1, g: 0, b: 0.58835554, a: 1} + hueShift: + m_OverrideState: 0 + m_Value: 0 + saturation: + m_OverrideState: 0 + m_Value: 0 diff --git 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 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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/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: From 4b754ab8ef3f2140ab910ab9fd3f69fef7ef5609 Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Wed, 20 Oct 2021 16:41:32 +0200 Subject: [PATCH 4/8] Public API for URP DebugDisplaySettings #5682 commit c0c961d0751abcdbf9aeecfe4c6af14c983ef850 Merge: f6e204f42c b8c4896926 Author: Arttu Peltonen Date: Wed Oct 13 10:54:12 2021 +0300 Merge branch 'master' into srp/urp-debugdisplay-api # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md commit f6e204f42c802c9772859f680ec8d7a19ab2ffb2 Author: Arttu Peltonen Date: Tue Oct 5 12:06:17 2021 +0300 Change public fields into public properties. - Exposed public setters to albedoHueTolerance and albedoSaturationTolerance that were still private. - Fixed compile error in player build due to renamed symbol. commit 793e63f4ccf157b195452f2e0389bd4cb1a58877 Merge: 945724e098 f0c1049d83 Author: Arttu Peltonen Date: Mon Oct 4 16:09:35 2021 +0300 Merge branch 'master' into srp/urp-debugdisplay-api # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsCommon.cs # com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs # com.unity.render-pipelines.universal/Runtime/Debug/UniversalRenderPipelineDebugDisplaySettings.cs # com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs commit 945724e098a87de923b8e5b3697e5a661422d841 Author: Arttu Peltonen Date: Thu Sep 16 14:26:26 2021 +0300 Iterate m_Settings array instead of calling each settings object individually. - Changed DebugDisplaySettingsCommon interface implementation because of this. The common settings now report everything as "not active" because the widgets are not owned by it. commit 17a8ef5b6001e320409efedea58d6507e1dbec52 Author: Arttu Peltonen Date: Thu Sep 16 10:46:41 2021 +0300 Fix casing to camelCase for settings properties commit df48fa12623457684ae624d0254d71464926a95b Author: Arttu Peltonen Date: Thu Sep 16 10:06:08 2021 +0300 Changelog commit 2971ab6ab923b7a78fdb9f92f958e39ed285485a Author: Arttu Peltonen Date: Thu Sep 16 09:15:36 2021 +0300 Public API for URP DebugDisplaySettings - Made the settings API public - Renamed properties to be more uniform with each other and use camelCase - Added new Material Albedo validation preset: AlbedoDebugValidationPreset.Custom --- .../CHANGELOG.md | 1 + .../Runtime/2D/Renderer2D.cs | 2 +- .../Debug/DebugDisplaySettingsCommon.cs | 18 +- .../Debug/DebugDisplaySettingsLighting.cs | 32 ++-- .../Debug/DebugDisplaySettingsMaterial.cs | 178 ++++++++++++------ .../Debug/DebugDisplaySettingsRendering.cs | 171 +++++++++++------ .../Runtime/Debug/DebugHandler.cs | 68 +++---- .../Runtime/Debug/DebugRenderSetup.cs | 14 +- ...ersalRenderPipelineDebugDisplaySettings.cs | 45 ++--- .../Runtime/ScriptableRenderer.cs | 2 +- .../Runtime/UniversalRenderPipeline.cs | 2 +- 11 files changed, 324 insertions(+), 209 deletions(-) diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index fd932e3aff3..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. diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs index 0aa56ab7ee2..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) { 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/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/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) From 46b45e308ba4f4d7245b7bb1973dc3e1a6df9277 Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Wed, 20 Oct 2021 16:46:29 +0200 Subject: [PATCH 5/8] Update reflection probe tooltips. #6037 commit 4e33d42d14b9d9ea727624b5e37b3467083cc16f Author: Erik Hakala Date: Fri Oct 15 18:27:32 2021 +0300 Adjust bias tooltips according to the audit. commit 7c541644eaeabcd636fdc3ef4fe749ed7579af86 Author: Erik Hakala Date: Wed Oct 13 13:42:58 2021 +0300 Fix camera enum display name. --- .../Editor/Lighting/UniversalRenderPipelineLightUI.Skin.cs | 4 ++-- .../Runtime/UniversalAdditionalCameraData.cs | 1 + 2 files changed, 3 insertions(+), 2 deletions(-) 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/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, } From 6462029a0d671775f8b9798480ccdee718b93d4f Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Wed, 20 Oct 2021 16:50:46 +0200 Subject: [PATCH 6/8] Universal: Fixing 146 MSAA test scene. #6065 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit commit 6d8b6695bf1ff7722bbf16710bff7d7e7daac9c2 Merge: 72deede191 5b53dd5258 Author: Elvar Örn Unnþórsson Date: Tue Oct 19 13:56:40 2021 +0200 Merge branch 'master' into universal/fix-msaa-test # Conflicts: # TestProjects/UniversalGraphicsTest_PostPro/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/146_MSAA_RenderToBackbuffer.png commit 72deede191ff9cddac0ff71097334014067e603b Merge: 289157a6f6 883bd1c2bb Author: Elvar Örn Unnþórsson Date: Tue Sep 21 09:56:18 2021 +0200 Merge branch 'master' into universal/fix-msaa-test commit 289157a6f6e717ed85c8df86cf54eda7c2aeaf00 Author: Elvar Örn Unnþórsson Date: Thu Sep 16 11:07:07 2021 +0200 Updating Reference Images for DX11 and DX12 commit a3ac9327f374fb1df864ef65c05dc53eab8971e1 Author: Elvar Örn Unnþórsson Date: Thu Sep 16 10:34:32 2021 +0200 Lowering the threshold to 0.001 commit 861336e14bae48d213dbb479406009da60ed8bef Author: Elvar Örn Unnþórsson Date: Thu Sep 16 10:33:34 2021 +0200 Increasing the test threshold from 0 to 0.0025 commit 5d16930e838d2484bcd3c303f7a2d75c290a0a16 Author: Elvar Örn Unnþórsson Date: Thu Sep 16 10:09:36 2021 +0200 Reverting a change in QualitySettings commit 1ccfb014b606a659ba943186ed6d24757b502062 Author: Elvar Örn Unnþórsson Date: Thu Sep 16 09:43:02 2021 +0200 Materials commit ba0de50eebd5be5b9d84f761f5fcf6c9213e1fa3 Author: Elvar Örn Unnþórsson Date: Thu Sep 16 09:42:08 2021 +0200 Reverting a change in GraphicsSettings and QualitySettings commit 9dced8359f205fd7d44836d8b0fefaed78c4a767 Author: Elvar Örn Unnþórsson Date: Thu Sep 16 08:26:18 2021 +0200 Minor cleanup of RP Assets. commit f0c5d560067d50923d7e7d6cd217107c7a1d600e Merge: 83fa04af7e f0467f4809 Author: Elvar Örn Unnþórsson Date: Thu Sep 16 08:11:44 2021 +0200 Merge branch 'master' into universal/fix-msaa-test # Conflicts: # TestProjects/UniversalGraphicsTest_PostPro/Assets/ReferenceImages/Linear/LinuxPlayer/Vulkan/None/146_MSAA_RenderToBackbuffer.png commit 83fa04af7e10eb578d5ab4e1869ad8084d03029b Author: Elvar Örn Unnþórsson Date: Fri Feb 19 13:24:15 2021 +0100 Fixing MSAA test scene commit f2c3b10d7bdbbc875f477c52a67fde14c500edd3 Author: Elvar Örn Unnþórsson Date: Fri Feb 19 13:08:27 2021 +0100 Revert "Fixing 146 MSAA test." This reverts commit a0c849e754eb6f4bf4541c69e58d9933b48c0aaa. commit a0c849e754eb6f4bf4541c69e58d9933b48c0aaa Author: Elvar Örn Unnþórsson Date: Fri Feb 19 13:04:51 2021 +0100 Fixing 146 MSAA test. --- .../CommonAssets/UniversalRPAsset.asset | 4 ++ .../UniversalRPAssetBackBuffer.asset | 26 +++++++----- ...t => UniversalRPAssetBackBufferMSAA.asset} | 18 +++++--- ...UniversalRPAssetBackBufferMSAA.asset.meta} | 0 .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../None/146_MSAA_RenderToBackbuffer.png | 4 +- .../None/146_MSAA_RenderToBackbuffer.png.meta | 14 +++---- .../Scenes/146_MSAA_RenderToBackbuffer.unity | 16 +++---- .../146_MSAA_RenderToBackbuffer/BlueUnlit.mat | 3 +- .../GreenUnlit.mat | 3 +- .../146_MSAA_RenderToBackbuffer/RedUnlit.mat | 3 +- .../YellowUnlit.mat | 3 +- .../ProjectSettings/GraphicsSettings.asset | 9 +++- .../ProjectSettings/QualitySettings.asset | 42 ++----------------- .../UserSettings/Search.settings | 1 + 44 files changed, 203 insertions(+), 213 deletions(-) rename TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/{UniversalRPAssetRenderScaleLow.asset => UniversalRPAssetBackBufferMSAA.asset} (84%) rename TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/{UniversalRPAssetRenderScaleLow.asset.meta => UniversalRPAssetBackBufferMSAA.asset.meta} (100%) create mode 100644 TestProjects/UniversalGraphicsTest_PostPro/UserSettings/Search.settings 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 b/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAssetBackBuffer.asset index 5801229d8e4..c30a31272bd 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAssetBackBuffer.asset +++ b/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAssetBackBuffer.asset @@ -12,8 +12,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3} m_Name: UniversalRPAssetBackBuffer m_EditorClassIdentifier: - k_AssetVersion: 8 - k_AssetPreviousVersion: 8 + k_AssetVersion: 9 + k_AssetPreviousVersion: 9 m_RendererType: 1 m_RendererData: {fileID: 0} m_RendererDataList: @@ -22,26 +22,29 @@ MonoBehaviour: - {fileID: 11400000, guid: e46834cadfc4eb241bd46a362765a390, type: 2} - {fileID: 11400000, guid: 00d10fe6866821340b490e3b5b5c19f6, type: 2} - {fileID: 11400000, guid: 25dd23104304c1c44af89227207beefb, type: 2} - - {fileID: 11400000, guid: 49c4dd4fd60354b50bf12ea3c22e233e, type: 2} - - {fileID: 11400000, guid: a1279a4e92c2a4dd3b60baa458c01606, type: 2} + - {fileID: 0} + - {fileID: 0} + - {fileID: 0} + - {fileID: 11400000, guid: b523d3860846cdc4ea49a3ed7350a089, type: 2} m_DefaultRendererIndex: 0 m_RequireDepthTexture: 0 m_RequireOpaqueTexture: 0 m_OpaqueDownsampling: 1 m_SupportsTerrainHoles: 0 + m_StoreActionsOptimization: 0 m_SupportsHDR: 0 m_MSAA: 1 m_RenderScale: 1 - m_MainLightRenderingMode: 1 - m_MainLightShadowsSupported: 1 + m_MainLightRenderingMode: 0 + m_MainLightShadowsSupported: 0 m_MainLightShadowmapResolution: 2048 - m_AdditionalLightsRenderingMode: 1 + m_AdditionalLightsRenderingMode: 0 m_AdditionalLightsPerObjectLimit: 8 m_AdditionalLightShadowsSupported: 1 m_AdditionalLightsShadowmapResolution: 512 - m_AdditionalLightsShadowResolutionTierLow: 256 - m_AdditionalLightsShadowResolutionTierMedium: 512 - m_AdditionalLightsShadowResolutionTierHigh: 1024 + m_AdditionalLightsShadowResolutionTierLow: 128 + m_AdditionalLightsShadowResolutionTierMedium: 256 + 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 --- a/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAssetRenderScaleLow.asset +++ b/TestProjects/UniversalGraphicsTest_PostPro/Assets/CommonAssets/UniversalRPAssetBackBufferMSAA.asset @@ -10,7 +10,7 @@ MonoBehaviour: m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3} - 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filterMode: -1 - aniso: -1 - mipBias: -100 - wrapU: -1 - wrapV: -1 - wrapW: -1 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 nPOTScale: 1 lightmap: 0 compressionQuality: 50 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, g: 1, b: 1, a: 1} + - _Color: {r: 0, g: 0, b: 1, 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/GreenUnlit.mat b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/GreenUnlit.mat index 2ef020bb876..977adcbe110 100644 --- a/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/GreenUnlit.mat +++ b/TestProjects/UniversalGraphicsTest_PostPro/Assets/Scenes/146_MSAA_RenderToBackbuffer/GreenUnlit.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: 1, b: 0, a: 1} - - _Color: {r: 1, g: 1, b: 1, a: 1} + - _Color: {r: 0, 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 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 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 From 9badf08fbb2cb289a152511661f0888eba4b10e6 Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Wed, 20 Oct 2021 16:51:59 +0200 Subject: [PATCH 7/8] Universal/depth copy as color #5987 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit commit 70ad6ee7f63547868666dc0118bdc3c0400af730 Author: Jonas Sideravičius Date: Thu Oct 14 15:04:53 2021 +0300 adding some editor-specific code to avoid a bug with editor setting incorrect depth buffer while on game view commit 850428ad56e6415c339e715f0886219f6e301c47 Author: Jonas Sideravičius Date: Wed Oct 13 12:28:57 2021 +0300 null exception fix commit 427e0cb8ada8e6a4f5a4b3e3b313f38af131b697 Author: Jonas Sideravičius Date: Wed Oct 13 10:02:30 2021 +0300 another DeferredLights null check commit fcb7d7f58362fb53284f308c6074aba19ccbb81c Author: Jonas Sideravičius Date: Tue Oct 12 15:31:42 2021 +0300 fix for RTIs non render pass platforms commit 62ca66d4f06d223f3bbf33bf21aab5745f880f10 Author: Jonas Sideravicius Date: Tue Oct 12 13:14:55 2021 +0300 fixing shader compilation error and renaming define for fb fetch idx commit b5a042f2a103095892dd7a9ccb4e8feb6140f741 Merge: 4deded86e6 f9152cfe41 Author: Jonas Sideravicius Date: Tue Oct 12 12:11:44 2021 +0300 Merge branch 'universal/depth-copy-as-color' of ssh://github.com/Unity-Technologies/Graphics into universal/depth-copy-as-color commit f9152cfe41673ff6b76aa7c58ace3020f79e2969 Author: Jonas Sideravičius Date: Tue Oct 12 12:07:03 2021 +0300 adding fb fetch to Gbuffer decals and some other depth related fixes for decals commit 159580e80c640897c9284d100b3bb4ca1251aec1 Author: Jonas Sideravičius Date: Mon Oct 11 17:37:35 2021 +0300 fixing DBuffer Decals CopyDepth pass not copying the depth and failing rendering commit f95fafb85ba5f0f54e23bb2c91eb53b9b89fc149 Merge: c4ddd12545 e718a8e05b Author: Jonas Sideravičius Date: Mon Oct 11 13:45:13 2021 +0300 Merge branch 'master' into universal/depth-copy-as-color commit 4deded86e66d14b742fc744bac1e86dd60ea826c Merge: c4ddd12545 1ede82560b Author: Jonas Sideravicius Date: Wed Oct 6 16:30:14 2021 +0300 Merge branch 'master' into universal/depth-copy-as-color commit c4ddd125455979ca77169c21251ba257e341b232 Author: Jonas Sideravicius Date: Wed Aug 25 13:40:27 2021 +0300 changing the semantic for outDepthColor in VFXPasses.template commit 5dec8402a83cb07a668216f2f2910f9e114d0b26 Author: Jonas Sideravicius Date: Tue Aug 24 11:53:11 2021 +0300 adding depth output for VFXGraph depth only passes commit 2510a18a38444836d4b1454cac097cb36ae641ab Merge: fd4df44465 a938468835 Author: Jonas Sideravicius Date: Mon Aug 23 12:00:52 2021 +0300 Merge branch 'master' into universal/depth-copy-as-color commit fd4df44465c61b5e1865d80dc0951517eda77bf3 Author: Jonas Sideravicius Date: Thu Aug 19 15:47:23 2021 +0300 adding _OUTPUT_DEPTH keyword to CopyDepthPass to select correct output buffer in shader commit 165f4d5db13b84a815dc7b9621e0fff3517a1cf7 Author: Jonas Sideravicius Date: Tue Aug 17 17:26:19 2021 +0300 some cleanup and refactoring and enabling Renderpass for SS forward decals commit 4f9cbd7c429a019113884d327dd07abe136b489a Author: Jonas Sideravicius Date: Tue Aug 17 16:02:04 2021 +0300 adding depth copy for renderpass as well and changing how fake depth is handled commit 68d39389593dc0a4acc000a427b2c65f8ed99fe5 Author: Jonas Sideravicius Date: Tue Aug 17 10:33:59 2021 +0300 terrain shader passes depthonly pass fix to output clippos commit 399ee75530701a86d79788a446cb7b3d3b60a2b3 Author: Jonas Sideravicius Date: Mon Aug 16 16:30:48 2021 +0300 formatting fixes commit ee6e7d45e8f079f58b3b288dfcece599f2fa2fc7 Author: Jonas Sideravicius Date: Mon Aug 16 11:48:25 2021 +0300 enabling depthbuffer for depth copy and adding additional override for ConfigureTarget commit 6accb1c7537f9b5345a58eef202f1f4e128235d2 Author: Jonas Sideravicius Date: Fri Aug 13 16:42:23 2021 +0300 merge fix - change descriptor for DepthOnly configureTarget to the correct one commit d887392924a7647ffda60f22657d7ec583816c5b Author: Jonas Sideravicius Date: Fri Aug 13 16:10:30 2021 +0300 fix after updating trunk commit 624f0a1cbc5fcf342caa11ab8d07302e97967773 Merge: 933f089b75 8ee37d5bac Author: Jonas Sideravicius Date: Thu Aug 12 16:53:11 2021 +0300 Merge branch 'master' into universal/depth-copy-as-color commit 933f089b75983ec87e987f238cbbde14413a9b0e Author: Jonas Sideravicius Date: Thu Aug 12 16:43:25 2021 +0300 making depthOnly pass compatible to render color texture and changing shaders to accommodate that commit c149ec91502e5ba44f7fb0bd9342f3b6de442f08 Author: Jonas Sideravicius Date: Thu Aug 5 14:40:21 2021 +0300 adding IsTransientAttachment to ScriptableRenderPass/NativeRenderPass code commit d39e96daa3178bee0c0e75001725e12c59e8bdc3 Author: Jonas Sideravicius Date: Tue Aug 3 11:59:28 2021 +0300 disable fbfetch on DbufferDeferred decals commit d1cef12cc4f9517843bd8bd35b7ea98d03b269b9 Author: Jonas Sideravicius Date: Thu Jul 29 11:57:25 2021 +0300 Revert "some changes to the Foundation Project for Repro project (to be reverted later on)" This reverts commit 80af9be07365f5184cba56f019f3ee8e8769a60c. commit 80af9be07365f5184cba56f019f3ee8e8769a60c Author: Jonas Sideravicius Date: Thu Jul 29 11:21:14 2021 +0300 some changes to the Foundation Project for Repro project (to be reverted later on) commit a2e4eb6c8afdeef0f05b11a40fe7a8e3f8400b5d Author: Jonas Sideravicius Date: Thu Jul 29 11:02:07 2021 +0300 switching _CameraDepthTexture to R32Float and accommodating some stuff for that --- .../Scenes/230_Decals/Materials/Brick.mat | 4 +- .../ShaderLibrary/API/Metal.hlsl | 3 +- .../Editor/Decal/DecalPass.template | 5 ++- .../ShaderGraph/Includes/DepthOnlyPass.hlsl | 2 +- .../ShaderGraph/Includes/ShaderPassDecal.hlsl | 8 ++++ .../Targets/UniversalDecalSubTarget.cs | 2 + .../ShaderGraph/Targets/UniversalTarget.cs | 2 +- .../VFXGraph/Shaders/VFXPasses.template | 5 ++- .../ScreenSpace/DecalGBufferRenderPass.cs | 16 +++++++- .../Runtime/DeferredLights.cs | 10 ++++- .../Runtime/NativeRenderPass.cs | 37 ++++++++++++++++--- .../Runtime/Passes/CopyDepthPass.cs | 26 +++++++++++-- .../Runtime/Passes/DeferredPass.cs | 2 +- .../Runtime/Passes/DepthOnlyPass.cs | 16 +++++--- .../Runtime/Passes/FinalBlitPass.cs | 2 +- .../Runtime/Passes/GBufferPass.cs | 10 ++++- .../Runtime/Passes/ScriptableRenderPass.cs | 27 +++++++++++++- .../RendererFeatures/DecalRendererFeature.cs | 10 +++++ .../Runtime/UniversalRenderer.cs | 6 ++- .../Shaders/BakedLit.shader | 4 +- .../Shaders/ComplexLit.shader | 4 +- .../Shaders/DepthOnlyPass.hlsl | 4 +- .../Shaders/Lit.shader | 4 +- .../Shaders/Nature/SpeedTree7.shader | 2 +- .../Shaders/Nature/SpeedTree7Billboard.shader | 2 +- .../Nature/SpeedTree7CommonPasses.hlsl | 2 +- .../Shaders/Nature/SpeedTree8.shader | 2 +- .../Shaders/Nature/SpeedTree8Passes.hlsl | 2 +- .../Particles/ParticlesDepthOnlyPass.hlsl | 4 +- .../Shaders/Particles/ParticlesLit.shader | 2 +- .../Particles/ParticlesSimpleLit.shader | 2 +- .../Shaders/Particles/ParticlesUnlit.shader | 2 +- .../Shaders/SimpleLit.shader | 4 +- .../Shaders/Terrain/TerrainDetailLit.shader | 2 +- .../Shaders/Terrain/TerrainLit.shader | 2 +- .../Shaders/Terrain/TerrainLitBase.shader | 2 +- .../Shaders/Terrain/TerrainLitPasses.hlsl | 2 +- .../Shaders/Terrain/WavingGrass.shader | 2 +- .../Terrain/WavingGrassBillboard.shader | 2 +- .../Shaders/Terrain/WavingGrassPasses.hlsl | 2 +- .../Shaders/Unlit.shader | 4 +- .../Shaders/Utils/CopyDepth.shader | 3 +- .../Shaders/Utils/CopyDepthPass.hlsl | 4 ++ .../Shaders/VFXParticleCommon.template | 2 +- 44 files changed, 198 insertions(+), 62 deletions(-) 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/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/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/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..11adb01cbd6 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs @@ -977,6 +977,7 @@ static class Descriptors { CoreKeywordDescriptors.MixedLightingSubtractive }, { Descriptors.DecalsNormalBlend }, { CoreKeywordDescriptors.GBufferNormalsOct }, + { CoreKeywordDescriptors.RenderPassEnabled }, { Descriptors.LodCrossFade, new FieldCondition(Fields.LodCrossFade, true) }, }; @@ -986,6 +987,7 @@ 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..ca97405fbba 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs @@ -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/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/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/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/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.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; From d72e0b2783178710005e994297a9cce16bdc7784 Mon Sep 17 00:00:00 2001 From: Felipe Lira Date: Wed, 20 Oct 2021 16:54:26 +0200 Subject: [PATCH 8/8] Factorize template & SubTarget #5467 commit 03cd89bff5b802cb1a10dfbbecb2fe2a9dbe9d3b Merge: d3ec70a7ac 9fd657c088 Author: Paul Demeulenaere Date: Thu Sep 23 09:36:27 2021 +0200 Merge branch 'master' into urp/vfx/factorize-template-to-ease-sg-support # Conflicts: # com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteCustomLitSubTarget.cs # com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteLitSubTarget.cs # com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteUnlitSubTarget.cs commit d3ec70a7ac8028fb54bb864d70baad855c6776a2 Merge: 7502dba5e2 2116818d3f Author: Paul Demeulenaere Date: Mon Aug 30 13:51:30 2021 +0200 Merge branch 'master' into urp/vfx/factorize-template-to-ease-sg-support commit 7502dba5e259f8abfc492ad74c1af7619db8fcda Author: Paul Demeulenaere Date: Mon Aug 30 12:31:35 2021 +0200 Use common UniversalSubTarget for Sprite & Decal commit 8d271f32852c3c8b93c8d834161a6f218f289a01 Author: Paul Demeulenaere Date: Mon Aug 30 10:41:17 2021 +0200 Use uber template for all urp target --- .../UniversalSpriteCustomLitSubTarget.cs | 18 +++++++++++------- .../Targets/UniversalSpriteLitSubTarget.cs | 18 +++++++++++------- .../Targets/UniversalSpriteUnlitSubTarget.cs | 14 +++++++++----- .../Targets/UniversalDecalSubTarget.cs | 8 ++++++-- .../ShaderGraph/Targets/UniversalTarget.cs | 8 ++++---- .../Editor/ShaderUtils.cs | 12 ++++++++++++ 6 files changed, 53 insertions(+), 25 deletions(-) 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/ShaderGraph/Targets/UniversalDecalSubTarget.cs b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs index 11adb01cbd6..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 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 ca97405fbba..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, 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; }