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Purpose of this PR

Fixing issue 1342895.

Currently when a camera has a texture assigned in the "Output Texture" field in the Camera Inspector, intermediate textures such as SSAO, Opaque Texture, etc would not be scaled when the Render Scale setting was set to something other than 1.0. It would only scale those textures when the "Output Texture" was unassigned.

This PR changes that and makes sure the intermediate textures get scaled in those cases as well before we blit to the output texture.

Testing status

Tested locally in the Editor (MAC)

Comments to reviewers

As this is a change in URP Core, we need to test this change thoroughly to make sure it doesn't regress anything.

@ellioman ellioman requested review from a team as code owners November 12, 2021 09:26
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@ellioman ellioman requested a review from pbbastian November 16, 2021 10:08
@phi-lira phi-lira changed the base branch from master to universal/staging November 18, 2021 14:38
@phi-lira phi-lira merged commit 3296d5d into universal/staging Nov 18, 2021
@phi-lira phi-lira deleted the universal/bugfix-1342895-renderscale branch November 18, 2021 14:39
phi-lira pushed a commit that referenced this pull request Nov 18, 2021
This was referenced Nov 18, 2021
gmitrano-unity added a commit that referenced this pull request Nov 29, 2021
This commit reverses an unintentional change to the scene view's
handling of the render scale setting. This change was introduced
in #6274.

This commit also attempts to consolidate some of the render scale logic
in URP's code by modifying the shader constant logic to query the scaled
camera dimensions directly from the camera target descriptor rather than
calculating them again.
phi-lira added a commit that referenced this pull request Dec 9, 2021
This commit reverses an unintentional change to the scene view's
handling of the render scale setting. This change was introduced
in #6274.

This commit also attempts to consolidate some of the render scale logic
in URP's code by modifying the shader constant logic to query the scaled
camera dimensions directly from the camera target descriptor rather than
calculating them again.

Co-authored-by: Felipe Lira <felipedrl@gmail.com>
ellioman added a commit that referenced this pull request Jan 28, 2022
* URP quality improvements (#6090)

* "Add Renderer Feature" menu now uses the same menu as "Volume Overrides"

* Universal Renderer help URL

* Add page hash to help URL helper

* Allow renderer features to use HelpURLAttribute and add it for SSAO, Decal, and Render Objects

* Remove Name input for SSAO and Screen Space Shadows

* Fix help URL for URP asset

* Update change log

* Fix change log

* Remove `Attribute` suffix from attribute usage

* Add docs for FilterWindow.Show

* Move GetHelpURL to DocumentationUtils

* Improve TryGetHelpURL interface

* Upgrade test materials and assets for premultiplied blend parity. (#6326)

* Upgraded Runtime/Materials/*.mat files.

* Foundation CommonAssets/ *.mat files upgrade.

* Foundation Scenes/ .mat files upgrade.

* Foundation Scenes/ .renderTexture files upgrade.

* Lighting CommonAssets/ .mat upgrade.

* Lighting EditMode Assets .mat files upgrade.

* Lighting Scenes/ .mat files upgrade.

* Lighting Scenes/ .renderTexture files upgrade.

* Terrain CommonAssets/ .mat files upgrade.

* Terrain Scenes/ .mat files upgrade.

* PostProcessing CommonAssets/ .mat files upgrade.

* PostProcessing Scenes/ .mat files upgrade.

* Making intermediate render textures scale with the RenderScale setting when a camera renders to a texture (#6274)

* Fix API is in the wrong state issue (#6331)

* BatchRendererGroup Test Projects Automation (#6276)

* update reference images

* Update HDRP failing test reference images

* Add HDRP Linux Vulkan test images

* Rename UniversalHybridTest to BatchRendererGroup_URP

* Move vulkan win ref images to None folder

* Rename HDRP_HybridTests to BatchRenderGroup_HDRP

* replace hybrid with BRG and add to nightly

* Fix HDRP project name type

* fix typo

* Add .meta files of added reference images

* remove playmode_xr

* Update RenderBRG.cs scripts from hrnext-bugfix

* Update BrgGameojbects hdrp reference images after master merge

* Add vulkan to HDRP brg windows

* use gpu for build, remove osx from ci

* apply patch from the [Yamato] Formatting job

* add BRG to nightly [skip ci]

* remove the hybrid projects from repoconfig

Co-authored-by: MingWai Chan <mingwai@unity3d.com>
Co-authored-by: Tomas Kiniulis <tomas.kiniulis@unity3d.com>
Co-authored-by: Sophia <sophia@unity3d.com>

* Tweaked bloom quality options

* made new settings additional

* Updated docs

* Improving the Bloom Test scene so that it tests Max Iterations, Downscale, Dirt Texture and Dirt Intensity

* Renaming the Downscale enum to BloomDownscaleMode

* Deprecating the skipIterations variable

* Changelog

* Changelog

* Updating bloom reference image for Android GLES3

Co-authored-by: Peter Bay Bastian <pbbastian@users.noreply.github.com>
Co-authored-by: Erik Hakala <59870743+eh-unity@users.noreply.github.com>
Co-authored-by: Théo Penavaire <theo-pnv@users.noreply.github.com>
Co-authored-by: mingwai <cinight@users.noreply.github.com>
Co-authored-by: MingWai Chan <mingwai@unity3d.com>
Co-authored-by: Tomas Kiniulis <tomas.kiniulis@unity3d.com>
Co-authored-by: Sophia <sophia@unity3d.com>
Co-authored-by: Andrem <andrem@unity3d.com>
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3 participants