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+>>>>>>> adb3228d58... Bugfix 168283: URP shaders output incorrect alpha values (#5526)
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+>>>>>>> adb3228d58... Bugfix 168283: URP shaders output incorrect alpha values (#5526)
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guid: f9cbcb9d488de214ca50f96d0d393306
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+>>>>>>> adb3228d58... Bugfix 168283: URP shaders output incorrect alpha values (#5526)
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+>>>>>>> adb3228d58... Bugfix 168283: URP shaders output incorrect alpha values (#5526)
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+>>>>>>> adb3228d58... Bugfix 168283: URP shaders output incorrect alpha values (#5526)
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+>>>>>>> adb3228d58... Bugfix 168283: URP shaders output incorrect alpha values (#5526)
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+>>>>>>> adb3228d58... Bugfix 168283: URP shaders output incorrect alpha values (#5526)
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+>>>>>>> adb3228d58... Bugfix 168283: URP shaders output incorrect alpha values (#5526)
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+>>>>>>> adb3228d58... Bugfix 168283: URP shaders output incorrect alpha values (#5526)
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+>>>>>>> adb3228d58... Bugfix 168283: URP shaders output incorrect alpha values (#5526)
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index 6a1ab338587..691d7fb6147 100644
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index 1f4677df388..c3e98114a0c 100644
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index 077d1acc51f..50be5ae8016 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Fade.mat
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index 981cbd9e1c1..5a99dc879ed 100644
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index 6a7abdc80eb..6adbf9e36fc 100644
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diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat
index 1a21fac251d..28e69907fff 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat
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@@ -108,6 +109,7 @@ Material:
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--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Transparent.mat
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@@ -126,3 +126,4 @@ Material:
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index 588b9758597..bde6b6bcfc8 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Additive.mat
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- _SpecularHighlights: 1
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diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Fade.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Fade.mat
index 4c84e39632c..d9778f14e28 100644
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diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Transparent.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Transparent.mat
index 99b77b33d21..da573b5823b 100644
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diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat
index cdcc3db0b14..47f2a43a440 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat
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index 32a9b90cb0b..0ddb7e98a55 100644
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index 034ab7196b4..30bf83a2241 100644
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index 9e882c938a7..8aa8e499653 100644
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index 458d83ad9a3..675511b8e4b 100644
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index e5eb78ccd8b..c8bbcb83165 100644
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- _SpecularColor: {r: 0.23921569, g: 0.23921569, b: 0.23921569, a: 1}
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index 9e28205765c..648f60cbeda 100644
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+ m_BuildTextureStacks: []
--- !u!114 &696773388402950971
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -104,8 +105,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_GeneratorAsset: {fileID: 0}
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured.mat
index c73f5999c39..510573e308d 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured.mat
@@ -9,11 +9,10 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_GeneratorAsset: {fileID: 0}
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -27,7 +26,7 @@ Material:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2050
+ m_CustomRenderQueue: 2000
stringTagMap:
RenderType: Opaque
disabledShaderPasses: []
@@ -109,3 +108,4 @@ Material:
- _Color: {r: 1, g: 1, 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/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured_rough.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured_rough.mat
index 4d4ebfa588c..bffa774def3 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured_rough.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured_rough.mat
@@ -9,11 +9,10 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_GeneratorAsset: {fileID: 0}
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -110,3 +109,4 @@ Material:
- _Color: {r: 1, g: 1, b: 1, a: 0}
- _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/Assets/Scenes/052_LWCallbacks/CallbackTestRenderer.asset b/TestProjects/UniversalGraphicsTest/Assets/Scenes/052_LWCallbacks/CallbackTestRenderer.asset
index 38869e48732..63da074ea18 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/052_LWCallbacks/CallbackTestRenderer.asset
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/052_LWCallbacks/CallbackTestRenderer.asset
@@ -14,6 +14,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_RendererFeatures:
- {fileID: 5740704530427184019}
+ m_RendererFeatureMap:
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
shaders:
blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
@@ -21,6 +22,7 @@ MonoBehaviour:
screenSpaceShadowPS: {fileID: 4800000, guid: 0f854b35a0cf61a429bd5dcfea30eddd,
type: 3}
samplingPS: {fileID: 4800000, guid: 04c410c9937594faa893a11dceb85f7e, type: 3}
+ fallbackErrorPS: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3}
m_OpaqueLayerMask:
serializedVersion: 2
m_Bits: 4294967295
@@ -34,6 +36,7 @@ MonoBehaviour:
passOperation: 0
failOperation: 0
zFailOperation: 0
+ m_ShadowTransparentReceive: 1
--- !u!114 &5740704530427184019
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -46,3 +49,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 1922bf90be6ebc54da38e96e30f9339a, type: 3}
m_Name: NewCameraCallbackTests
m_EditorClassIdentifier:
+ m_Active: 1
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red GI.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red GI.mat
index ca7c6dbff8d..a65b926a14e 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red GI.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red GI.mat
@@ -9,11 +9,10 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_GeneratorAsset: {fileID: 0}
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -27,7 +26,7 @@ Material:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2050
+ m_CustomRenderQueue: 2000
stringTagMap:
RenderType: Opaque
disabledShaderPasses: []
@@ -107,3 +106,4 @@ Material:
- _Color: {r: 0.75, g: 0.75, b: 0.75, 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/Assets/Scenes/053_UnlitShader/unlit shader red no GI.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red no GI.mat
index 71b4b71d2ed..f2b15fa7604 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red no GI.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red no GI.mat
@@ -9,11 +9,10 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_GeneratorAsset: {fileID: 0}
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -27,7 +26,7 @@ Material:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2050
+ m_CustomRenderQueue: 2000
stringTagMap:
RenderType: Opaque
disabledShaderPasses: []
@@ -107,3 +106,4 @@ Material:
- _Color: {r: 0.7490196, g: 0.7490196, b: 0.7490196, 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/Assets/Scenes/053_UnlitShader/unlit shader white GI.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader white GI.mat
index 0b4cdbca2cf..6a2b360cf42 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader white GI.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader white GI.mat
@@ -13,7 +13,7 @@ Material:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2050
+ m_CustomRenderQueue: 2000
stringTagMap:
RenderType: Opaque
disabledShaderPasses: []
@@ -94,6 +94,7 @@ Material:
- _Color: {r: 0.5, g: 0.5, b: 0.5, 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: []
--- !u!114 &4878811381003065862
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -103,8 +104,7 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
- m_GeneratorAsset: {fileID: 0}
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/2D_Renderer_Shader_Compatibility.asset b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/2D_Renderer_Shader_Compatibility.asset
index f8181a349f7..27a62933bf3 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/2D_Renderer_Shader_Compatibility.asset
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/2D_Renderer_Shader_Compatibility.asset
@@ -13,40 +13,47 @@ MonoBehaviour:
m_Name: 2D_Renderer_Shader_Compatibility
m_EditorClassIdentifier:
m_RendererFeatures: []
+ m_RendererFeatureMap:
+ m_TransparencySortMode: 0
+ m_TransparencySortAxis: {x: 0, y: 1, z: 0}
m_HDREmulationScale: 1
m_LightBlendStyles:
- - enabled: 1
- name: Default
+ - name: Default
maskTextureChannel: 0
renderTextureScale: 1
blendMode: 1
customBlendFactors:
multiplicative: 0
additive: 0
- - enabled: 0
- name: Blend Style 1
+ - name: Blend Style 1
maskTextureChannel: 0
renderTextureScale: 1
blendMode: 1
customBlendFactors:
multiplicative: 0
additive: 0
- - enabled: 0
- name: Blend Style 2
+ - name: Blend Style 2
maskTextureChannel: 0
renderTextureScale: 1
blendMode: 1
customBlendFactors:
multiplicative: 0
additive: 0
- - enabled: 0
- name: Blend Style 3
+ - name: Blend Style 3
maskTextureChannel: 0
renderTextureScale: 1
blendMode: 1
customBlendFactors:
multiplicative: 0
additive: 0
+ m_UseDepthStencilBuffer: 1
+ m_DefaultMaterialType: 0
+ m_DefaultCustomMaterial: {fileID: 2100000, guid: a97c105638bdf8b4a8650670310a4cd3,
+ type: 2}
+ m_DefaultLitMaterial: {fileID: 2100000, guid: a97c105638bdf8b4a8650670310a4cd3,
+ type: 2}
+ m_DefaultUnlitMaterial: {fileID: 2100000, guid: 9dfc825aed78fcd4ba02077103263b40,
+ type: 2}
m_ShapeLightShader: {fileID: 4800000, guid: d79e1c784eaf80c4585c0be7391f757a, type: 3}
m_ShapeLightVolumeShader: {fileID: 4800000, guid: 7e60080c8cd24a2468cb08b4bfee5606,
type: 3}
@@ -54,7 +61,7 @@ MonoBehaviour:
m_PointLightVolumeShader: {fileID: 4800000, guid: c7d04ca57e5449d49ad9cee1c604bc26,
type: 3}
m_BlitShader: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
- m_ShadowShader: {fileID: 0}
m_ShadowGroupShader: {fileID: 4800000, guid: d33b6d70b14697547ad0dc2d4debb009, type: 3}
- m_RemoveSelfShadowShader: {fileID: 0}
+ m_RemoveSelfShadowShader: {fileID: 4800000, guid: 02e071f10b6a15d4d87dac88ce529302,
+ type: 3}
m_PostProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/BakedLit.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/BakedLit.mat
index 413bc94840f..49f3258942a 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/BakedLit.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/BakedLit.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -89,3 +89,4 @@ Material:
- _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
+ m_BuildTextureStacks: []
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultLit.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultLit.mat
index 0b6aa5cb2ba..643ed1088d0 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultLit.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultLit.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -89,3 +89,4 @@ Material:
- _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
+ m_BuildTextureStacks: []
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultSimple.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultSimple.mat
index bf145a30905..7a22c649e53 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultSimple.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultSimple.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -93,3 +93,4 @@ Material:
- _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
+ m_BuildTextureStacks: []
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultUnlit.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultUnlit.mat
index 04947f4fcbf..858692faf2f 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultUnlit.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultUnlit.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -90,3 +90,4 @@ Material:
- _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
+ m_BuildTextureStacks: []
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/Materials/GreenRock01.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/Materials/GreenRock01.mat
index c4aadbcf8d1..ef34a797587 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/Materials/GreenRock01.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/Materials/GreenRock01.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -26,7 +26,7 @@ Material:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: 2050
+ m_CustomRenderQueue: 2000
stringTagMap:
RenderType: Opaque
disabledShaderPasses: []
@@ -88,3 +88,4 @@ Material:
- _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
+ m_BuildTextureStacks: []
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesLit.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesLit.mat
index f32894d806a..fd573b69b0b 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesLit.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesLit.mat
@@ -94,6 +94,7 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
+ m_BuildTextureStacks: []
--- !u!114 &5998429150232711907
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -106,4 +107,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesSimple.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesSimple.mat
index 1151aa85670..1929090317a 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesSimple.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesSimple.mat
@@ -95,6 +95,7 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
+ m_BuildTextureStacks: []
--- !u!114 &4963088423575533316
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -107,4 +108,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesUnlit.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesUnlit.mat
index 91857fe2d7f..1ce27aca5b7 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesUnlit.mat
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesUnlit.mat
@@ -94,6 +94,7 @@ Material:
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
+ m_BuildTextureStacks: []
--- !u!114 &1528233709893421592
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -106,4 +107,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 1
+ version: 2
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_MRT/CopyToViewport.shader b/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_MRT/CopyToViewport.shader
index 290673f88ef..47b5ccfb4ca 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_MRT/CopyToViewport.shader
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_MRT/CopyToViewport.shader
@@ -9,10 +9,10 @@ Shader "Test/CopyToViewport"
Cull Off ZWrite Off ZTest Always
Pass
- {
- HLSLPROGRAM
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
-
+ {
+ HLSLPROGRAM
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
+
TEXTURE2D(_SrcTex);
SAMPLER(sampler_SrcTex);
@@ -27,10 +27,10 @@ Shader "Test/CopyToViewport"
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
-
+
Varyings vert(Attributes input)
{
- Varyings output = (Varyings)0;
+ Varyings output = (Varyings)0;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.vertex = vertexInput.positionCS;
output.uv = input.uv;
@@ -39,14 +39,14 @@ Shader "Test/CopyToViewport"
half4 frag(Varyings input) : SV_Target
{
- half4 col = SAMPLE_TEXTURE2D(_SrcTex, sampler_SrcTex, input.uv);
+ half4 col = SAMPLE_TEXTURE2D(_SrcTex, sampler_SrcTex, input.uv);
return col;
}
#pragma vertex vert
#pragma fragment frag
- ENDHLSL
+ ENDHLSL
}
}
}
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_MRT/OutputColorsToMRTs.shader b/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_MRT/OutputColorsToMRTs.shader
index 450c89afc6b..65557f5acf6 100644
--- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_MRT/OutputColorsToMRTs.shader
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/105_MRT/OutputColorsToMRTs.shader
@@ -9,10 +9,10 @@ Shader "Test/OutputColorsToMRTs"
Cull Off ZWrite Off ZTest Always
Pass
- {
- HLSLPROGRAM
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
-
+ {
+ HLSLPROGRAM
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
+
struct Attributes
{
float4 positionOS : POSITION;
@@ -22,16 +22,16 @@ Shader "Test/OutputColorsToMRTs"
{
float4 vertex : SV_POSITION;
};
-
+
struct FragmentOutput
{
half4 dest0 : SV_Target0;
half4 dest1 : SV_Target1;
- };
+ };
Varyings vert(Attributes input)
{
- Varyings output = (Varyings)0;
+ Varyings output = (Varyings)0;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.vertex = vertexInput.positionCS;
return output;
@@ -40,15 +40,15 @@ Shader "Test/OutputColorsToMRTs"
FragmentOutput frag(Varyings input) : SV_Target
{
FragmentOutput o;
- o.dest0 = half4(0, 0, 1, 1);
- o.dest1 = half4(1, 0, 0, 1);
+ o.dest0 = half4(0, 0, 1, 1);
+ o.dest1 = half4(1, 0, 0, 1);
return o;
}
#pragma vertex vert
#pragma fragment frag
- ENDHLSL
+ ENDHLSL
}
}
}
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/109_URPShadersAlphaOutput.meta b/TestProjects/UniversalGraphicsTest/Assets/Scenes/109_URPShadersAlphaOutput.meta
new file mode 100644
index 00000000000..b3245dad2c2
--- /dev/null
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@@ -0,0 +1,8 @@
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+folderAsset: yes
+DefaultImporter:
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+ userData:
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diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/109_URPShadersAlphaOutput.unity b/TestProjects/UniversalGraphicsTest/Assets/Scenes/109_URPShadersAlphaOutput.unity
new file mode 100644
index 00000000000..4a6485eb337
--- /dev/null
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/109_URPShadersAlphaOutput.unity
@@ -0,0 +1,1795 @@
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diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/127_DynamicScaling_DOF.unity.meta b/TestProjects/UniversalGraphicsTest/Assets/Scenes/127_DynamicScaling_DOF.unity.meta
new file mode 100644
index 00000000000..e024773fca6
--- /dev/null
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/127_DynamicScaling_DOF.unity.meta
@@ -0,0 +1,7 @@
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diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/127_DynamicScaling_DOF/DynamicResSetter.cs b/TestProjects/UniversalGraphicsTest/Assets/Scenes/127_DynamicScaling_DOF/DynamicResSetter.cs
new file mode 100644
index 00000000000..aa1fad6c8a8
--- /dev/null
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/127_DynamicScaling_DOF/DynamicResSetter.cs
@@ -0,0 +1,30 @@
+using System;
+using UnityEngine;
+
+[ExecuteAlways]
+public class DynamicResSetter : MonoBehaviour
+{
+
+ public Camera m_camera;
+
+ [Range(0.01f, 1f)]
+ public float scale = 1;
+
+ private void OnValidate()
+ {
+ UpdateCamera();
+ }
+
+ void Update()
+ {
+ UpdateCamera();
+ }
+
+ void UpdateCamera()
+ {
+ if (m_camera)
+ {
+ ScalableBufferManager.ResizeBuffers(scale, scale);
+ }
+ }
+}
diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/127_DynamicScaling_DOF/DynamicResSetter.cs.meta b/TestProjects/UniversalGraphicsTest/Assets/Scenes/127_DynamicScaling_DOF/DynamicResSetter.cs.meta
new file mode 100644
index 00000000000..5300eb5a3a4
--- /dev/null
+++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/127_DynamicScaling_DOF/DynamicResSetter.cs.meta
@@ -0,0 +1,11 @@
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RenderType: Opaque
disabledShaderPasses: []
@@ -88,3 +88,4 @@ Material:
- _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1}
- _EmissionColor: {r: 1, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
+ m_BuildTextureStacks: []
diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/URPProjectSettings.asset b/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/URPProjectSettings.asset
index fa89832b363..91791f36dfa 100644
--- a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/URPProjectSettings.asset
+++ b/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/URPProjectSettings.asset
@@ -12,4 +12,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 247994e1f5a72c2419c26a37e9334c01, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_LastMaterialVersion: 1
+ m_LastMaterialVersion: 2
diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md
index 4bb7f49531b..188d2c09daf 100644
--- a/com.unity.render-pipelines.core/CHANGELOG.md
+++ b/com.unity.render-pipelines.core/CHANGELOG.md
@@ -16,6 +16,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fix LookDev's layout vanishing on domain reload.
- Fixed null reference exception in LookDev when setting the SRP to one not implementing LookDev (case 1245086)
- Fix LookDev's undo/redo on EnvironmentLibrary (case 1234725)
+- Fixed issue with the shader TransformWorldToHClipDir function computing the wrong result.
## [7.3.0] - 2020-03-11
diff --git a/com.unity.render-pipelines.core/Documentation~/index.md b/com.unity.render-pipelines.core/Documentation~/index.md
index 1c0aeb9d377..438e9862be0 100644
--- a/com.unity.render-pipelines.core/Documentation~/index.md
+++ b/com.unity.render-pipelines.core/Documentation~/index.md
@@ -1,11 +1,33 @@
-# SRP Core
-
+# Scriptable Render Pipeline

+## What is the Scriptable Render Pipeline
+
+The Scriptable Render Pipeline (SRP) is a feature that gives you full control over Unity's render pipeline and provides the tools you need to create modern, high-fidelity graphics in Unity.
+
+SRP allows you to write C# scripts to control the way Unity renders each frame. Exposing the render pipeline to you in C# makes Unity less of a “black box” when it comes to rendering. Unlike the original built-in render pipeline, SRP allows you to see and control exactly what happens during the rendering process.
+
+Unity provides you with two prebuilt Scriptable Render Pipelines which you can use in your Project as a base for your own custom SRP:
+* The Universal Render Pipeline (URP) offers graphics that scale from mobile platforms to higher-end consoles and PCs.
+* The High Definition Render Pipeline (HDRP) utilizes physically-based lighting techniques to offer high-fidelity graphics to target modern, Compute Shader compatible, platforms.
+
+Rather than developing your own SRP from scratch, you can use either of these prebuilt SRPs as a base to modify and adapt to your own requirements.
+
+## What is SRP Core
+
+SRP Core is a collection of API's that exposes many of the rendering internals and configuration to you. This allows you to configure exactly how you want rendering to work in your project.
+
+The SRP API offers a new interface to many familiar Unity constructs which include:
+
+- Lights
+- Materials
+- Cameras
+- Command Buffers
+
+The thing that SRP changes is the *way* that you interact with Unity. For performance reasons, when you write a custom SRP, you work with groups of renderers, not individual items.
+
+
+
-The Scriptable Render Pipeline (SRP) is a Unity feature that allows you to write C# scripts to control the way Unity renders each frame. SRP Core is a package that makes it easier to create or customize an SRP.
-SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and the shader libraries used in the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP).
-If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.
-For more information on SRP, including a guide to getting started with a custom SRP, see the [SRP documentation](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html). For more information on Unity's prebuilt SRPs, see the [Universal Render Pipeline (URP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest), or the [High Definition Render Pipeline (HDRP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest).
\ No newline at end of file
diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl
index 19e38f62cbb..603622e8f7a 100644
--- a/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl
+++ b/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl
@@ -177,8 +177,16 @@ real3 UnpackNormalAG(real4 packedNormal, real scale = 1.0)
{
real3 normal;
normal.xy = packedNormal.ag * 2.0 - 1.0;
- normal.xy *= scale;
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
+
+ // must scale after reconstruction of normal.z which also
+ // mirrors UnpackNormalRGB(). This does imply normal is not returned
+ // as a unit length vector but doesn't need it since it will get normalized after TBN transformation.
+ // If we ever need to blend contributions with built-in shaders for URP
+ // then we should consider using UnpackDerivativeNormalAG() instead like
+ // HDRP does since derivatives do not use renormalization and unlike tangent space
+ // normals allow you to blend, accumulate and scale contributions correctly.
+ normal.xy *= scale;
return normal;
}
diff --git a/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl
index bc8762f4c0f..d1c09a9e321 100644
--- a/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl
+++ b/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl
@@ -86,48 +86,73 @@ float4 TransformWViewToHClip(float3 positionVS)
return mul(GetViewToHClipMatrix(), float4(positionVS, 1.0));
}
-real3 TransformObjectToWorldDir(real3 dirOS)
+// Normalize to support uniform scaling
+float3 TransformObjectToWorldDir(float3 dirOS, bool doNormalize = true)
{
- // Normalize to support uniform scaling
- return SafeNormalize(mul((real3x3)GetObjectToWorldMatrix(), dirOS));
+ float3 dirWS = mul((float3x3)GetObjectToWorldMatrix(), dirOS);
+ if (doNormalize)
+ return SafeNormalize(dirWS);
+
+ return dirWS;
}
-real3 TransformWorldToObjectDir(real3 dirWS)
+// Normalize to support uniform scaling
+float3 TransformWorldToObjectDir(float3 dirWS, bool doNormalize = true)
{
- // Normalize to support uniform scaling
- return normalize(mul((real3x3)GetWorldToObjectMatrix(), dirWS));
+ float3 dirOS = mul((float3x3)GetWorldToObjectMatrix(), dirWS);
+ if (doNormalize)
+ return normalize(dirOS);
+
+ return dirOS;
}
-real3 TransformWorldToViewDir(real3 dirWS)
+// Tranforms vector from world space to view space
+real3 TransformWorldToViewDir(real3 dirWS, bool doNormalize = false)
{
- return mul((real3x3)GetWorldToViewMatrix(), dirWS).xyz;
+ float3 dirVS = mul((real3x3)GetWorldToViewMatrix(), dirWS).xyz;
+ if (doNormalize)
+ return normalize(dirVS);
+
+ return dirVS;
}
// Tranforms vector from world space to homogenous space
-real3 TransformWorldToHClipDir(real3 directionWS)
+real3 TransformWorldToHClipDir(real3 directionWS, bool doNormalize = false)
{
- return mul((real3x3)GetWorldToHClipMatrix(), directionWS);
+ float3 dirHCS = mul((real3x3)GetWorldToHClipMatrix(), directionWS).xyz;
+ if (doNormalize)
+ return normalize(dirHCS);
+
+ return dirHCS;
}
// Transforms normal from object to world space
-float3 TransformObjectToWorldNormal(float3 normalOS)
+float3 TransformObjectToWorldNormal(float3 normalOS, bool doNormalize = true)
{
#ifdef UNITY_ASSUME_UNIFORM_SCALING
- return TransformObjectToWorldDir(normalOS);
+ return TransformObjectToWorldDir(normalOS, doNormalize);
#else
// Normal need to be multiply by inverse transpose
- return SafeNormalize(mul(normalOS, (float3x3)GetWorldToObjectMatrix()));
+ float3 normalWS = mul(normalOS, (float3x3)GetWorldToObjectMatrix());
+ if (doNormalize)
+ return SafeNormalize(normalWS);
+
+ return normalWS;
#endif
}
// Transforms normal from world to object space
-float3 TransformWorldToObjectNormal(float3 normalWS)
+float3 TransformWorldToObjectNormal(float3 normalWS, bool doNormalize = true)
{
#ifdef UNITY_ASSUME_UNIFORM_SCALING
- return TransformWorldToObjectDir(normalWS);
+ return TransformWorldToObjectDir(normalWS, doNormalize);
#else
// Normal need to be multiply by inverse transpose
- return SafeNormalize(mul(normalWS, (float3x3)GetObjectToWorldMatrix()));
+ float3 normalOS = mul(normalWS, (float3x3)GetObjectToWorldMatrix());
+ if (doNormalize)
+ return SafeNormalize(normalOS);
+
+ return normalOS;
#endif
}
@@ -146,41 +171,48 @@ real3 TransformTangentToWorld(real3 dirTS, real3x3 tangentToWorld)
return mul(dirTS, tangentToWorld);
}
+// This function does the exact inverse of TransformTangentToWorld() and is
+// also decribed within comments in mikktspace.h and it follows implicitly
+// from the scalar triple product (google it).
real3 TransformWorldToTangent(real3 dirWS, real3x3 tangentToWorld)
{
// Note matrix is in row major convention with left multiplication as it is build on the fly
float3 row0 = tangentToWorld[0];
- float3 row1 = tangentToWorld[1];
- float3 row2 = tangentToWorld[2];
-
- // these are the columns of the inverse matrix but scaled by the determinant
- float3 col0 = cross(row1, row2);
- float3 col1 = cross(row2, row0);
- float3 col2 = cross(row0, row1);
-
- float determinant = dot(row0, col0);
- float sgn = determinant<0.0 ? (-1.0) : 1.0;
-
- // inverse transposed but scaled by determinant
- real3x3 matTBN_I_T = real3x3(col0, col1, col2);
-
- // remove transpose part by using matrix as the first arg in mul()
- // this makes it the exact inverse of what TransformTangentToWorld() does.
- return SafeNormalize( sgn * mul(matTBN_I_T, dirWS) );
+ float3 row1 = tangentToWorld[1];
+ float3 row2 = tangentToWorld[2];
+
+ // these are the columns of the inverse matrix but scaled by the determinant
+ float3 col0 = cross(row1, row2);
+ float3 col1 = cross(row2, row0);
+ float3 col2 = cross(row0, row1);
+
+ float determinant = dot(row0, col0);
+ float sgn = determinant<0.0 ? (-1.0) : 1.0;
+
+ // inverse transposed but scaled by determinant
+ // Will remove transpose part by using matrix as the first arg in the mul() below
+ // this makes it the exact inverse of what TransformTangentToWorld() does.
+ real3x3 matTBN_I_T = real3x3(col0, col1, col2);
+
+ return SafeNormalize( sgn * mul(matTBN_I_T, dirWS) );
}
real3 TransformTangentToObject(real3 dirTS, real3x3 tangentToWorld)
{
// Note matrix is in row major convention with left multiplication as it is build on the fly
- real3 normalWS = TransformTangentToWorld(dirTS, tangentToWorld);
- return TransformWorldToObjectNormal(normalWS);
+ real3 normalWS = TransformTangentToWorld(dirTS, tangentToWorld);
+ return TransformWorldToObjectNormal(normalWS);
}
real3 TransformObjectToTangent(real3 dirOS, real3x3 tangentToWorld)
{
// Note matrix is in row major convention with left multiplication as it is build on the fly
- float3 normalWS = TransformObjectToWorldNormal(dirOS);
- return TransformWorldToTangent(normalWS, tangentToWorld);
+
+ // don't normalize, as normalWS will be normalized after TransformWorldToTangent
+ float3 normalWS = TransformObjectToWorldNormal(dirOS, false);
+
+ // transform from world to tangent
+ return TransformWorldToTangent(normalWS, tangentToWorld);
}
#endif
diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md
index 7498c715e9d..d6d69cfb318 100644
--- a/com.unity.render-pipelines.universal/CHANGELOG.md
+++ b/com.unity.render-pipelines.universal/CHANGELOG.md
@@ -10,7 +10,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added the option to specify the maximum number of visible lights. If you set a value, lights are sorted based on their distance from the Camera.
### Changed
-- The maximum number of visible lights is now set to 32 if the platform is mobile or if the graphics API is OpenGLCore, otherwise it is set to 256.
+- The number of maximum visible lights is now set to 32 if the platform is mobile or if the graphics API is OpenGLCore, otherwise it is set to 256.
+- UniversalRenderPipelineAsset no longer supports presets [case 1197020](https://issuetracker.unity3d.com/issues/urp-reset-functionality-does-not-work-on-preset-of-universalrenderpipelineassets)
+- The Metallic property value of a Material is now linear, which is the correct behavior for the PBR approach. In the previous URP package version, those values were interpreted as gamma values. This change might affect the look of Materials that use this property after upgrading from the previous package version.
+- The pipeline is now computing tangent space in per fragment.
- Optimized the 2D Renderer to skip rendering into certain internal buffers when not necessary.
- The 2D Renderer now supports camera stacking.
@@ -43,6 +46,13 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed GLES shaders compilation failing on Windows platform (not a mobile platform) due to uniform count limit.
- Fixed an issue where preset button could still be used, when it is not supposed to. [case 1246261](https://issuetracker.unity3d.com/issues/urp-reset-functionality-does-not-work-for-renderobject-preset-asset)
- Fixed an issue with URP switching such that every avaiable URP makes a total set of supported features such that all URPs are taken into consideration. [case 1157420](https://issuetracker.unity3d.com/issues/lwrp-srp-switching-doesnt-work-even-with-manually-adding-shadervariants-per-scene)
+- Fixed an issue that causes viewport to not work correctly when rendering to textures. [case 1225103](https://issuetracker.unity3d.com/issues/urp-the-viewport-rect-isnt-correctly-applied-when-the-camera-is-outputting-into-a-rendertexture)
+- Fixed an issue that caused incorrect sampling of HDR reflection probe textures.
+- Fixed an issue that caused Android GLES to render blank screen when Depth texture was enabled without Opaque texture [case 1219325](https://issuetracker.unity3d.com/issues/scene-is-not-rendered-on-android-8-and-9-when-depth-texture-is-enabled-in-urp-asset)
+- Metallic slider on the Lit shader is now linear meaning correct values are used for PBR.
+- URP shaders that contain a priority slider now no longer have an offset of 50 by default.
+- Fixed issue where using DOF at the same time as Dynamic Scaling, the depth buffer was smapled with incorrect UVs. [case 1225467](https://issuetracker.unity3d.com/product/unity/issues/guid/1225467/)
+- Fixed a performance problem with ShaderPreprocessor with large amount of active shader variants in the project.
## [7.3.0] - 2020-03-11
@@ -133,7 +143,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed incorrect light attenuation on Nintendo Switch.
- Fixed XR SDK single-pass incorrectly switching to multipass issue. Add query for XR SDK single-pass availability using XR SDK renderpass descriptors.
- Fixed a performance issue in Hololens when using renderer with custom render passes.
-
+-
## [7.1.8] - 2020-01-20
### Fixed
diff --git a/com.unity.render-pipelines.universal/Documentation~/EffectList.md b/com.unity.render-pipelines.universal/Documentation~/EffectList.md
index 4b0416a0b50..0a9edf35324 100644
--- a/com.unity.render-pipelines.universal/Documentation~/EffectList.md
+++ b/com.unity.render-pipelines.universal/Documentation~/EffectList.md
@@ -4,17 +4,17 @@ These are the post-processing effects that are available in the Universal Render
-* Bloom
+* [Bloom](post-processing-bloom.md)
* [Channel Mixed](Post-Processing-Channel-Mixer.md)
-* Chromatic Aberration
+* [Chromatic Aberration](post-processing-chromatic-aberration.md)
* [Color Adjustments](Post-Processing-Color-Adjustments.md)
* [Color Curves](Post-Processing-Color-Curves.md)
-* Depth of Field
+* [Depth of Field](post-processing-depth-of-field.md)
* [Film Grain](Post-Processing-Film-Grain.md)
@@ -28,11 +28,11 @@ These are the post-processing effects that are available in the Universal Render
* [Shadows Midtones Highlights](Post-Processing-Shadows-Midtones-Highlights.md)
-* [Split Tones](Post-Processing-Split-Tones.md)
+* [Split Toning](Post-Processing-Split-Toning.md)
-* Tonemapping
+* [Tonemapping](post-processing-tonemapping.md)
-* Vignette
+* [Vignette](post-processing-vignette.md)
* [White Balance](Post-Processing-White-Balance.md)
diff --git a/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md b/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md
index ecb2ae970e5..e2f1f90175d 100644
--- a/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md
+++ b/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md
@@ -16,7 +16,7 @@ URP's integrated post-processing solution does not currently support custom post
2. In the top navigation bar, select __Window > Package Manager__ to open the __Package Manager__ window.
3. Select the __All__ tab. This tab displays the list of available packages for the version of Unity that you are currently running.
4. Select **Universal RP** from the list of packages.
-5. In the botoom right corner of the Package Manager window, select __Install__. Unity installs URP directly into your Project.
+5. In the bottom right corner of the Package Manager window, select __Install__. Unity installs URP directly into your Project.
## Configuring URP
diff --git a/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md b/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md
index e163f429e51..add874a1b58 100644
--- a/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md
+++ b/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md
@@ -1,4 +1,5 @@
* [Universal Render Pipeline](index.md)
+* [Requirements](requirements)
* [Features]()
* [Feature Comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md)
* [Getting started](InstallingAndConfiguringURP.md)
@@ -86,4 +87,4 @@
* [Frequently asked questions (FAQ)](faq.md)
-* [Feature comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md)
\ No newline at end of file
+* [Feature comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md)
diff --git a/com.unity.render-pipelines.universal/Documentation~/lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/lit-shader.md
index 738b56a57c0..9acc2cf712e 100644
--- a/com.unity.render-pipelines.universal/Documentation~/lit-shader.md
+++ b/com.unity.render-pipelines.universal/Documentation~/lit-shader.md
@@ -47,7 +47,7 @@ The __Surface Inputs__ describe the surface itself. For example, you can use the
| Property | Description |
| --------------------------- | ------------------------------------------------------------ |
| __Base Map__ | Adds color to the surface, also known as the diffuse map. To assign a Texture to the __Base Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html). The color next to the setting shows the tint on top of your assigned Texture. To assign another tint, you can click this color swatch. If you select __Transparent__ or __Alpha Clipping__ under __Surface Options__, your Material uses the Texture’s alpha channel or color. |
-| __Metallic / Specular Map__ | Shows a map input for your chosen __Workflow Mode__ in the __Surface Options__.
For the [__Metallic Map__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterMetallic.html) workflow, the map gets the color from the __Base Map__ assigned above. Use the slider to control how metallic the surface appears. 1 is fully metallic, like silver or copper, and 0 is fully dielectric, like plastic or wood. You can generally use values in between 0 and 1 for dirty or corroded metals.
For the [__Specular Map__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html) setting, you can assign a texture to it by clicking the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html).
For both workflows, you can use the __Smoothness__ slider to control the spread of highlights on the surface. 0 gives a wide, rough highlight. 1 gives a small, sharp highlight like glass. Values in between produce semi-glossy looks. For example, 0.5 produces a plastic-like glossiness.
Under __Source__, you can control where to sample a smoothness map from.y default, both the metallic and specular workflow uses the Alpha channel of its map for the source. You can also set it to the Base Map Alpha channel. |
+| __Metallic / Specular Map__ | Shows a map input for your chosen __Workflow Mode__ in the __Surface Options__.
For the [__Metallic Map__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterMetallic.html) workflow, the map gets the color from the __Base Map__ assigned above. Use the slider to control how metallic the surface appears. 1 is fully metallic, like silver or copper, and 0 is fully dielectric, like plastic or wood. You can generally use values in between 0 and 1 for dirty or corroded metals.
For the [__Specular Map__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html) setting, you can assign a texture to it by clicking the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html).
For both workflows, you can use the __Smoothness__ slider to control the spread of highlights on the surface. 0 gives a wide, rough highlight. 1 gives a small, sharp highlight like glass. Values in between produce semi-glossy looks. For example, 0.5 produces a plastic-like glossiness.
Use the __Source__ drop-down menu to select where the shader samples a smoothness map from. Options are: __Metallic Alpha__ (alpha channel from the metallic map), and __Albedo Alpha__ (alpha channel from the base map). The default value is __Metallic Alpha__.
If the selected source has the alpha channel, the shader samples the channel and multiplies each sample by the __Smoothness__ value. |
| __Normal Map__ | Adds a normal map to the surface. With a [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html?), you can add surface details like bumps, scratches and grooves. To add the map, click the object picker next to it. The normal map picks up ambient lighting in the environment.
The float value next to the setting is a multiplier for the effect of the __Normal Map__. Low values decrease the effect of the normal map. High values create stronger effects. |
| __Occlusion Map__ | Select an [occlusion map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterOcclusionMap.html). This simulates shadows from ambient light and reflection, which makes lighting look more realistic as less light reaches corners and crevices of objects. To select the occlusion map, click the object picker next to it. |
| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can choose the color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. |
diff --git a/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md b/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md
index 833d375e152..4b66bf6926d 100644
--- a/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md
+++ b/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md
@@ -162,7 +162,7 @@ This table provides an overview of the current features supported in the Univers
| Multipass | Yes | Yes |
| Single Pass | Yes | Yes |
| Single Pass Instanced | Yes | Yes |
-| *Post-processing*
Oculus Rift
Oculus QuestOculus Go
Gear VR
PSVRHoloLens
WMR
Magic Leap One|
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes |
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes |
+| *Post-processing*
Oculus Rift
Oculus QuestOculus Go
Gear VR
PSVRHoloLens
WMR
Magic Leap One
OpenVR|
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes |
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No |
| ***AR*** | | |
| AR Foundation | No | Yes |
| ***Debug*** | | |
diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md
index 812cd0e3d98..1fb7494af85 100644
--- a/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md
+++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md
@@ -78,18 +78,22 @@ To install URP as a dependency of the Project:
* Open the Project Manifest file using a text editor.
* At the top of the dependencies section, add the following entry:
-`com.unity.render-pipelines.universal`: `[Version number you noted earlier]`,
+```json
+"com.unity.render-pipelines.universal": "[Version number you noted earlier]"
+```
So, for example, if the version of URP was 7.1.1, your dependencies section would look like this:
-`dependencies`: {
- `com.unity.render-pipelines.universal`: `7.1.1`,
- …
-},
+```json
+"dependencies": {
+ "com.unity.render-pipelines.universal": "7.1.1",
+ ...
+}
+```
This marks the version of URP that you have installed as a dependency of the Project. You can now safely remove LWRP.
* Open your Project in Unity.
* Open the Package Manager Window.
* Locate **Lightweight RP** and select it.
-* In the bottom right of the Package Manager window, click Remove. Unity completely removes the LWRP package from the Project.
\ No newline at end of file
+* In the bottom right of the Package Manager window, click Remove. Unity completely removes the LWRP package from the Project.
diff --git a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs
index cea1c576209..43915f47264 100644
--- a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs
+++ b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs
@@ -89,7 +89,7 @@ class MaterialPostprocessor : AssetPostprocessor
internal static List s_ImportedAssetThatNeedSaving = new List();
internal static bool s_NeedsSavingAssets = false;
- internal static readonly Action[] k_Upgraders = { UpgradeV1 };
+ internal static readonly Action[] k_Upgraders = { UpgradeV1, UpgradeV2 };
static internal void SaveAssetsToDisk()
{
@@ -213,6 +213,13 @@ static void UpgradeV1(Material material, ShaderPathID shaderID)
break;
}
}
+
+ static void UpgradeV2(Material material, ShaderPathID shaderID)
+ {
+ // fix 50 offset on shaders
+ if(material.HasProperty("_QueueOffset"))
+ BaseShaderGUI.SetupMaterialBlendMode(material);
+ }
}
// Upgraders v1
diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs b/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs
index c160aa3194a..1959d4e7534 100644
--- a/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs
+++ b/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs
@@ -408,7 +408,10 @@ public static void SetupMaterialBlendMode(Material material)
if (material == null)
throw new ArgumentNullException("material");
- bool alphaClip = material.GetFloat("_AlphaClip") == 1;
+ bool alphaClip = false;
+ if(material.HasProperty("_AlphaClip"))
+ alphaClip = material.GetFloat("_AlphaClip") >= 0.5;
+
if (alphaClip)
{
material.EnableKeyword("_ALPHATEST_ON");
@@ -418,65 +421,65 @@ public static void SetupMaterialBlendMode(Material material)
material.DisableKeyword("_ALPHATEST_ON");
}
- var queueOffset = 0; // queueOffsetRange;
- if(material.HasProperty("_QueueOffset"))
- queueOffset = queueOffsetRange - (int) material.GetFloat("_QueueOffset");
-
- SurfaceType surfaceType = (SurfaceType)material.GetFloat("_Surface");
- if (surfaceType == SurfaceType.Opaque)
+ if (material.HasProperty("_Surface"))
{
- if (alphaClip)
+ SurfaceType surfaceType = (SurfaceType) material.GetFloat("_Surface");
+ if (surfaceType == SurfaceType.Opaque)
{
- material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
- material.SetOverrideTag("RenderType", "TransparentCutout");
+ if (alphaClip)
+ {
+ material.renderQueue = (int) RenderQueue.AlphaTest;
+ material.SetOverrideTag("RenderType", "TransparentCutout");
+ }
+ else
+ {
+ material.renderQueue = (int) RenderQueue.Geometry;
+ material.SetOverrideTag("RenderType", "Opaque");
+ }
+
+ material.renderQueue += material.HasProperty("_QueueOffset") ? (int) material.GetFloat("_QueueOffset") : 0;
+ material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.One);
+ material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.Zero);
+ material.SetInt("_ZWrite", 1);
+ material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
+ material.SetShaderPassEnabled("ShadowCaster", true);
}
else
{
- material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Geometry;
- material.SetOverrideTag("RenderType", "Opaque");
- }
- material.renderQueue += queueOffset;
- material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
- material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
- material.SetInt("_ZWrite", 1);
- material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
- material.SetShaderPassEnabled("ShadowCaster", true);
- }
- else
- {
- BlendMode blendMode = (BlendMode)material.GetFloat("_Blend");
- var queue = (int) UnityEngine.Rendering.RenderQueue.Transparent;
-
- // Specific Transparent Mode Settings
- switch (blendMode)
- {
- case BlendMode.Alpha:
- material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
- material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
- material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
- break;
- case BlendMode.Premultiply:
- material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
- material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
- material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
- break;
- case BlendMode.Additive:
- material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
- material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
- material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
- break;
- case BlendMode.Multiply:
- material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
- material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
- material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
- material.EnableKeyword("_ALPHAMODULATE_ON");
- break;
+ BlendMode blendMode = (BlendMode) material.GetFloat("_Blend");
+
+ // Specific Transparent Mode Settings
+ switch (blendMode)
+ {
+ case BlendMode.Alpha:
+ material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.SrcAlpha);
+ material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
+ material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
+ break;
+ case BlendMode.Premultiply:
+ material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.One);
+ material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
+ material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
+ break;
+ case BlendMode.Additive:
+ material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.SrcAlpha);
+ material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.One);
+ material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
+ break;
+ case BlendMode.Multiply:
+ material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.DstColor);
+ material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.Zero);
+ material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
+ material.EnableKeyword("_ALPHAMODULATE_ON");
+ break;
+ }
+
+ // General Transparent Material Settings
+ material.SetOverrideTag("RenderType", "Transparent");
+ material.SetInt("_ZWrite", 0);
+ material.renderQueue += material.HasProperty("_QueueOffset") ? (int) material.GetFloat("_QueueOffset") : 0;
+ material.SetShaderPassEnabled("ShadowCaster", false);
}
- // General Transparent Material Settings
- material.SetOverrideTag("RenderType", "Transparent");
- material.SetInt("_ZWrite", 0);
- material.renderQueue = queue + queueOffset;
- material.SetShaderPassEnabled("ShadowCaster", false);
}
}
diff --git a/com.unity.render-pipelines.universal/Editor/ShaderPreprocessor.cs b/com.unity.render-pipelines.universal/Editor/ShaderPreprocessor.cs
index 8b52444f9f4..511c0f4ea8c 100644
--- a/com.unity.render-pipelines.universal/Editor/ShaderPreprocessor.cs
+++ b/com.unity.render-pipelines.universal/Editor/ShaderPreprocessor.cs
@@ -212,14 +212,23 @@ public void OnProcessShader(Shader shader, ShaderSnippetData snippetData, IList<
int prevVariantCount = compilerDataList.Count;
-
- for (int i = 0; i < compilerDataList.Count; ++i)
+
+ var inputShaderVariantCount = compilerDataList.Count;
+ for (int i = 0; i < inputShaderVariantCount;)
{
- if (StripUnused(ShaderBuildPreprocessor.supportedFeatures, shader, snippetData, compilerDataList[i]))
- {
+ bool removeInput = StripUnused(ShaderBuildPreprocessor.supportedFeatures, shader, snippetData, compilerDataList[i]);
+ if (removeInput)
+ compilerDataList[i] = compilerDataList[--inputShaderVariantCount];
+ else
+ ++i;
+ }
+
+ if(compilerDataList is List inputDataList)
+ inputDataList.RemoveRange(inputShaderVariantCount, inputDataList.Count - inputShaderVariantCount);
+ else
+ {
+ for(int i = compilerDataList.Count -1; i >= inputShaderVariantCount; --i)
compilerDataList.RemoveAt(i);
- --i;
- }
}
if (urpAsset.shaderVariantLogLevel != ShaderVariantLogLevel.Disabled)
diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs b/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs
index a8ee3d59dcd..aab6091d190 100644
--- a/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs
+++ b/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs
@@ -1,5 +1,6 @@
using UnityEditor;
using System.IO;
+using UnityEngine.Rendering.Universal;
namespace UnityEngine.Experimental.Rendering.Universal
{
@@ -12,13 +13,13 @@ static public Texture2D CreatePointLightLookupTexture()
{
const float WIDTH = 256;
const float HEIGHT = 256;
- TextureFormat textureFormat = TextureFormat.ARGB32;
- if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf))
- textureFormat = TextureFormat.RGBAHalf;
- else if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAFloat))
- textureFormat = TextureFormat.RGBAFloat;
+ GraphicsFormat textureFormat = GraphicsFormat.R8G8B8A8_UNorm;
+ if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.SetPixels))
+ textureFormat = GraphicsFormat.R16G16B16A16_SFloat;
+ else if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R32G32B32A32_SFloat, FormatUsage.SetPixels))
+ textureFormat = GraphicsFormat.R32G32B32A32_SFloat;
- s_PointLightLookupTexture = new Texture2D((int)WIDTH, (int)HEIGHT, textureFormat, false);
+ s_PointLightLookupTexture = new Texture2D((int)WIDTH, (int)HEIGHT, textureFormat, TextureCreationFlags.None);
s_PointLightLookupTexture.filterMode = FilterMode.Bilinear;
s_PointLightLookupTexture.wrapMode = TextureWrapMode.Clamp;
if (s_PointLightLookupTexture != null)
@@ -70,8 +71,8 @@ static public Texture2D CreateFalloffLookupTexture()
const float WIDTH = 2048;
const float HEIGHT = 192;
- TextureFormat textureFormat = TextureFormat.ARGB32;
- s_FalloffLookupTexture = new Texture2D((int)WIDTH, (int)HEIGHT-64, textureFormat, false);
+ GraphicsFormat textureFormat = GraphicsFormat.R8G8B8A8_SRGB;
+ s_FalloffLookupTexture = new Texture2D((int)WIDTH, (int)HEIGHT-64, textureFormat, TextureCreationFlags.None);
s_FalloffLookupTexture.filterMode = FilterMode.Bilinear;
s_FalloffLookupTexture.wrapMode = TextureWrapMode.Clamp;
if (s_FalloffLookupTexture != null)
@@ -82,9 +83,6 @@ static public Texture2D CreateFalloffLookupTexture()
float lineValue = -baseValue + 1;
float exponent = Mathf.Log(lineValue) / Mathf.Log(baseValue);
- if (y == HEIGHT - 1)
- textureFormat = TextureFormat.ARGB32;
-
for (int x=0;x m_RenderTextureFormatSupport = new Dictionary();
+ static Dictionary m_GraphicsFormatSupport = new Dictionary();
internal static void ClearSystemInfoCache()
{
m_RenderTextureFormatSupport.Clear();
+ m_GraphicsFormatSupport.Clear();
}
///
@@ -248,6 +251,24 @@ public static bool SupportsRenderTextureFormat(RenderTextureFormat format)
return support;
}
+ ///
+ /// Checks if a texture format is supported by the run-time system.
+ /// Similar to , but doesn't allocate memory.
+ ///
+ /// The format to look up.
+ /// The format usage to look up.
+ /// Returns true if the graphics card supports the given GraphicsFormat
+ public static bool SupportsGraphicsFormat(GraphicsFormat format, FormatUsage usage)
+ {
+ if (!m_GraphicsFormatSupport.TryGetValue(format, out var support))
+ {
+ support = SystemInfo.IsFormatSupported(format, usage);
+ m_GraphicsFormatSupport.Add(format, support);
+ }
+
+ return support;
+ }
+
///
/// Return the last colorBuffer index actually referring to an existing RenderTarget
///
diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs
index c8f2ced591b..61e442ea8e3 100644
--- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs
+++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs
@@ -4,6 +4,7 @@
using UnityEngine.Scripting.APIUpdating;
using UnityEngine.Experimental.GlobalIllumination;
+using UnityEngine.Experimental.Rendering;
using Lightmapping = UnityEngine.Experimental.GlobalIllumination.Lightmapping;
namespace UnityEngine.Rendering.Universal
@@ -181,7 +182,7 @@ public bool IsCameraProjectionMatrixFlipped()
public List bias;
}
- public static class ShaderPropertyId
+ internal static class ShaderPropertyId
{
public static readonly int scaledScreenParams = Shader.PropertyToID("_ScaledScreenParams");
public static readonly int worldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos");
@@ -364,7 +365,7 @@ static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, floa
bool isStereoEnabled, bool isHdrEnabled, int msaaSamples, bool needsAlpha)
{
RenderTextureDescriptor desc;
- RenderTextureFormat renderTextureFormatDefault = RenderTextureFormat.Default;
+ GraphicsFormat renderTextureFormatDefault = SystemInfo.GetGraphicsFormat(DefaultFormat.LDR);
// NB: There's a weird case about XR and render texture
// In test framework currently we render stereo tests to target texture
@@ -373,7 +374,7 @@ static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, floa
if (isStereoEnabled)
{
desc = XRGraphics.eyeTextureDesc;
- renderTextureFormatDefault = desc.colorFormat;
+ renderTextureFormatDefault = desc.graphicsFormat;
}
else if (camera.targetTexture == null)
{
@@ -395,10 +396,15 @@ static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, floa
}
else
{
- bool use32BitHDR = !needsAlpha && RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float);
- RenderTextureFormat hdrFormat = (use32BitHDR) ? RenderTextureFormat.RGB111110Float : RenderTextureFormat.DefaultHDR;
-
- desc.colorFormat = isHdrEnabled ? hdrFormat : renderTextureFormatDefault;
+ GraphicsFormat hdrFormat;
+ if (!needsAlpha && RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.B10G11R11_UFloatPack32, FormatUsage.Linear | FormatUsage.Render))
+ hdrFormat = GraphicsFormat.B10G11R11_UFloatPack32;
+ else if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.Linear | FormatUsage.Render))
+ hdrFormat = GraphicsFormat.R16G16B16A16_SFloat;
+ else
+ hdrFormat = SystemInfo.GetGraphicsFormat(DefaultFormat.HDR); // This might actually be a LDR format on old devices.
+
+ desc.graphicsFormat = isHdrEnabled ? hdrFormat : renderTextureFormatDefault;
desc.depthBufferBits = 32;
desc.msaaSamples = msaaSamples;
desc.sRGB = (QualitySettings.activeColorSpace == ColorSpace.Linear);
diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl
index 2f7f29f10e4..6a9d7fedd0a 100644
--- a/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl
+++ b/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl
@@ -117,6 +117,11 @@ void AlphaDiscard(real alpha, real cutoff, real offset = 0.0h)
#endif
}
+half OutputAlpha(half outputAlpha)
+{
+ return saturate(outputAlpha + _DrawObjectPassData.a);
+}
+
// A word on normalization of normals:
// For better quality normals should be normalized before and after
// interpolation.
diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl
index e7a1645375e..176a89c2770 100644
--- a/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl
+++ b/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl
@@ -37,6 +37,12 @@ float4 _ScaledScreenParams;
float4 _MainLightPosition;
half4 _MainLightColor;
+// Global object render pass data containing various settings.
+// x,y,z are currently unused
+// w is used for knowing whether the object is opaque(1) or alpha blended(0)
+half4 _DrawObjectPassData;
+
+
half4 _AdditionalLightsCount;
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
StructuredBuffer _AdditionalLightsBuffer;
diff --git a/com.unity.render-pipelines.universal/Shaders/BakedLit.shader b/com.unity.render-pipelines.universal/Shaders/BakedLit.shader
index 0c3d74fe7c4..84c769ed041 100644
--- a/com.unity.render-pipelines.universal/Shaders/BakedLit.shader
+++ b/com.unity.render-pipelines.universal/Shaders/BakedLit.shader
@@ -70,10 +70,9 @@ Shader "Universal Render Pipeline/Baked Lit"
{
float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
- half3 normal : TEXCOORD2;
+ half3 normalWS : TEXCOORD2;
#if defined(_NORMALMAP)
- half3 tangent : TEXCOORD3;
- half3 bitangent : TEXCOORD4;
+ half4 tangentWS : TEXCOORD3;
#endif
float4 vertex : SV_POSITION;
@@ -94,14 +93,17 @@ Shader "Universal Render Pipeline/Baked Lit"
output.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap);
output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z);
+ // normalWS and tangentWS already normalize.
+ // this is required to avoid skewing the direction during interpolation
+ // also required for per-vertex SH evaluation
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- output.normal = normalInput.normalWS;
+ output.normalWS = normalInput.normalWS;
#if defined(_NORMALMAP)
- output.tangent = normalInput.tangentWS;
- output.bitangent = normalInput.bitangentWS;
+ real sign = input.tangentOS.w * GetOddNegativeScale();
+ output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
#endif
OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
- OUTPUT_SH(output.normal, output.vertexSH);
+ OUTPUT_SH(output.normalWS, output.vertexSH);
return output;
}
@@ -123,14 +125,17 @@ Shader "Universal Render Pipeline/Baked Lit"
#if defined(_NORMALMAP)
half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz;
- half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangent, input.bitangent, input.normal));
+ float sgn = input.tangentWS.w; // should be either +1 or -1
+ float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
+ half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS));
#else
- half3 normalWS = input.normal;
+ half3 normalWS = input.normalWS;
#endif
normalWS = NormalizeNormalPerPixel(normalWS);
color *= SAMPLE_GI(input.lightmapUV, input.vertexSH, normalWS);
color = MixFog(color, input.uv0AndFogCoord.z);
-
+ alpha = OutputAlpha(alpha);
+
return half4(color, alpha);
}
ENDHLSL
diff --git a/com.unity.render-pipelines.universal/Shaders/Lit.shader b/com.unity.render-pipelines.universal/Shaders/Lit.shader
index f9ea307871a..403f7837d54 100644
--- a/com.unity.render-pipelines.universal/Shaders/Lit.shader
+++ b/com.unity.render-pipelines.universal/Shaders/Lit.shader
@@ -14,7 +14,7 @@ Shader "Universal Render Pipeline/Lit"
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
- [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
+ _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
diff --git a/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl b/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl
index bafeb67b829..317f0401590 100644
--- a/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl
+++ b/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl
@@ -22,14 +22,11 @@ struct Varyings
float3 positionWS : TEXCOORD2;
#endif
-#ifdef _NORMALMAP
- float4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
- float4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
- float4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
-#else
float3 normalWS : TEXCOORD3;
- float3 viewDirWS : TEXCOORD4;
+#ifdef _NORMALMAP
+ float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign
#endif
+ float3 viewDirWS : TEXCOORD5;
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
@@ -50,17 +47,16 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData
inputData.positionWS = input.positionWS;
#endif
-#ifdef _NORMALMAP
- half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
- inputData.normalWS = TransformTangentToWorld(normalTS,
- half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
+ half3 viewDirWS = SafeNormalize(input.viewDirWS);
+#ifdef _NORMALMAP
+ float sgn = input.tangentWS.w; // should be either +1 or -1
+ float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
+ inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
#else
- half3 viewDirWS = input.viewDirWS;
inputData.normalWS = input.normalWS;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- viewDirWS = SafeNormalize(viewDirWS);
inputData.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
@@ -90,20 +86,23 @@ Varyings LitPassVertex(Attributes input)
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
+
+ // normalWS and tangentWS already normalize.
+ // this is required to avoid skewing the direction during interpolation
+ // also required for per-vertex lighting and SH evaluation
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
- half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
+ float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
-#ifdef _NORMALMAP
- output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
- output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
- output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
-#else
- output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
+ // already normalized from normal transform to WS.
+ output.normalWS = normalInput.normalWS;
output.viewDirWS = viewDirWS;
+#ifdef _NORMALMAP
+ real sign = input.tangentOS.w * GetOddNegativeScale();
+ output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
#endif
OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
@@ -137,8 +136,10 @@ half4 LitPassFragment(Varyings input) : SV_Target
InitializeInputData(input, surfaceData.normalTS, inputData);
half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
-
+
color.rgb = MixFog(color.rgb, inputData.fogCoord);
+ color.a = OutputAlpha(color.a);
+
return color;
}
diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl
index 620cdffd2de..df726443d7a 100644
--- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl
+++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl
@@ -145,6 +145,7 @@ half4 SpeedTree7Frag(SpeedTreeVertexOutput input) : SV_Target
half4 color = UniversalFragmentBlinnPhong(inputData, diffuseColor.rgb, half4(0, 0, 0, 0), 0, 0, diffuse.a);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
+ color.a = OutputAlpha(color.a);
return color;
}
diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl
index 429f171adb8..ed7776527c8 100644
--- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl
+++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl
@@ -379,6 +379,8 @@ half4 SpeedTree8Frag(SpeedTreeFragmentInput input) : SV_Target
half4 color = UniversalFragmentPBR(inputData, albedo, metallic, specular, smoothness, occlusion, emission, alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
+ color.a = OutputAlpha(color.a);
+
return color;
}
diff --git a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitForwardPass.hlsl b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitForwardPass.hlsl
index 4d3d4f38893..fb8d61886be 100644
--- a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitForwardPass.hlsl
+++ b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitForwardPass.hlsl
@@ -168,6 +168,8 @@ half4 ParticlesLitFragment(VaryingsParticle input) : SV_Target
surfaceData.metallic, half3(0, 0, 0), surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
+ color.a = OutputAlpha(color.a);
+
return color;
}
diff --git a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl
index 7a89ac71082..ecb19c76ee6 100644
--- a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl
+++ b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl
@@ -178,6 +178,8 @@ half4 ParticlesLitFragment(VaryingsParticle input) : SV_Target
half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
+ color.a = OutputAlpha(color.a);
+
return color;
}
diff --git a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.hlsl b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.hlsl
index d9f84e0eddd..39f41471245 100644
--- a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.hlsl
+++ b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.hlsl
@@ -155,6 +155,8 @@ half4 fragParticleUnlit(VaryingsParticle input) : SV_Target
half3 result = albedo.rgb + emission;
half fogFactor = input.positionWS.w;
result = MixFogColor(result, half3(0, 0, 0), fogFactor);
+ albedo.a = OutputAlpha(albedo.a);
+
return half4(result, albedo.a);
}
diff --git a/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader b/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader
index 63f3b3e1f89..a2987651121 100644
--- a/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader
+++ b/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader
@@ -38,8 +38,17 @@ Shader "Hidden/Universal Render Pipeline/BokehDepthOfField"
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+ uint w;
+ uint h;
+#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
+ uint x;
+ _CameraDepthTexture.GetDimensions(w, h, x);
+#else
+ _CameraDepthTexture.GetDimensions(w, h);
+#endif
+
float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
- float depth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _MainTex_TexelSize.zw * uv).x;
+ float depth = LOAD_TEXTURE2D_X(_CameraDepthTexture, float2(w, h) * uv).x;
float linearEyeDepth = LinearEyeDepth(depth, _ZBufferParams);
half coc = (1.0 - FocusDist / linearEyeDepth) * MaxCoC;
diff --git a/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl b/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl
index 7c723b514a2..ee475243c6a 100644
--- a/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl
+++ b/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl
@@ -141,6 +141,8 @@ half4 LitPassFragmentSimple(Varyings input) : SV_Target
half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specular, smoothness, emission, alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
+ color.a = OutputAlpha(color.a);
+
return color;
};
diff --git a/com.unity.render-pipelines.universal/Shaders/Unlit.shader b/com.unity.render-pipelines.universal/Shaders/Unlit.shader
index 192ef5efbf6..3ab3ed864d4 100644
--- a/com.unity.render-pipelines.universal/Shaders/Unlit.shader
+++ b/com.unity.render-pipelines.universal/Shaders/Unlit.shader
@@ -101,7 +101,8 @@ Shader "Universal Render Pipeline/Unlit"
#endif
color = MixFog(color, input.fogCoord);
-
+ alpha = OutputAlpha(alpha);
+
return half4(color, alpha);
}
ENDHLSL
diff --git a/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl b/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl
index 814ee62197d..2881a2a9346 100644
--- a/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl
+++ b/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl
@@ -3,6 +3,16 @@
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+#if defined(_DEPTH_MSAA_2)
+ #define MSAA_SAMPLES 2
+#elif defined(_DEPTH_MSAA_4)
+ #define MSAA_SAMPLES 4
+#elif defined(_DEPTH_MSAA_8)
+ #define MSAA_SAMPLES 8
+#else
+ #define MSAA_SAMPLES 1
+#endif
+
half4 _ScaleBiasRT;
struct Attributes
@@ -59,16 +69,6 @@ Varyings vert(Attributes input)
#define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv)
#endif
-#if defined(_DEPTH_MSAA_2)
- #define MSAA_SAMPLES 2
-#elif defined(_DEPTH_MSAA_4)
- #define MSAA_SAMPLES 4
-#elif defined(_DEPTH_MSAA_8)
- #define MSAA_SAMPLES 8
-#else
- #define MSAA_SAMPLES 1
-#endif
-
#if MSAA_SAMPLES == 1
DEPTH_TEXTURE(_CameraDepthAttachment);
SAMPLER(sampler_CameraDepthAttachment);