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diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
index 172d3eba1e4..97318f89ab5 100644
--- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
+++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
@@ -443,6 +443,9 @@ EditorBuildSettings:
- enabled: 1
path: Assets/GraphicTests/Scenes/5x_SkyAndFog/5009_HDRI_Sky_Flow.unity
guid: f2fd7a28087b7634e94c49cb78704e74
+ - enabled: 1
+ path: Assets/GraphicTests/Scenes/5x_SkyAndFog/5010_CloudLayer.unity
+ guid: 602816355ed2fb94383bb6396823e77e
- enabled: 1
path: Assets/GraphicTests/Scenes/8x_ShaderGraph/8101_Opaque.unity
guid: 3f9e911b4dbc9464e85add595c37cb89
diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index b681c4970b2..b643a5f3075 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -141,6 +141,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added a minimal lit used for RTGI in peformance mode.
- Added procedural metering mask that can follow an object
- Added presets quality settings for RTAO and RTGI.
+- Added an override for the shadow culling that allows better directional shadow maps in ray tracing effects (RTR, RTGI, RTSSS and RR).
+- Added a Cloud Layer volume override.
### Fixed
- Fix when rescale probe all direction below zero (1219246)
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md
index 58efdb653bb..ed9489378ef 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md
@@ -122,6 +122,14 @@ class NewSkyRenderer : SkyRenderer
private static int m_RenderCubemapID = 0; // FragBaking
private static int m_RenderFullscreenSkyID = 1; // FragRender
+
+ public NewSkyRenderer()
+ {
+ // These booleans tell the sky system if the sky needs to be recomputed
+ // when the sun light or the cloud layer changes
+ SupportDynamicSunLight = true;
+ SupportCloudLayer = true;
+ }
public override void Build()
{
@@ -159,6 +167,9 @@ class NewSkyRenderer : SkyRenderer
m_PropertyBlock.SetVector(_SkyParam, new Vector4(intensity, 0.0f, Mathf.Cos(phi), Mathf.Sin(phi)));
m_PropertyBlock.SetMatrix(_PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix);
+ if (SupportCloudLayer)
+ CloudLayer.Apply(builtinParams.cloudLayer, m_NewSkyMaterial);
+
CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_NewSkyMaterial, m_PropertyBlock, passID);
}
}
@@ -187,10 +198,13 @@ Shader "Hidden/HDRP/Sky/NewSky"
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone vulkan metal switch
+ #pragma multi_compile_local _ USE_CLOUD_MAP
+ #pragma multi_compile_local _ USE_CLOUD_MOTION
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLER(sampler_Cubemap);
@@ -235,6 +249,7 @@ Shader "Hidden/HDRP/Sky/NewSky"
{
dir = RotationUp(dir, cos_sin);
float3 skyColor = SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb * _Intensity * exposure;
+ skyColor = ApplyCloudLayer(dir, skyColor);
skyColor = ClampToFloat16Max(skyColor);
return float4(skyColor, 1.0);
@@ -296,4 +311,4 @@ Shader "Hidden/HDRP/Sky/NewSky"
}
```
-**Note**: The NewSky example uses two passes, one that uses a Depth Test for rendering the sky in the background (so that geometry occludes it correctly), and the other that does not use a Depth Test and renders the sky into the reflection cubemap.
\ No newline at end of file
+**Note**: The NewSky example uses two passes, one that uses a Depth Test for rendering the sky in the background (so that geometry occludes it correctly), and the other that does not use a Depth Test and renders the sky into the reflection cubemap.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Environment-Lighting.md b/com.unity.render-pipelines.high-definition/Documentation~/Environment-Lighting.md
index 107fef2bdb6..94cac8a04c4 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Environment-Lighting.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Environment-Lighting.md
@@ -45,7 +45,7 @@ The **Environment (HDRP)** section is at the top and has two settings that you c
| **Setting** | **Description** |
| ----------------------- | ------------------------------------------------------------ |
| **Profile** | A [Volume Profile](Volume-Profile.html) for the sky. This Volume Profile must include at least one Sky Volume override. |
-| **Static Lighting Sky** | The sky to use for the Global Illumination simulation. The drop-down only contains sky types that the **Profile** includes. For example, if the **Profile** includes a **Gradient Sky** Volume override, you can select **Gradient Sky** from this drop-down.
You can only edit this setting if you assign a Volume Profile to the **Profile** field. |
+| **Static Lighting Sky** | The sky to use for the Global Illumination simulation. The drop-down only contains sky types included and activated in the **Profile**. For example, if the **Profile** has an active **Gradient Sky** Volume override, you can select **Gradient Sky** from this drop-down.
If the **Profile** includes an active **Cloud Layer** Volume override, it will contribute to Global Illumination.
You can only edit this setting if you assign a Volume Profile to the **Profile** field and that **Profile** contains at least one active Sky Volume Override. |
You can assign the same Volume Profile to both the **Static Lighting Sky** field and a Volume in your Scene. If you do this, and use the same sky settings for the baked lighting and the visual background in the Volume, the baked lighting accurately matches the background at runtime. If you want to control the light baking for the environment lighting separately to the visual background in your Scene, you can assign a different Volume Profile for each process.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-CloudLayer.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-CloudLayer.png
new file mode 100644
index 00000000000..b729b6268c4
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-CloudLayer.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:58f1c0836b097b52457650cc996d13154eaea7ccf939d4cfc8175a66aa17c822
+size 12864
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Cloud-Layer.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Cloud-Layer.md
new file mode 100644
index 00000000000..700ccbb2743
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Cloud-Layer.md
@@ -0,0 +1,44 @@
+# Cloud Layer
+
+The **Cloud Layer** Volume component override controls an optional cloud layer you can add on top of any Sky. The cloud layer is a 2D texture blended with the sky that can be animated using a flowmap.
+
+## Using Cloud Layer
+
+The **Cloud Layer** uses the [Volume](Volumes.html) framework, so to enable and modify **Cloud Layer** properties, you must add a **Cloud Layer** override to a [Volume](Volumes.html) in your Scene. To add **Cloud Layer** to a Volume:
+
+1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
+2. In the Inspector, navigate to **Add Override > Sky** and click on **Cloud Layer**.
+
+After you add a **Cloud Layer** override, you must enable it in the override itself. In the override, Check the **Enable** property. HDRP now renders **Cloud Layer** for any Camera this Volume affects.
+
+
+
+## Customizing the Cloud Map
+
+The Cloud Map is a 2D texture in LatLong layout (sometimes called Cylindrical or Equirectangular) that contains cloud color in the RGB channel and cloud coverage in the alpha channel.
+If **Upper Hemisphere Only** is checked, the map is interpreted as being the upper half of a LatLong texture.
+In that case, it is recommended to set the **Wrap Mode** to **Clamp** in the texture import settings to avoid artifacts above the horizon.
+
+
+
+## Customizing the Flowmap
+
+The Flowmap must have the same layout as the cloud map, and is also subject to the **Upper Hemisphere Only** property.
+Only the red and green channel are used and they represent respectively horizontal and vertical displacement. For each of these channels, a value of `0.5` means no displacement, a value of `0` means a negative displacement and a value of `1` means a positive displacement.
+
+## Properties
+
+
+
+| Property | Description |
+| ----------------------------- | ------------------------------------------------------------ |
+| **Enable** | Enables the cloud layer. |
+| **Cloud Map* | Assign a Texture that HDRP uses to render the cloud layer. Refer to the section [Customizing the Cloud Map](#CustomizingCloudMap) for more details. |
+| **Upper Hemisphere Only** | Check the box to display the cloud layer above the horizon only. |
+| **Tint** | Specifies a color that HDRP uses to tint the Cloud Layer. |
+| **Intensity Multiplier** | Set the multiplier by which HDRP multiplies the Cloud Layer color.
Note: If the **Cloud Layer** is applied on top of a **Physically Based Sky**, the multiplier may need to be quite big. |
+| **Enable Distortion** | Enable or disable cloud motion using UV distortion. |
+| - **Distortion Mode** | Use the drop-down to select the method that HDRP uses to calculate the cloud distortion.
• **Procedural**: HDRP distorts the clouds using a uniform wind direction.
• **Flowmap**: HDRP distorts the clouds with a user provided flowmap. |
+| -- **Flowmap** | Assign a flowmap, in LatLong layout, that HDRP uses to distort UVs when rendering the clouds. Refer to the section [Customizing the Flowmap](#CustomizingFlowmap) for more details.
This property only appears when you select **Flowmap** from the **Distortion Mode** drop-down. |
+| - **Scroll direction** | Use the slider to set the scrolling direction for the distortion. |
+| - **Scroll speed** | Modify the speed at which HDRP scrolls the distortion texture. |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.3-to-2020.1.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.3-to-2020.1.md
index aaf04d2c617..624f51a07a5 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.3-to-2020.1.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.3-to-2020.1.md
@@ -12,4 +12,4 @@ From Unity 2020.1, Cookie on light are not taken into account for the lightmaps
## Default Volume Profile
-From Unity 2020.1, the Default Volume Profile asset has changed so that the Exposure component sets the default Compensation to 0.
\ No newline at end of file
+From Unity 2020.1, the Default Volume Profile asset has changed so that the Exposure component sets the default Compensation to 0. This may cause a decrease of brightness of 1EV on scene that haven't change the default settings and aren't overriding it.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md
index 191aa4edc17..491a29aa72e 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md
@@ -2,10 +2,28 @@
In the High Definition Render Pipeline (HDRP), some features work differently between major versions of Unity. This document helps you upgrade HDRP from Unity 2020.1 to 2020.2.
+## Constant Buffer API
+
+From Unity 2020.2, HDRP is using a new constant buffer API that allow to setup uniform used during the Frame and sent to the shader in a single transfer instead of multiple one. The consequence is that it is no longer possible to setup any of the values declare in ShaderVariablesGlobal.cs individualy with cmd.SetVectorXXX() or related function. It is now required to update the value of ShaderVariablesGlobal to be able to update the values use in the shaders.
+
+## FrameSettings
+
+From Unity 2020.2, "MSAA Within Forward" Camera Frame Setting is enabled by default when new Render Pipeline asset is created.
+
+## Lighting
+
+From Unity 2020.2, when the Sky component affected to the volume profile used for Static Lighting Sky in Environment settings of the Lighting panel is disabled. It now don't affect the bake lighting. Previously the Sky was still affecting the bake lighting even if disabled.
+
## Shadows
From Unity 2020.2, it is not necessary to change the [HDRP Config package](HDRP-Config-Package.html) in order to set the [Shadows filtering quality](HDRP-Asset.html#FilteringQualities) for Deferred rendering. Instead the filtering quality can be simply set on the [HDRP Asset](HDRP-Asset.html#FilteringQualities) similarly to what was previously setting only the quality for Forward. Note that if previously the Shadow filtering quality wasn't setup on medium on the HDRP Asset you will experience a change of shadow quality as now it will be taken into account.
Starting from 2020.2, HDRP now stores OnEnable and OnDemand shadows in a separate atlas and more API is available to handle them. For more information, see [Shadows in HDRP](Shadows-in-HDRP.md).
-From Unity 2020.2, the shader function `SampleShadow_PCSS` now requires you to pass in an additional float2 parameter which contains the shadow atlas resolution in x and the inverse of the atlas resolution in y.
\ No newline at end of file
+From Unity 2020.2, the shader function `SampleShadow_PCSS` now requires you to pass in an additional float2 parameter which contains the shadow atlas resolution in x and the inverse of the atlas resolution in y.
+
+## Shader code
+
+A new structure is use to output the information of the LightLoop. LightLoop struct is use instead of the pair (float3 diffuseLighting, float3 specularLighting). This is to allow to export more information from the LightLoop in the future without breaking the API. The function LightLoop() - For rasterization and raytracing - PostEvaluateBSDF(), ApplyDebug() and PostEvaluateBSDFDebugDisplay now pass this structure instead of the Pair. The function LightLoop() will initialize this structure to zero. To upgrade existing shader, replace the declaration "float3 diffuseLighting; float3 specularLighting;" by "LightLoopOutput lightLoopOutput;" before call of LightLoop and repalce the argument pair "out float3 diffuseLighting, out float3 specularLighting" by "out LightLoopOutput lightLoopOutput" in all the function mention.
+
+The prototype of the function ModifyBakedDiffuseLighting() in the various material have change from "void ModifyBakedDiffuseLighting(float3 V, PositionInputs posInput, SurfaceData surfaceData, inout BuiltinData builtinData)" to "void ModifyBakedDiffuseLighting(float3 V, PositionInputs posInput, PreLightData preLightData, BSDFData bsdfData, inout BuiltinData builtinData)". There is a new ModifyBakedDiffuseLighting using the former prototype added in the file BuiltinUtilities.hlsl which will call the new function prototype with the correct arguments. The purpose of this change it to prepare for future lighting features. To update code, in addition of the prototype update it is required to remove those line "BSDFData bsdfData = ConvertSurfaceDataToBSDFData(posInput.positionSS, surfaceData); PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);" as it is now perform by the common code from BuiltinUtilities.hlsl.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md b/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md
index d51aacf85d2..df59a9e1038 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md
@@ -16,8 +16,8 @@ To render a different fog color in a certain area of your Scene:
1. Create a global Volume (menu: __GameObject > Volume > Global Volume__).
2. Click the **New** button next to the **Profile** property to add a new Volume Profile to the Volume.
-3. Select **Add Override > Fog > Fog** and leave it with the default settings.
+3. Select **Add Override > Fog** and leave it with the default settings.
4. Create a local Volume. To add a **Local** Volume with a box boundary, select __GameObject > Volume > Box Volume__.
-5. Select **Add Override > Fog > Fog** then in the **Fog** Inspector, override the properties with your preferred values.
+5. Select **Add Override > Fog** then in the **Fog** Inspector, override the properties with your preferred values.
Now, whenever your Camera is within the bounds of the local Volume's Collider, HDRP uses the Fog values from that Volume. Whenever your Camera is outside the bounds of the local Volume's Collider, HDRP uses the Fog values from the global Volume
diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/AmbientOcclusionEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/AmbientOcclusionEditor.cs
index 20de4995594..457381aad60 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Lighting/AmbientOcclusionEditor.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/AmbientOcclusionEditor.cs
@@ -71,7 +71,7 @@ public override void OnInspectorGUI()
}
if (HDRenderPipeline.pipelineSupportsRayTracing)
- PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing", "Enable ray traced ambient occlusion."));
+ PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing (Preview)", "Enable ray traced ambient occlusion."));
// Shared attributes
PropertyField(m_Intensity, EditorGUIUtility.TrTextContent("Intensity", "Controls the strength of the ambient occlusion effect. Increase this value to produce darker areas."));
diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs
index 0e48300f445..a1dc34876e9 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs
@@ -113,7 +113,7 @@ sealed class Styles
public readonly GUIContent shadowTint = new GUIContent("Tint", "Specifies the color and transparency that HDRP tints this Light's shadows to. The tint affects dynamic shadows, Contact Shadows, and ShadowMask. It does not affect baked shadows.");
public readonly GUIContent penumbraTint = new GUIContent("Penumbra Tint", "When enabled, the tint only affects the shadow's penumbra.");
public readonly GUIContent contactShadows = new GUIContent("Enable", "Enable support for Contact Shadows on this Light. This is better for lights with a lot of visible shadows.");
- public readonly GUIContent rayTracedContactShadow = new GUIContent("Ray Tracing", "Uses ray tracing to compute the contact shadow for a light.");
+ public readonly GUIContent rayTracedContactShadow = new GUIContent("Ray Tracing (Preview)", "Uses ray tracing to compute the contact shadow for a light.");
public readonly GUIContent shadowUpdateMode = new GUIContent("Update Mode", "Specifies when HDRP updates the shadow map.");
public readonly GUIContent useCustomSpotLightShadowCone = new GUIContent("Custom Spot Angle", "When enabled, this Spot Light uses the custom angle for shadow map rendering.");
public readonly GUIContent customSpotLightShadowCone = new GUIContent("Shadow Angle", "Controls the custom angle this Spot Light uses for shadow map rendering.");
@@ -131,7 +131,7 @@ sealed class Styles
public readonly GUIContent diameterScaleForSoftness = new GUIContent("Angular Diameter Scale for Softness", "Scale the angular diameter for the sake of softness calculation. Higher scales will result in higher softness.");
public readonly GUIContent areaLightShadowCone = new GUIContent("Shadow Cone", "Aperture of the cone used for shadowing the area light.");
public readonly GUIContent useScreenSpaceShadows = new GUIContent("Screen Space Shadows", "Render screen space shadow.");
- public readonly GUIContent useRayTracedShadows = new GUIContent("Ray Traced Shadows", "If selected, ray traced shadows are used in place of rasterized ones.");
+ public readonly GUIContent useRayTracedShadows = new GUIContent("Ray Traced Shadows (Preview)", "If selected, ray traced shadows are used in place of rasterized ones.");
public readonly GUIContent numRayTracingSamples = new GUIContent("Sample Count", "This defines the number of samples that will be used to evaluate this shadow.");
public readonly GUIContent denoiseTracedShadow = new GUIContent("Denoise", "This defines if the ray traced shadow should be filtered.");
public readonly GUIContent denoiserRadius = new GUIContent("Denoiser Radius", "This defines the denoiser's radius used for filtering ray traced shadows.");
diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs
index cd3d7eeb01f..cb69020cfb7 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs
@@ -86,7 +86,7 @@ public override void OnInspectorGUI()
bool rayTracingSupported = HDRenderPipeline.pipelineSupportsRayTracing;
if (rayTracingSupported)
- PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing", "Enable ray traced reflections."));
+ PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing (Preview)", "Enable ray traced reflections."));
// Shared Data
PropertyField(m_MinSmoothness, EditorGUIUtility.TrTextContent("Minimum Smoothness", "Controls the smoothness value at which HDRP activates SSR and the smoothness-controlled fade out stops."));
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs
index 1606a2aa3e7..d935072a3cc 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs
@@ -112,7 +112,7 @@ public override void OnInspectorGUI()
// If ray tracing is supported display the content of the volume component
if (HDRenderPipeline.pipelineSupportsRayTracing)
{
- PropertyField(m_RayTracing);
+ PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing (Preview)", "Enable ray traced global illumination."));
}
// Flag to track if the ray tracing parameters were displayed
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs
new file mode 100644
index 00000000000..fcb4c634c75
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs
@@ -0,0 +1,38 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+
+namespace UnityEditor.Rendering.HighDefinition
+{
+ [CanEditMultipleObjects]
+ [VolumeComponentEditor(typeof(RayTracingSettings))]
+ class RayTracingSettingsEditor : VolumeComponentEditor
+ {
+ SerializedDataParameter m_RayBias;
+ SerializedDataParameter m_ExtendCulling;
+
+ public override void OnEnable()
+ {
+ base.OnEnable();
+
+ var o = new PropertyFetcher(serializedObject);
+
+ m_RayBias = Unpack(o.Find(x => x.rayBias));
+ m_ExtendCulling = Unpack(o.Find(x => x.extendCulling));
+ }
+
+ public override void OnInspectorGUI()
+ {
+ HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset;
+ if (!currentAsset?.currentPlatformRenderPipelineSettings.supportRayTracing ?? false)
+ {
+ EditorGUILayout.Space();
+ EditorGUILayout.HelpBox("The current HDRP Asset does not support Ray Tracing.", MessageType.Error, wide: true);
+ return;
+ }
+
+ PropertyField(m_RayBias);
+ PropertyField(m_ExtendCulling);
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs.meta b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs.meta
new file mode 100644
index 00000000000..c45e5c55f24
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0ffdabc3cd5e7be4c9cd54a429e55f32
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None.meta b/com.unity.render-pipelines.high-definition/Editor/Sky/CloudLayer.meta
similarity index 77%
rename from TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None.meta
rename to com.unity.render-pipelines.high-definition/Editor/Sky/CloudLayer.meta
index 8270f97af87..04dd5970562 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None.meta
+++ b/com.unity.render-pipelines.high-definition/Editor/Sky/CloudLayer.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 6037f1e378d446b45b797dd233e7397c
+guid: d54106328eb9dec478d3593c76dda4ad
folderAsset: yes
DefaultImporter:
externalObjects: {}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/CloudLayer/CloudLayerEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/CloudLayer/CloudLayerEditor.cs
new file mode 100644
index 00000000000..98de2b923f6
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Sky/CloudLayer/CloudLayerEditor.cs
@@ -0,0 +1,95 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Experimental.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+
+namespace UnityEditor.Rendering.HighDefinition
+{
+ [CanEditMultipleObjects]
+ [VolumeComponentEditor(typeof(CloudLayer))]
+ class CloudLayerEditor : VolumeComponentEditor
+ {
+ SerializedDataParameter m_Enabled;
+
+ SerializedDataParameter m_CloudMap;
+ SerializedDataParameter m_UpperHemisphereOnly;
+ SerializedDataParameter m_Tint;
+ SerializedDataParameter m_IntensityMultiplier;
+
+ SerializedDataParameter m_EnableDistortion;
+ SerializedDataParameter m_Procedural;
+ SerializedDataParameter m_Flowmap;
+ SerializedDataParameter m_ScrollDirection;
+ SerializedDataParameter m_ScrollSpeed;
+
+ GUIContent[] m_DistortionModes = { new GUIContent("Procedural"), new GUIContent("Flowmap") };
+ int[] m_DistortionModeValues = { 1, 0 };
+
+ public override void OnEnable()
+ {
+ var o = new PropertyFetcher(serializedObject);
+
+ m_Enabled = Unpack(o.Find(x => x.enabled));
+
+ m_CloudMap = Unpack(o.Find(x => x.cloudMap));
+ m_UpperHemisphereOnly = Unpack(o.Find(x => x.upperHemisphereOnly));
+ m_Tint = Unpack(o.Find(x => x.tint));
+ m_IntensityMultiplier = Unpack(o.Find(x => x.intensityMultiplier));
+
+ m_EnableDistortion = Unpack(o.Find(x => x.enableDistortion));
+ m_Procedural = Unpack(o.Find(x => x.procedural));
+ m_Flowmap = Unpack(o.Find(x => x.flowmap));
+ m_ScrollDirection = Unpack(o.Find(x => x.scrollDirection));
+ m_ScrollSpeed = Unpack(o.Find(x => x.scrollSpeed));
+ }
+
+ bool IsMapFormatInvalid(SerializedDataParameter map)
+ {
+ if (!map.overrideState.boolValue || map.value.objectReferenceValue == null)
+ return false;
+ var tex = map.value.objectReferenceValue;
+ if (tex.GetType() == typeof(RenderTexture))
+ return (tex as RenderTexture).dimension != TextureDimension.Tex2D;
+ return tex.GetType() != typeof(Texture2D);
+ }
+
+ public override void OnInspectorGUI()
+ {
+ PropertyField(m_Enabled, new GUIContent("Enable"));
+
+ PropertyField(m_CloudMap);
+ if (IsMapFormatInvalid(m_CloudMap))
+ EditorGUILayout.HelpBox("The cloud map needs to be a 2D Texture in LatLong layout.", MessageType.Info);
+
+ PropertyField(m_UpperHemisphereOnly);
+ PropertyField(m_Tint);
+ PropertyField(m_IntensityMultiplier);
+
+ PropertyField(m_EnableDistortion);
+ if (m_EnableDistortion.value.boolValue)
+ {
+ EditorGUI.indentLevel++;
+
+ using (new EditorGUILayout.HorizontalScope())
+ {
+ DrawOverrideCheckbox(m_Procedural);
+ using (new EditorGUI.DisabledScope(!m_Procedural.overrideState.boolValue))
+ m_Procedural.value.boolValue = EditorGUILayout.IntPopup(new GUIContent("Distortion Mode"), (int)m_Procedural.value.intValue, m_DistortionModes, m_DistortionModeValues) == 1;
+ }
+
+ if (!m_Procedural.value.boolValue)
+ {
+ EditorGUI.indentLevel++;
+ PropertyField(m_Flowmap);
+ if (IsMapFormatInvalid(m_Flowmap))
+ EditorGUILayout.HelpBox("The flowmap needs to be a 2D Texture in LatLong layout.", MessageType.Info);
+ EditorGUI.indentLevel--;
+ }
+
+ PropertyField(m_ScrollDirection);
+ PropertyField(m_ScrollSpeed);
+ EditorGUI.indentLevel--;
+ }
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/CloudLayer/CloudLayerEditor.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Sky/CloudLayer/CloudLayerEditor.cs.meta
new file mode 100644
index 00000000000..56e845e992d
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Sky/CloudLayer/CloudLayerEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e6ca009210e85204d928e065bde4db48
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs
index 682cba36804..009c168b822 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs
@@ -207,7 +207,7 @@ void UpdateSkyIntPopupData()
foreach (KeyValuePair kvp in skyTypesDict)
{
- if (profile.Has(kvp.Value))
+ if (profile.TryGet(kvp.Value, out VolumeComponent comp) && comp.active)
{
m_SkyClassNames.Add(new GUIContent(kvp.Value.Name.ToString()));
m_SkyUniqueIDs.Add(kvp.Key);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs
index 429cecc0ea7..167bc8930e8 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs
@@ -6,7 +6,7 @@ namespace UnityEngine.Rendering.HighDefinition
///
/// Fog Volume Component.
///
- [Serializable, VolumeComponentMenu("Fog/Fog")]
+ [Serializable, VolumeComponentMenu("Fog")]
public class Fog : VolumeComponent
{
/// Enable fog.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader
index f8ef1337638..10af7eb0f8a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader
@@ -136,10 +136,13 @@ Shader "Hidden/HDRP/Deferred"
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
- float3 diffuseLighting;
- float3 specularLighting;
- LightLoop(V, posInput, preLightData, bsdfData, builtinData, LIGHT_FEATURE_MASK_FLAGS_OPAQUE, diffuseLighting, specularLighting);
+ LightLoopOutput lightLoopOutput;
+ LightLoop(V, posInput, preLightData, bsdfData, builtinData, LIGHT_FEATURE_MASK_FLAGS_OPAQUE, lightLoopOutput);
+ // Alias
+ float3 diffuseLighting = lightLoopOutput.diffuseLighting;
+ float3 specularLighting = lightLoopOutput.specularLighting;
+
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs
index d9f0e87e4d5..65038f66305 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs
@@ -6,7 +6,7 @@ namespace UnityEngine.Rendering.HighDefinition
///
/// A volume component that holds settings for the global illumination (screen space and ray traced).
///
- [Serializable, VolumeComponentMenu("Lighting/Global Illumination")]
+ [Serializable, VolumeComponentMenu("Lighting/Screen Space Global Illumination (Preview)")]
public sealed class GlobalIllumination : VolumeComponentWithQuality
{
///
@@ -21,6 +21,11 @@ public sealed class GlobalIllumination : VolumeComponentWithQuality
[Tooltip("Controls the thickness of the depth buffer used for ray marching.")]
public ClampedFloatParameter depthBufferThickness = new ClampedFloatParameter(0.01f, 0, 1.0f);
+ GlobalIllumination()
+ {
+ displayName = "Screen Space Global Illumination (Preview)";
+ }
+
///
/// The number of steps that should be used during the ray marching pass.
///
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute
index d97be9b9e81..b78b9dee4b6 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute
@@ -165,9 +165,12 @@ void SHADE_OPAQUE_ENTRY(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 grou
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
- float3 diffuseLighting;
- float3 specularLighting;
- LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting);
+ LightLoopOutput lightLoopOutput;
+ LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
+
+ // Alias
+ float3 diffuseLighting = lightLoopOutput.diffuseLighting;
+ float3 specularLighting = lightLoopOutput.specularLighting;
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader
index e0754fde912..d29856a198b 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader
@@ -243,9 +243,12 @@ Shader "Hidden/HDRP/DeferredTile"
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
- float3 diffuseLighting;
- float3 specularLighting;
- LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting);
+ LightLoopOutput lightLoopOutput;
+ LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
+
+ // Alias
+ float3 diffuseLighting = lightLoopOutput.diffuseLighting;
+ float3 specularLighting = lightLoopOutput.specularLighting;
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
@@ -405,9 +408,12 @@ Shader "Hidden/HDRP/DeferredTile"
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
- float3 diffuseLighting;
- float3 specularLighting;
- LightLoop(V, posInput, preLightData, bsdfData, builtinData, LIGHT_FEATURE_MASK_FLAGS_OPAQUE, diffuseLighting, specularLighting);
+ LightLoopOutput lightLoopOutput;
+ LightLoop(V, posInput, preLightData, bsdfData, builtinData, LIGHT_FEATURE_MASK_FLAGS_OPAQUE, lightLoopOutput);
+
+ // Alias
+ float3 diffuseLighting = lightLoopOutput.diffuseLighting;
+ float3 specularLighting = lightLoopOutput.specularLighting;
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl
index 242a44f0fa4..7a90477f77a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl
@@ -75,23 +75,23 @@ void ApplyDebugToLighting(LightLoopContext context, inout BuiltinData builtinDat
#endif
}
-void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdfData, inout float3 diffuseLighting, inout float3 specularLighting)
+void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdfData, inout LightLoopOutput lightLoopOutput)
{
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode == DEBUGLIGHTINGMODE_PROBE_VOLUME)
{
// Debug info is written to diffuseColor inside of light loop.
- specularLighting = float3(0.0, 0.0, 0.0);
+ lightLoopOutput.specularLighting = float3(0.0, 0.0, 0.0);
}
else if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
{
- specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
+ lightLoopOutput.specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
// Take the luminance
- diffuseLighting = Luminance(diffuseLighting).xxx;
+ lightLoopOutput.diffuseLighting = Luminance(lightLoopOutput.diffuseLighting).xxx;
}
else if (_DebugLightingMode == DEBUGLIGHTINGMODE_VISUALIZE_CASCADE)
{
- specularLighting = float3(0.0, 0.0, 0.0);
+ lightLoopOutput.specularLighting = float3(0.0, 0.0, 0.0);
const float3 s_CascadeColors[] = {
float3(0.5, 0.5, 0.7),
@@ -101,7 +101,7 @@ void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdf
float3(1.0, 1.0, 1.0)
};
- diffuseLighting = Luminance(diffuseLighting);
+ lightLoopOutput.diffuseLighting = Luminance(lightLoopOutput.diffuseLighting);
if (_DirectionalShadowIndex >= 0)
{
real alpha;
@@ -133,14 +133,14 @@ void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdf
float3 cascadeShadowColor = lerp(s_CascadeColors[shadowSplitIndex], s_CascadeColors[shadowSplitIndex + 1], alpha);
// We can't mix with the lighting as it can be HDR and it is hard to find a good lerp operation for this case that is still compliant with
// exposure. So disable exposure instead and replace color.
- diffuseLighting = cascadeShadowColor * Luminance(diffuseLighting) * shadow;
+ lightLoopOutput.diffuseLighting = cascadeShadowColor * Luminance(lightLoopOutput.diffuseLighting) * shadow;
}
}
}
else if (_DebugLightingMode == DEBUGLIGHTINGMODE_MATCAP_VIEW)
{
- specularLighting = float3(0.0, 0.0, 0.0);
+ lightLoopOutput.specularLighting = float3(0.0, 0.0, 0.0);
float3 normalVS = mul((float3x3)UNITY_MATRIX_V, bsdfData.normalWS).xyz;
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
@@ -155,15 +155,17 @@ void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdf
UV = saturate(R.xy * 0.5f + 0.5f);
}
- diffuseLighting = SAMPLE_TEXTURE2D_LOD(_DebugMatCapTexture, s_linear_repeat_sampler, UV, 0).rgb * (_MatcapMixAlbedo > 0 ? defaultColor.rgb * _MatcapViewScale : 1.0f);
+ lightLoopOutput.diffuseLighting = SAMPLE_TEXTURE2D_LOD(_DebugMatCapTexture, s_linear_repeat_sampler, UV, 0).rgb * (_MatcapMixAlbedo > 0 ? defaultColor.rgb * _MatcapViewScale : 1.0f);
}
#endif
}
void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData, uint featureFlags,
- out float3 diffuseLighting,
- out float3 specularLighting)
+ out LightLoopOutput lightLoopOutput)
{
+ // Init LightLoop output structure
+ ZERO_INITIALIZE(LightLoopOutput, lightLoopOutput);
+
LightLoopContext context;
context.shadowContext = InitShadowContext();
@@ -541,8 +543,7 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS
// Also Apply indiret diffuse (GI)
// PostEvaluateBSDF will perform any operation wanted by the material and sum everything into diffuseLighting and specularLighting
- PostEvaluateBSDF( context, V, posInput, preLightData, bsdfData, builtinData, aggregateLighting,
- diffuseLighting, specularLighting);
+ PostEvaluateBSDF( context, V, posInput, preLightData, bsdfData, builtinData, aggregateLighting, lightLoopOutput);
- ApplyDebug(context, posInput, bsdfData, diffuseLighting, specularLighting);
+ ApplyDebug(context, posInput, bsdfData, lightLoopOutput);
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl
index ea8354f75c9..bb43e4b44f7 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl
@@ -28,6 +28,14 @@ struct LightLoopContext
DirectionalShadowType shadowValue; // Stores the value of the cascade shadow map
};
+// LightLoopOutput is the output of the LightLoop fuction call.
+// It allow to retrieve the data output by the LightLoop
+struct LightLoopOutput
+{
+ float3 diffuseLighting;
+ float3 specularLighting;
+};
+
//-----------------------------------------------------------------------------
// Reflection probe / Sky sampling function
// ----------------------------------------------------------------------------
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl
index 1a42ba904eb..6163a043f09 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl
@@ -2584,7 +2584,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext,
void PostEvaluateBSDF( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting,
- out float3 diffuseLighting, out float3 specularLighting)
+ out LightLoopOutput lightLoopOutput)
{
// There is no AmbientOcclusion from data with AxF, but let's apply our SSAO
AmbientOcclusionFactor aoFactor;
@@ -2595,16 +2595,16 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext,
ApplyAmbientOcclusionFactor(aoFactor, builtinData, lighting);
- diffuseLighting = bsdfData.diffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting;
- specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
+ lightLoopOutput.diffuseLighting = bsdfData.diffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting;
+ lightLoopOutput.specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
#if !defined(_AXF_BRDF_TYPE_SVBRDF) && !defined(_AXF_BRDF_TYPE_CAR_PAINT)
// Not supported: Display a flashy color instead
- diffuseLighting = 10 * float3(1, 0.3, 0.01);
+ lightLoopOutput.diffuseLighting = 10 * float3(1, 0.3, 0.01);
#endif
#ifdef DEBUG_DISPLAY
- PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, diffuseLighting, specularLighting);
+ PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, lightLoopOutput);
#endif
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl
index a34ad165590..cb7a88e04a3 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.hlsl
@@ -820,7 +820,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext,
void PostEvaluateBSDF( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting,
- out float3 diffuseLighting, out float3 specularLighting)
+ out LightLoopOutput lightLoopOutput)
{
AmbientOcclusionFactor aoFactor;
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
@@ -831,11 +831,11 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext,
// Apply the albedo to the direct diffuse lighting (only once). The indirect (baked)
// diffuse lighting has already multiply the albedo in ModifyBakedDiffuseLighting().
- diffuseLighting = modifiedDiffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting + builtinData.emissiveColor;
- specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
+ lightLoopOutput.diffuseLighting = modifiedDiffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting + builtinData.emissiveColor;
+ lightLoopOutput.specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
#ifdef DEBUG_DISPLAY
- PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, diffuseLighting, specularLighting);
+ PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, lightLoopOutput);
#endif
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl
index 010c1a2f3db..71810177be5 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.hlsl
@@ -651,7 +651,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext,
void PostEvaluateBSDF( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting,
- out float3 diffuseLighting, out float3 specularLighting)
+ out LightLoopOutput lightLoopOutput)
{
AmbientOcclusionFactor aoFactor;
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
@@ -662,13 +662,13 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext,
// Apply the albedo to the direct diffuse lighting (only once). The indirect (baked)
// diffuse lighting has already multiply the albedo in ModifyBakedDiffuseLighting().
- diffuseLighting = modifiedDiffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting + builtinData.emissiveColor;
- specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
+ lightLoopOutput.diffuseLighting = modifiedDiffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting + builtinData.emissiveColor;
+ lightLoopOutput.specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
// TODO: Multiscattering for cloth?
#ifdef DEBUG_DISPLAY
- PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, diffuseLighting, specularLighting);
+ PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, lightLoopOutput);
#endif
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl
index ec96e98ab8c..a8cfd8479c9 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl
@@ -593,7 +593,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext,
void PostEvaluateBSDF( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting,
- out float3 diffuseLighting, out float3 specularLighting)
+ out LightLoopOutput lightLoopOutput)
{
AmbientOcclusionFactor aoFactor;
GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor);
@@ -601,11 +601,11 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext,
// Apply the albedo to the direct diffuse lighting (only once). The indirect (baked)
// diffuse lighting has already multiply the albedo in ModifyBakedDiffuseLighting().
- diffuseLighting = bsdfData.diffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting + builtinData.emissiveColor;
- specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
+ lightLoopOutput.diffuseLighting = bsdfData.diffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting + builtinData.emissiveColor;
+ lightLoopOutput.specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
#ifdef DEBUG_DISPLAY
- PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, diffuseLighting, specularLighting);
+ PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, lightLoopOutput);
#endif
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl
index 7a6b59ef56f..629a99a22b7 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl
@@ -1992,7 +1992,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext,
void PostEvaluateBSDF( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting,
- out float3 diffuseLighting, out float3 specularLighting)
+ out LightLoopOutput lightLoopOutput)
{
AmbientOcclusionFactor aoFactor;
// Use GTAOMultiBounce approximation for ambient occlusion (allow to get a tint from the baseColor)
@@ -2010,7 +2010,7 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext,
// Apply the albedo to the direct diffuse lighting (only once). The indirect (baked)
// diffuse lighting has already multiply the albedo in ModifyBakedDiffuseLighting().
// Note: In deferred bakeDiffuseLighting also contain emissive and in this case emissiveColor is 0
- diffuseLighting = modifiedDiffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting + builtinData.emissiveColor;
+ lightLoopOutput.diffuseLighting = modifiedDiffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting + builtinData.emissiveColor;
// If refraction is enable we use the transmittanceMask to lerp between current diffuse lighting and refraction value
// Physically speaking, transmittanceMask should be 1, but for artistic reasons, we let the value vary
@@ -2019,15 +2019,15 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext,
// since we know it won't be further processed: it is called at the end of the LightLoop(), but doing this
// enables opacity to affect it (in ApplyBlendMode()) while the rest of specularLighting escapes it.
#if HAS_REFRACTION
- diffuseLighting = lerp(diffuseLighting, lighting.indirect.specularTransmitted, bsdfData.transmittanceMask * _EnableSSRefraction);
+ lightLoopOutput.diffuseLighting = lerp(lightLoopOutput.diffuseLighting, lighting.indirect.specularTransmitted, bsdfData.transmittanceMask * _EnableSSRefraction);
#endif
- specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
+ lightLoopOutput.specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
// Rescale the GGX to account for the multiple scattering.
- specularLighting *= 1.0 + bsdfData.fresnel0 * preLightData.energyCompensation;
+ lightLoopOutput.specularLighting *= 1.0 + bsdfData.fresnel0 * preLightData.energyCompensation;
#ifdef DEBUG_DISPLAY
- PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, diffuseLighting, specularLighting);
+ PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, lightLoopOutput);
#endif
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl
index 93ee8bb6450..555893a975e 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/SimpleLit.hlsl
@@ -446,7 +446,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext,
void PostEvaluateBSDF( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting,
- out float3 diffuseLighting, out float3 specularLighting)
+ out LightLoopOutput lightLoopOutput)
{
AmbientOcclusionFactor aoFactor;
// Use GTAOMultiBounce approximation for ambient occlusion (allow to get a tint from the baseColor)
@@ -458,18 +458,18 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext,
// Note: Unlike Lit material, the SimpleLit material don't have ModifyBakedDiffuseLighting() function
// So we need to multiply by the diffuse albedo here.
- diffuseLighting = modifiedDiffuseColor * lighting.direct.diffuse + builtinData.emissiveColor;
+ lightLoopOutput.diffuseLighting = modifiedDiffuseColor * lighting.direct.diffuse + builtinData.emissiveColor;
#ifdef HDRP_ENABLE_ENV_LIGHT // TODO: check what this is suppose to do?
// Note: When baking reflection probes, we approximate the diffuse with the fresnel0
bsdfData.diffuseColor = modifiedDiffuseColor; // Note: This affect the debug mode of mipmap streaming for simple Lit in PostEvaluateBSDFDebugDisplay. But we are ok with that.
- diffuseLighting += builtinData.bakeDiffuseLighting * GetDiffuseOrDefaultColor(bsdfData, _ReplaceDiffuseForIndirect).rgb;
+ lightLoopOutput.diffuseLighting += builtinData.bakeDiffuseLighting * GetDiffuseOrDefaultColor(bsdfData, _ReplaceDiffuseForIndirect).rgb;
#endif
- specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
+ lightLoopOutput.specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
#ifdef DEBUG_DISPLAY
- PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, diffuseLighting, specularLighting);
+ PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, lightLoopOutput);
#endif
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl
index 9bdbc03f0c8..65f6a37080d 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl
@@ -119,15 +119,15 @@ void ApplyAmbientOcclusionFactor(AmbientOcclusionFactor aoFactor, inout BuiltinD
#ifdef DEBUG_DISPLAY
// mipmapColor is color use to store texture streaming information in XXXData.hlsl (look for DEBUGMIPMAPMODE_NONE)
void PostEvaluateBSDFDebugDisplay( AmbientOcclusionFactor aoFactor, BuiltinData builtinData, AggregateLighting lighting, float3 mipmapColor,
- inout float3 diffuseLighting, inout float3 specularLighting)
+ inout LightLoopOutput lightLoopOutput)
{
if (_DebugShadowMapMode != SHADOWMAPDEBUGMODE_NONE)
{
switch (_DebugShadowMapMode)
{
case SHADOWMAPDEBUGMODE_SINGLE_SHADOW:
- diffuseLighting = g_DebugShadowAttenuation.xxx;
- specularLighting = float3(0, 0, 0);
+ lightLoopOutput.diffuseLighting = g_DebugShadowAttenuation.xxx;
+ lightLoopOutput.specularLighting = float3(0, 0, 0);
break ;
}
}
@@ -139,46 +139,46 @@ void PostEvaluateBSDFDebugDisplay( AmbientOcclusionFactor aoFactor, BuiltinData
{
case DEBUGLIGHTINGMODE_LUX_METER:
// Note: We don't include emissive here (and in deferred it is correct as lux calculation of bakeDiffuseLighting don't consider emissive)
- diffuseLighting = lighting.direct.diffuse + builtinData.bakeDiffuseLighting;
+ lightLoopOutput.diffuseLighting = lighting.direct.diffuse + builtinData.bakeDiffuseLighting;
//Compress lighting values for color picker if enabled
if (_ColorPickerMode != COLORPICKERDEBUGMODE_NONE)
- diffuseLighting = diffuseLighting / LUXMETER_COMPRESSION_RATIO;
+ lightLoopOutput.diffuseLighting = lightLoopOutput.diffuseLighting / LUXMETER_COMPRESSION_RATIO;
- specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
+ lightLoopOutput.specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
break;
case DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION:
- diffuseLighting = aoFactor.indirectAmbientOcclusion;
- specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
+ lightLoopOutput.diffuseLighting = aoFactor.indirectAmbientOcclusion;
+ lightLoopOutput.specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
break;
case DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION:
- diffuseLighting = aoFactor.indirectSpecularOcclusion;
- specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
+ lightLoopOutput.diffuseLighting = aoFactor.indirectSpecularOcclusion;
+ lightLoopOutput.specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
break;
case DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS:
#ifdef SHADOWS_SHADOWMASK
- diffuseLighting = float3(
+ lightLoopOutput.diffuseLighting = float3(
builtinData.shadowMask0 / 2 + builtinData.shadowMask1 / 2,
builtinData.shadowMask1 / 2 + builtinData.shadowMask2 / 2,
builtinData.shadowMask2 / 2 + builtinData.shadowMask3 / 2
);
- specularLighting = float3(0, 0, 0);
+ lightLoopOutput.specularLighting = float3(0, 0, 0);
#endif
break ;
case DEBUGLIGHTINGMODE_PROBE_VOLUME:
- diffuseLighting = builtinData.bakeDiffuseLighting;
- specularLighting = float3(0, 0, 0);
+ lightLoopOutput.diffuseLighting = builtinData.bakeDiffuseLighting;
+ lightLoopOutput.specularLighting = float3(0, 0, 0);
break;
}
}
else if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
- diffuseLighting = mipmapColor;
- specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
+ lightLoopOutput.diffuseLighting = mipmapColor;
+ lightLoopOutput.specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting
}
else if (_DebugProbeVolumeMode != PROBEVOLUMEDEBUGMODE_NONE)
{
@@ -186,8 +186,8 @@ void PostEvaluateBSDFDebugDisplay( AmbientOcclusionFactor aoFactor, BuiltinData
{
case PROBEVOLUMEDEBUGMODE_VISUALIZE_DEBUG_COLORS:
case PROBEVOLUMEDEBUGMODE_VISUALIZE_VALIDITY:
- diffuseLighting = builtinData.bakeDiffuseLighting;
- specularLighting = float3(0.0, 0.0, 0.0);
+ lightLoopOutput.diffuseLighting = builtinData.bakeDiffuseLighting;
+ lightLoopOutput.specularLighting = float3(0.0, 0.0, 0.0);
break;
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl
index e588302833e..6421ead5411 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl
@@ -4431,7 +4431,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext,
void PostEvaluateBSDF( LightLoopContext lightLoopContext,
float3 V, PositionInputs posInput,
PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting,
- out float3 diffuseLighting, out float3 specularLighting)
+ out LightLoopOutput lightLoopOutput)
{
// Specular occlusion has been pre-computed in GetPreLightData() and applied on indirect specular light
// while screenSpaceAmbientOcclusion has also been cached in preLightData.
@@ -4459,9 +4459,9 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext,
// on it. Specular occlusion has been applied per lobe during specular lighting evaluations before.
// We also add emissive since it is not merged with bakeDiffuseLighting in ModifyBakedDiffuseLighting.
// (also cf lit deferred EncodeToGBuffer function).
- diffuseLighting = (modifiedDiffuseColor * lighting.direct.diffuse) + (builtinData.bakeDiffuseLighting * diffuseOcclusion) + builtinData.emissiveColor;
+ lightLoopOutput.diffuseLighting = (modifiedDiffuseColor * lighting.direct.diffuse) + (builtinData.bakeDiffuseLighting * diffuseOcclusion) + builtinData.emissiveColor;
- specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
+ lightLoopOutput.specularLighting = lighting.direct.specular + lighting.indirect.specularReflected;
#ifdef DEBUG_DISPLAY
// For specularOcclusion we display red to indicate there's not one value possible here.
@@ -4478,7 +4478,7 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext,
GetAmbientOcclusionFactor(diffuseOcclusion, specularOcclusion, directAmbientOcclusion /* not used for now in PostEvaluateBSDFDebugDisplay */ , aoFactor);
- PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, diffuseLighting, specularLighting);
+ PostEvaluateBSDFDebugDisplay(aoFactor, builtinData, lighting, bsdfData.diffuseColor, lightLoopOutput);
#endif
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs
index 08aa2b6bae5..98a81be6ebc 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs
@@ -20,5 +20,10 @@ public sealed class SubSurfaceScattering : VolumeComponent
///
[Tooltip("Number of samples for sub-surface scattering.")]
public ClampedIntParameter sampleCount = new ClampedIntParameter(1, 1, 32);
+
+ SubSurfaceScattering()
+ {
+ displayName = "SubSurface Scattering (Preview)";
+ }
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs
index 0952898dc03..c14e096b4e0 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs
@@ -795,6 +795,7 @@ internal void UpdateCurrentSky(SkyManager skyManager)
skyAmbientMode = volumeStack.GetComponent().skyAmbientMode.value;
visualSky.skySettings = SkyManager.GetSkySetting(volumeStack);
+ visualSky.cloudLayer = volumeStack.GetComponent();
// Now, see if we have a lighting override
// Update needs to happen before testing if the component is active other internal data structure are not properly updated yet.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
index 3cba4f8b268..a4f08a4cc44 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
@@ -3084,6 +3084,38 @@ out ScriptableCullingParameters cullingParams
return true;
}
+ static void OverrideCullingForRayTracing(HDCamera hdCamera, Camera camera, ref ScriptableCullingParameters cullingParams)
+ {
+ var rayTracingSetting = hdCamera.volumeStack.GetComponent();
+
+ if (rayTracingSetting.extendCulling.value)
+ {
+ // We are in a static function, so we can't really save this allocation easily.
+ Plane plane = new Plane();
+
+ // Camera properties is a copy, need to grab it first
+ CameraProperties cameraProperties = cullingParams.cameraProperties;
+
+ // Override all the planes
+ plane.SetNormalAndPosition(camera.transform.right, camera.transform.position - camera.transform.right * camera.farClipPlane);
+ cameraProperties.SetShadowCullingPlane(0, plane);
+ plane.SetNormalAndPosition(-camera.transform.right, camera.transform.position + camera.transform.right * camera.farClipPlane);
+ cameraProperties.SetShadowCullingPlane(1, plane);
+ plane.SetNormalAndPosition(camera.transform.up, camera.transform.position - camera.transform.up * camera.farClipPlane);
+ cameraProperties.SetShadowCullingPlane(2, plane);
+ plane.SetNormalAndPosition(-camera.transform.up, camera.transform.position + camera.transform.up * camera.farClipPlane);
+ cameraProperties.SetShadowCullingPlane(3, plane);
+ plane.SetNormalAndPosition(camera.transform.forward, camera.transform.position - camera.transform.forward * camera.farClipPlane);
+ cameraProperties.SetShadowCullingPlane(4, plane);
+ // The 5th planes doesn't need to be overriden, but just in case.
+ plane.SetNormalAndPosition(-camera.transform.forward, camera.transform.position + camera.transform.forward * camera.farClipPlane);
+ cameraProperties.SetShadowCullingPlane(5, plane);
+
+ // Propagate the new planes
+ cullingParams.cameraProperties = cameraProperties;
+ }
+ }
+
static bool TryCull(
Camera camera,
HDCamera hdCamera,
@@ -3132,6 +3164,11 @@ ref HDCullingResults cullingResults
skyManager.UpdateCurrentSkySettings(hdCamera);
skyManager.SetupAmbientProbe(hdCamera);
+ if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing))
+ {
+ OverrideCullingForRayTracing(hdCamera, camera, ref cullingParams);
+ }
+
using (new ProfilingScope(null, ProfilingSampler.Get(HDProfileId.CullResultsCull)))
{
cullingResults.cullingResults = renderContext.Cull(ref cullingParams);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs
index 3ea1f6489de..b8c4858fec1 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs
@@ -379,6 +379,10 @@ static class HDShaderIDs
public static readonly int _Flowmap = Shader.PropertyToID("_Flowmap");
public static readonly int _FlowmapParam = Shader.PropertyToID("_FlowmapParam");
+ public static readonly int _CloudMap = Shader.PropertyToID("_CloudMap");
+ public static readonly int _CloudFlowmap = Shader.PropertyToID("_CloudFlowmap");
+ public static readonly int _CloudParam = Shader.PropertyToID("_CloudParam");
+ public static readonly int _CloudParam2 = Shader.PropertyToID("_CloudParam2");
public static readonly int _Size = Shader.PropertyToID("_Size");
public static readonly int _Source = Shader.PropertyToID("_Source");
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs
index 7864f279c10..2e39e0d1f8a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs
@@ -48,6 +48,11 @@ public sealed class PathTracing : VolumeComponent
///
[Tooltip("Defines the maximum intensity value computed for a path segment.")]
public ClampedFloatParameter maximumIntensity = new ClampedFloatParameter(10f, 0f, 100f);
+
+ PathTracing()
+ {
+ displayName = "Path Tracing (Preview)";
+ }
}
public partial class HDRenderPipeline
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs
index 15770d49ee7..6a1676a2601 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs
@@ -19,5 +19,10 @@ public sealed class LightCluster : VolumeComponent
///
[Tooltip("Controls the range of the cluster around the camera.")]
public ClampedFloatParameter cameraClusterRange = new ClampedFloatParameter(10f, 0.001f, 50f);
+
+ LightCluster()
+ {
+ displayName = "Light Cluster (Preview)";
+ }
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs
index f15a5f100c3..b61a38545c4 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs
@@ -5,7 +5,7 @@ namespace UnityEngine.Rendering.HighDefinition
///
/// A volume component that holds the general settings for ray traced effects.
///
- [Serializable, VolumeComponentMenu("Ray Tracing/Settings (Preview)")]
+ [Serializable, VolumeComponentMenu("Ray Tracing/Ray Tracing Settings (Preview)")]
public sealed class RayTracingSettings : VolumeComponent
{
///
@@ -13,5 +13,16 @@ public sealed class RayTracingSettings : VolumeComponent
///
[Tooltip("Controls the bias for all real-time ray tracing effects.")]
public ClampedFloatParameter rayBias = new ClampedFloatParameter(0.001f, 0.0f, 0.1f);
+
+ ///
+ /// Enables the override of the shadow culling. This increases the validity area of shadow maps outside of the frustum.
+ ///
+ [Tooltip("Enables the override of the shadow culling.")]
+ public BoolParameter extendCulling = new BoolParameter(false);
+
+ RayTracingSettings()
+ {
+ displayName = "Ray Tracing Settings (Preview)";
+ }
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs
index 3c505cba622..37ab45ff297 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs
@@ -38,5 +38,10 @@ public sealed class RecursiveRendering : VolumeComponent
///
[Tooltip("Minmal Smoothness for Reflection. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.")]
public ClampedFloatParameter minSmoothness = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);
+
+ RecursiveRendering()
+ {
+ displayName = "Recursive Rendering (Preview)";
+ }
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute
index 431969d69bb..9e77ffee38b 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute
@@ -92,9 +92,13 @@ void RAYTRACING_DEFERRED(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gro
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
// Evaluate the complete lighting
- float3 diffuseLighting;
- float3 specularLighting;
- LightLoop(V, posInput, preLightData, bsdfData, builtinData, 0.0, 0.0, float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), diffuseLighting, specularLighting);
+ LightLoopOutput lightLoopOutput;
+ LightLoop(V, posInput, preLightData, bsdfData, builtinData, 0.0, 0.0, float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), lightLoopOutput);
+
+ // Alias
+ float3 diffuseLighting = lightLoopOutput.diffuseLighting;
+ float3 specularLighting = lightLoopOutput.specularLighting;
+
float3 finalColor = (diffuseLighting + specularLighting);
// Apply fog attenuation
ApplyFogAttenuation(positionWS, rayDirection, rayDistance, finalColor, true);
@@ -178,9 +182,12 @@ void RaytracingDiffuseDeferred(uint3 dispatchThreadId : SV_DispatchThreadID, uin
PreLightData preLightData = GetPreLightData(viewWS, posInput, bsdfData);
// Evaluate lighting
- float3 diffuseLighting;
- float3 specularLighting;
- LightLoop(viewWS, posInput, preLightData, bsdfData, builtinData, 0.0, 0.0, float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), diffuseLighting, specularLighting);
+ LightLoopOutput lightLoopOutput;
+ LightLoop(viewWS, posInput, preLightData, bsdfData, builtinData, 0.0, 0.0, float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), lightLoopOutput);
+
+ // Alias
+ float3 diffuseLighting = lightLoopOutput.diffuseLighting;
+ float3 specularLighting = lightLoopOutput.specularLighting;
// Read the previous value and combine with the current lighting
float3 previousValue = _RaytracingLitBufferRW[COORD_TEXTURE2D_X(currentCoord)].xyz;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl
index 7226f739ced..ee4571c145f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl
@@ -3,10 +3,12 @@
#define USE_LIGHT_CLUSTER
void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData,
- float reflectionHierarchyWeight, float refractionHierarchyWeight, float3 reflection, float3 transmission,
- out float3 diffuseLighting,
- out float3 specularLighting)
+ float reflectionHierarchyWeight, float refractionHierarchyWeight, float3 reflection, float3 transmission,
+ out LightLoopOutput lightLoopOutput)
{
+ // Init LightLoop output structure
+ ZERO_INITIALIZE(LightLoopOutput, lightLoopOutput);
+
LightLoopContext context;
context.contactShadow = 1.0;
context.shadowContext = InitShadowContext();
@@ -217,5 +219,5 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS
}
}
- PostEvaluateBSDF(context, V, posInput, preLightData, bsdfData, builtinData, aggregateLighting, diffuseLighting, specularLighting);
+ PostEvaluateBSDF(context, V, posInput, preLightData, bsdfData, builtinData, aggregateLighting, lightLoopOutput);
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl
index 92648e0a2ba..b9d548d1443 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl
@@ -199,10 +199,12 @@ void Frag(PackedVaryingsToPS packedInput,
#else
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
#endif
- float3 diffuseLighting;
- float3 specularLighting;
+ LightLoopOutput lightLoopOutput;
+ LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
- LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting);
+ // Alias
+ float3 diffuseLighting = lightLoopOutput.diffuseLighting;
+ float3 specularLighting = lightLoopOutput.specularLighting;
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl
index 454afff584c..fa3a2198791 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl
@@ -181,9 +181,12 @@ void ClosestHitForward(inout RayIntersection rayIntersection : SV_RayPayload, At
}
// Run the lightloop
- float3 diffuseLighting;
- float3 specularLighting;
- LightLoop(viewWS, posInput, preLightData, bsdfData, builtinData, reflectedWeight, refractedWeight, reflected, transmitted, diffuseLighting, specularLighting);
+ LightLoopOutput lightLoopOutput;
+ LightLoop(viewWS, posInput, preLightData, bsdfData, builtinData, reflectedWeight, refractedWeight, reflected, transmitted, lightLoopOutput);
+
+ // Alias
+ float3 diffuseLighting = lightLoopOutput.diffuseLighting;
+ float3 specularLighting = lightLoopOutput.specularLighting;
// Color display for the moment
rayIntersection.color = diffuseLighting + specularLighting;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl
index 50b5082dd07..0f215a1cdec 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl
@@ -115,9 +115,12 @@ void ClosestHitMain(inout RayIntersection rayIntersection : SV_RayPayload, Attri
#endif
// Run the lightloop
- float3 diffuseLighting;
- float3 specularLighting;
- LightLoop(viewWS, posInput, preLightData, bsdfData, builtinData, reflectedWeight, 0.0, reflected, float3(0.0, 0.0, 0.0), diffuseLighting, specularLighting);
+ LightLoopOutput lightLoopOutput;
+ LightLoop(viewWS, posInput, preLightData, bsdfData, builtinData, reflectedWeight, 0.0, reflected, float3(0.0, 0.0, 0.0), lightLoopOutput);
+
+ // Alias
+ float3 diffuseLighting = lightLoopOutput.diffuseLighting;
+ float3 specularLighting = lightLoopOutput.specularLighting;
// Color display for the moment
rayIntersection.color = diffuseLighting + specularLighting;
diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan.meta b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer.meta
similarity index 77%
rename from TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan.meta
rename to com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer.meta
index f198f8b0cb5..9a4378f4bc9 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan.meta
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 1c970efb67818b94a93b986eb5ba43c8
+guid: c2aa30fadfa3cfc40a2283f98aa5be6f
folderAsset: yes
DefaultImporter:
externalObjects: {}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.cs
new file mode 100644
index 00000000000..a9ab4b590ce
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.cs
@@ -0,0 +1,150 @@
+using System;
+
+namespace UnityEngine.Rendering.HighDefinition
+{
+ ///
+ /// Cloud Layer Volume Component.
+ /// This component setups the cloud layer for rendering.
+ ///
+ [VolumeComponentMenu("Sky/Cloud Layer (Preview)")]
+ public class CloudLayer : VolumeComponent
+ {
+ /// Enable fog.
+ [Tooltip("Check to have a cloud layer in the sky.")]
+ public BoolParameter enabled = new BoolParameter(false);
+
+ /// Texture used to render the clouds.
+ [Tooltip("Specify the texture HDRP uses to render the clouds (in LatLong layout).")]
+ public TextureParameter cloudMap = new TextureParameter(null);
+ /// Enable to cover only the upper part of the sky.
+ [Tooltip("Check this box if the cloud layer covers only the upper part of the sky.")]
+ public BoolParameter upperHemisphereOnly = new BoolParameter(true);
+ /// Color multiplier of the clouds.
+ [Tooltip("Specifies the color that HDRP uses to tint the clouds.")]
+ public ColorParameter tint = new ColorParameter(Color.white);
+ /// Intensity multipler of the clouds.
+ [Tooltip("Sets the intensity multiplier for the clouds.")]
+ public MinFloatParameter intensityMultiplier = new MinFloatParameter(1.0f, 0.0f);
+
+ /// Enable to have cloud distortion.
+ [Tooltip("Enable or disable cloud distortion.")]
+ public BoolParameter enableDistortion = new BoolParameter(false);
+ /// Enable to have a simple, procedural distorsion.
+ [Tooltip("If enabled, the clouds will be distorted by a constant wind.")]
+ public BoolParameter procedural = new BoolParameter(true);
+ /// Texture used to distort the UVs for the cloud layer.
+ [Tooltip("Specify the flowmap HDRP uses for cloud distortion (in LatLong layout).")]
+ public TextureParameter flowmap = new TextureParameter(null);
+ /// Direction of the distortion.
+ [Tooltip("Sets the rotation of the distortion (in degrees).")]
+ public ClampedFloatParameter scrollDirection = new ClampedFloatParameter(0.0f, 0.0f, 360.0f);
+ /// Speed of the distortion.
+ [Tooltip("Sets the cloud scrolling speed. The higher the value, the faster the clouds will move.")]
+ public MinFloatParameter scrollSpeed = new MinFloatParameter(2.0f, 0.0f);
+
+
+ private float scrollFactor = 0.0f, lastTime = 0.0f;
+
+ CloudLayer()
+ {
+ displayName = "CloudLayer (Preview)";
+
+ }
+
+ ///
+ /// Returns the shader parameters of the cloud layer.
+ ///
+ /// The shader parameters of the cloud layer.
+ public Vector4 GetParameters()
+ {
+ scrollFactor += scrollSpeed.value * (Time.time - lastTime) * 0.01f;
+ lastTime = Time.time;
+
+ float rot = -Mathf.Deg2Rad*scrollDirection.value;
+ return new Vector4(upperHemisphereOnly.value ? 1.0f : 0.0f, scrollFactor, Mathf.Cos(rot), Mathf.Sin(rot));
+ }
+
+ /// Sets keywords and parameters on a sky material to render the cloud layer.
+ /// The cloud layer to apply.
+ /// The sky material to change.
+ public static void Apply(CloudLayer layer, Material skyMaterial)
+ {
+ if (layer != null && layer.enabled.value == true)
+ {
+ Vector4 cloudParam = layer.GetParameters();
+ Vector4 cloudParam2 = layer.tint.value;
+ cloudParam2.w = layer.intensityMultiplier.value;
+
+ skyMaterial.EnableKeyword("USE_CLOUD_MAP");
+ skyMaterial.SetTexture(HDShaderIDs._CloudMap, layer.cloudMap.value);
+ skyMaterial.SetVector(HDShaderIDs._CloudParam, cloudParam);
+ skyMaterial.SetVector(HDShaderIDs._CloudParam2, cloudParam2);
+
+ if (layer.enableDistortion.value == true)
+ {
+ skyMaterial.EnableKeyword("USE_CLOUD_MOTION");
+ if (layer.procedural.value == true)
+ skyMaterial.DisableKeyword("USE_CLOUD_MAP");
+ else
+ skyMaterial.SetTexture(HDShaderIDs._CloudFlowmap, layer.flowmap.value);
+ }
+ else
+ skyMaterial.DisableKeyword("USE_CLOUD_MOTION");
+ }
+ else
+ {
+ skyMaterial.DisableKeyword("USE_CLOUD_MAP");
+ skyMaterial.DisableKeyword("USE_CLOUD_MOTION");
+ }
+ }
+
+ ///
+ /// Returns the hash code of the HDRI sky parameters.
+ ///
+ /// The hash code of the HDRI sky parameters.
+ public override int GetHashCode()
+ {
+ int hash = base.GetHashCode();
+
+ unchecked
+ {
+#if UNITY_2019_3 // In 2019.3, when we call GetHashCode on a VolumeParameter it generate garbage (due to the boxing of the generic parameter)
+ hash = cloudMap.value != null ? hash * 23 + cloudMap.value.GetHashCode() : hash;
+ hash = flowmap.value != null ? hash * 23 + flowmap.value.GetHashCode() : hash;
+ hash = hash * 23 + enabled.value.GetHashCode();
+ hash = hash * 23 + upperHemisphereOnly.value.GetHashCode();
+ hash = hash * 23 + tint.value.GetHashCode();
+ hash = hash * 23 + intensityMultiplier.value.GetHashCode();
+ hash = hash * 23 + enableDistortion.value.GetHashCode();
+ hash = hash * 23 + procedural.value.GetHashCode();
+ hash = hash * 23 + scrollDirection.value.GetHashCode();
+ hash = hash * 23 + scrollSpeed.value.GetHashCode();
+
+ hash = cloudMap.value != null ? hash * 23 + cloudMap.overrideState.GetHashCode() : hash;
+ hash = flowmap.value != null ? hash * 23 + flowmap.overrideState.GetHashCode() : hash;
+ hash = hash * 23 + enabled.overrideState.GetHashCode();
+ hash = hash * 23 + upperHemisphereOnly.overrideState.GetHashCode();
+ hash = hash * 23 + tint.overrideState.GetHashCode();
+ hash = hash * 23 + intensityMultiplier.overrideState.GetHashCode();
+ hash = hash * 23 + enableDistortion.overrideState.GetHashCode();
+ hash = hash * 23 + procedural.overrideState.GetHashCode();
+ hash = hash * 23 + scrollDirection.overrideState.GetHashCode();
+ hash = hash * 23 + scrollSpeed.overrideState.GetHashCode();
+#else
+ hash = cloudMap.value != null ? hash * 23 + cloudMap.GetHashCode() : hash;
+ hash = flowmap.value != null ? hash * 23 + flowmap.GetHashCode() : hash;
+ hash = hash * 23 + enabled.GetHashCode();
+ hash = hash * 23 + upperHemisphereOnly.GetHashCode();
+ hash = hash * 23 + tint.GetHashCode();
+ hash = hash * 23 + intensityMultiplier.GetHashCode();
+ hash = hash * 23 + enableDistortion.GetHashCode();
+ hash = hash * 23 + procedural.GetHashCode();
+ hash = hash * 23 + scrollDirection.GetHashCode();
+ hash = hash * 23 + scrollSpeed.GetHashCode();
+#endif
+ }
+
+ return hash;
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.cs.meta
new file mode 100644
index 00000000000..26c9804e9e1
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4df53429744a4174ca20efaba13fe1e0
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.hlsl
new file mode 100644
index 00000000000..0db21de3237
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.hlsl
@@ -0,0 +1,88 @@
+#ifndef __CLOUDLAYER_H__
+#define __CLOUDLAYER_H__
+
+TEXTURE2D(_CloudMap);
+SAMPLER(sampler_CloudMap);
+
+TEXTURE2D(_CloudFlowmap);
+SAMPLER(sampler_CloudFlowmap);
+
+float4 _CloudParam; // x upper hemisphere only, y scroll factor, zw scroll direction (cosPhi and sinPhi)
+float4 _CloudParam2; // xyz tint, w intensity
+
+#define _CloudUpperHemisphere _CloudParam.x
+#define _CloudScrollFactor _CloudParam.y
+#define _CloudScrollDirection _CloudParam.zw
+#define _CloudTint _CloudParam2.xyz
+#define _CloudIntensity _CloudParam2.w
+
+#define USE_CLOUD_LAYER defined(USE_CLOUD_MAP) || (!defined(USE_CLOUD_MAP) && defined(USE_CLOUD_MOTION))
+
+float3 sampleCloud(float3 dir, float3 sky)
+{
+ float4 cloudLayerColor = SAMPLE_TEXTURE2D_LOD(_CloudMap, sampler_CloudMap, GetLatLongCoords(dir, _CloudUpperHemisphere), 0);
+ return lerp(sky, sky + cloudLayerColor.rgb * _CloudTint * _CloudIntensity, cloudLayerColor.a);
+}
+
+float3 CloudRotationUp(float3 p, float2 cos_sin)
+{
+ float3 rotDirX = float3(cos_sin.x, 0, -cos_sin.y);
+ float3 rotDirY = float3(cos_sin.y, 0, cos_sin.x);
+
+ return float3(dot(rotDirX, p), p.y, dot(rotDirY, p));
+}
+
+float3 GetDistordedCloudColor(float3 dir, float3 sky)
+{
+#if USE_CLOUD_MOTION
+ if (dir.y >= 0 || !_CloudUpperHemisphere)
+ {
+ float2 alpha = frac(float2(_CloudScrollFactor, _CloudScrollFactor + 0.5)) - 0.5;
+
+#ifdef USE_CLOUD_MAP
+ float3 tangent = normalize(cross(dir, float3(0.0, 1.0, 0.0)));
+ float3 bitangent = cross(tangent, dir);
+
+ float3 windDir = CloudRotationUp(dir, _CloudScrollDirection);
+ float2 flow = SAMPLE_TEXTURE2D_LOD(_CloudFlowmap, sampler_CloudFlowmap, GetLatLongCoords(windDir, _CloudUpperHemisphere), 0).rg * 2.0 - 1.0;
+
+ float3 dd = flow.x * tangent + flow.y * bitangent;
+#else
+ float3 windDir = CloudRotationUp(float3(0, 0, 1), _CloudScrollDirection);
+ windDir.x *= -1.0;
+ float3 dd = windDir*sin(dir.y*PI*0.5);
+#endif
+
+ // Sample twice
+ float3 color1 = sampleCloud(normalize(dir - alpha.x * dd), sky);
+ float3 color2 = sampleCloud(normalize(dir - alpha.y * dd), sky);
+
+ // Blend color samples
+ return lerp(color1, color2, abs(2.0 * alpha.x));
+ }
+#else
+ sky = sampleCloud(dir, sky);
+#endif
+
+ return sky;
+}
+
+float3 ApplyCloudLayer(float3 dir, float3 sky)
+{
+#if USE_CLOUD_LAYER
+ if (dir.y >= 0 || !_CloudUpperHemisphere)
+ sky = GetDistordedCloudColor(dir, sky);
+#endif
+
+ return sky;
+}
+
+#undef _CloudUpperHemisphere
+#undef _CloudScrollFactor
+#undef _CloudScrollDirection
+#undef _CloudTint
+#undef _CloudIntensity
+
+#undef USE_CLOUD_LAYER
+
+#endif // __CLOUDLAYER_H__
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.hlsl.meta
new file mode 100644
index 00000000000..864ea5444f8
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.hlsl.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 6ed84b23a96bc804c8c32740c6fa7ed7
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader
index 6c9f6999425..fd1c1c7907d 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader
@@ -8,11 +8,15 @@ Shader "Hidden/HDRP/Sky/GradientSky"
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone vulkan metal switch
+ #pragma multi_compile_local _ USE_CLOUD_MAP
+ #pragma multi_compile_local _ USE_CLOUD_MOTION
+
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.hlsl"
float4 _GradientBottom;
float4 _GradientMiddle;
@@ -48,8 +52,9 @@ Shader "Hidden/HDRP/Sky/GradientSky"
float topLerpFactor = saturate(-verticalGradient);
float bottomLerpFactor = saturate(verticalGradient);
float3 color = lerp(_GradientMiddle.xyz, _GradientBottom.xyz, bottomLerpFactor);
- color = lerp(color, _GradientTop.xyz, topLerpFactor) * _SkyIntensity;
- return float4(color, 1.0);
+ color = lerp(color, _GradientTop.xyz, topLerpFactor);
+ color = ApplyCloudLayer(-viewDirWS, color);
+ return float4(color * _SkyIntensity, 1.0);
}
float4 FragBaking(Varyings input) : SV_Target
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSkyRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSkyRenderer.cs
index 79cdda8c34f..0ca6941d630 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSkyRenderer.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSkyRenderer.cs
@@ -12,6 +12,7 @@ class GradientSkyRenderer : SkyRenderer
public GradientSkyRenderer()
{
+ SupportDynamicSunLight = false;
}
public override void Build()
@@ -34,6 +35,8 @@ public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderFo
m_GradientSkyMaterial.SetFloat(_GradientDiffusion, gradientSky.gradientDiffusion.value);
m_GradientSkyMaterial.SetFloat(HDShaderIDs._SkyIntensity, GetSkyIntensity(gradientSky, builtinParams.debugSettings));
+ CloudLayer.Apply(builtinParams.cloudLayer, m_GradientSkyMaterial);
+
// This matrix needs to be updated at the draw call frequency.
m_PropertyBlock.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader
index 3f111e14588..6e7af9a23c7 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader
@@ -13,6 +13,9 @@ Shader "Hidden/HDRP/Sky/HDRISky"
#pragma multi_compile_local _ SKY_MOTION
#pragma multi_compile_local _ USE_FLOWMAP
+ #pragma multi_compile_local _ USE_CLOUD_MAP
+ #pragma multi_compile_local _ USE_CLOUD_MOTION
+
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
@@ -34,6 +37,7 @@ Shader "Hidden/HDRP/Sky/HDRISky"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SDF2D.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
@@ -218,7 +222,8 @@ Shader "Hidden/HDRP/Sky/HDRISky"
float3 GetSkyColor(float3 dir)
{
- return GetDistordedSkyColor(dir);
+ float3 sky = GetDistordedSkyColor(dir);
+ return ApplyCloudLayer(dir, sky);
}
float4 GetColorWithRotation(float3 dir, float exposure, float2 cos_sin)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISkyRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISkyRenderer.cs
index 3e62b4498d3..5b274165cdc 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISkyRenderer.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISkyRenderer.cs
@@ -16,6 +16,7 @@ class HDRISkyRenderer : SkyRenderer
public HDRISkyRenderer()
{
+ SupportDynamicSunLight = false;
}
public override void Build()
@@ -169,6 +170,8 @@ public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderFo
shadowFilter |= unchecked((uint)LightFeatureFlags.Area);
m_SkyHDRIMaterial.SetInt(HDShaderIDs._BackplateShadowFilter, unchecked((int)shadowFilter));
+ CloudLayer.Apply(builtinParams.cloudLayer, m_SkyHDRIMaterial);
+
// This matrix needs to be updated at the draw call frequency.
m_PropertyBlock.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix);
CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_SkyHDRIMaterial, m_PropertyBlock, passID);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader
index 299b583f8c1..96c0c2e12ad 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader
@@ -9,12 +9,16 @@ Shader "Hidden/HDRP/Sky/PbrSky"
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone vulkan metal switch
+ #pragma multi_compile_local _ USE_CLOUD_MAP
+ #pragma multi_compile_local _ USE_CLOUD_MOTION
+
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudLayer/CloudLayer.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/CookieSampling.hlsl"
@@ -221,6 +225,7 @@ Shader "Hidden/HDRP/Sky/PbrSky"
}
skyColor += radiance * (1 - skyOpacity);
+ skyColor = ApplyCloudLayer(-V, skyColor);
skyColor *= _IntensityMultiplier;
return float4(skyColor, 1.0);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs
index 826465dff74..cb55197192f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs
@@ -554,6 +554,8 @@ public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderFo
int pass = (renderForCubemap ? 0 : 2) + (isPbrSkyActive ? 0 : 1);
+ CloudLayer.Apply(builtinParams.cloudLayer, m_PbrSkyMaterial);
+
CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_PbrSkyMaterial, s_PbrSkyMaterialProperties, pass);
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs
index e3de933f06e..06d54830607 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs
@@ -65,6 +65,8 @@ public class BuiltinSkyParameters
public int frameIndex;
/// Current sky settings.
public SkySettings skySettings;
+ /// Current cloud layer.
+ public CloudLayer cloudLayer;
/// Current debug dsplay settings.
public DebugDisplaySettings debugSettings;
/// Null color buffer render target identifier.
@@ -664,9 +666,13 @@ bool IsCachedContextValid(SkyUpdateContext skyContext)
int ComputeSkyHash(HDCamera camera, SkyUpdateContext skyContext, Light sunLight, SkyAmbientMode ambientMode, bool staticSky = false)
{
int sunHash = 0;
- if (sunLight != null)
+ if (sunLight != null && skyContext.skyRenderer.SupportDynamicSunLight)
sunHash = GetSunLightHashCode(sunLight);
+ int cloudHash = 0;
+ if (skyContext.cloudLayer != null && skyContext.skyRenderer.SupportCloudLayer)
+ cloudHash = skyContext.cloudLayer.GetHashCode();
+
// For planar reflections we want to use the parent position for hash.
Camera cameraForHash = camera.camera;
if (camera.camera.cameraType == CameraType.Reflection && camera.parentCamera != null)
@@ -675,6 +681,7 @@ int ComputeSkyHash(HDCamera camera, SkyUpdateContext skyContext, Light sunLight,
}
int skyHash = sunHash * 23 + skyContext.skySettings.GetHashCode(cameraForHash);
+ skyHash = skyHash * 23 + cloudHash;
skyHash = skyHash * 23 + (staticSky ? 1 : 0);
skyHash = skyHash * 23 + (ambientMode == SkyAmbientMode.Static ? 1 : 0);
return skyHash;
@@ -726,6 +733,7 @@ public void UpdateEnvironment( HDCamera hdCamera,
m_BuiltinParameters.debugSettings = null; // We don't want any debug when updating the environment.
m_BuiltinParameters.frameIndex = frameIndex;
m_BuiltinParameters.skySettings = skyContext.skySettings;
+ m_BuiltinParameters.cloudLayer = skyContext.cloudLayer;
int skyHash = ComputeSkyHash(hdCamera, skyContext, sunLight, ambientMode, staticSky);
bool forceUpdate = updateRequired;
@@ -787,7 +795,7 @@ public void UpdateEnvironment( HDCamera hdCamera,
#if UNITY_EDITOR
// In the editor when we change the sky we want to make the GI dirty so when baking again the new sky is taken into account.
// Changing the hash of the rendertarget allow to say that GI is dirty
- renderingContext.skyboxCubemapRT.rt.imageContentsHash = new Hash128((uint)skyContext.skySettings.GetHashCode(hdCamera.camera), 0, 0, 0);
+ renderingContext.skyboxCubemapRT.rt.imageContentsHash = new Hash128((uint)skyHash, 0, 0, 0);
#endif
}
}
@@ -816,13 +824,14 @@ public void UpdateEnvironment(HDCamera hdCamera, ScriptableRenderContext renderC
#if UNITY_EDITOR
// In the editor, we might need the static sky ready for baking lightmaps/lightprobes regardless of the current ambient mode so we force it to update in this case if it's not been computed yet..
// We don't test if the hash of the static sky has changed here because it depends on the sun direction and in the case of LookDev, sun will be different from the main rendering so it will induce improper recomputation.
- forceStaticUpdate = staticLightingSky != null && m_StaticLightingSky.skyParametersHash == -1; ;
+ forceStaticUpdate = staticLightingSky != null && m_StaticLightingSky.skyParametersHash == -1;
#endif
if ((ambientMode == SkyAmbientMode.Static || forceStaticUpdate) && hdCamera.camera.cameraType != CameraType.Preview)
{
if (staticLightingSky != null)
{
m_StaticLightingSky.skySettings = staticLightingSky.skySettings;
+ m_StaticLightingSky.cloudLayer = staticLightingSky.cloudLayer;
UpdateEnvironment(hdCamera, renderContext, m_StaticLightingSky, sunLight, m_StaticSkyUpdateRequired, true, true, SkyAmbientMode.Static, frameIndex, cmd);
m_StaticSkyUpdateRequired = false;
}
@@ -850,6 +859,7 @@ internal void UpdateBuiltinParameters(SkyUpdateContext skyContext, HDCamera hdCa
m_BuiltinParameters.debugSettings = debugSettings;
m_BuiltinParameters.frameIndex = frameIndex;
m_BuiltinParameters.skySettings = skyContext.skySettings;
+ m_BuiltinParameters.cloudLayer = skyContext.cloudLayer;
}
public void PreRenderSky(HDCamera hdCamera, Light sunLight, RTHandle colorBuffer, RTHandle normalBuffer, RTHandle depthBuffer, DebugDisplaySettings debugSettings, int frameIndex, CommandBuffer cmd)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs
index 9d532585631..64d226a480b 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs
@@ -7,6 +7,11 @@ public abstract class SkyRenderer
{
int m_LastFrameUpdate = -1;
+ /// Determines if the sky should be rendered when the sun light changes.
+ public bool SupportDynamicSunLight = true;
+ /// Determines if the sky should be rendered when the cloud layer changes.
+ public bool SupportCloudLayer = true;
+
///
/// Called on startup. Create resources used by the renderer (shaders, materials, etc).
///
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs
index 9127a4824f0..3f5fe859b87 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs
@@ -5,6 +5,7 @@ namespace UnityEngine.Rendering.HighDefinition
internal class SkyUpdateContext
{
SkySettings m_SkySettings;
+ CloudLayer m_CloudLayer;
public SkyRenderer skyRenderer { get; private set; }
public int cachedSkyRenderingContextId = -1;
@@ -41,6 +42,19 @@ public SkySettings skySettings
}
}
+ public CloudLayer cloudLayer
+ {
+ get { return m_CloudLayer; }
+ set
+ {
+ if (m_CloudLayer == value)
+ return;
+
+ skyParametersHash = -1;
+ m_CloudLayer = value;
+ }
+ }
+
public void Cleanup()
{
if (skyRenderer != null)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs
index 16729facca7..1dd04ac73e0 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs
@@ -16,7 +16,7 @@ public class StaticLightingSky : MonoBehaviour
VolumeProfile m_Profile;
[SerializeField, FormerlySerializedAs("m_BakingSkyUniqueID")]
int m_StaticLightingSkyUniqueID = 0;
- int m_LastComputedHash;
+ int m_LastComputedHash, m_LastComputedCloudHash;
bool m_NeedUpdateStaticLightingSky;
SkySettings m_SkySettings; // This one contain only property values from overridden properties in the original profile component
@@ -35,7 +35,7 @@ internal SkySettings skySettings
}
else
{
- Reset();
+ ResetSky();
}
return m_SkySettings;
}
@@ -43,6 +43,29 @@ internal SkySettings skySettings
List m_VolumeSkyList = new List();
+
+ CloudLayer m_CloudLayer; // This one contain only property values from overridden properties in the original profile component
+ CloudLayer m_CloudLayerFromProfile;
+
+ internal CloudLayer cloudLayer
+ {
+ get
+ {
+ GetCloudFromVolume(m_Profile, out var cloudFromProfile);
+ if (cloudFromProfile != null)
+ {
+ int newHash = cloudFromProfile.GetHashCode();
+ if (m_LastComputedCloudHash != newHash)
+ UpdateCurrentStaticLightingCloud();
+ }
+ else
+ {
+ ResetCloud();
+ }
+ return m_CloudLayer;
+ }
+ }
+
///
/// Volume profile where the sky settings used for static lighting will be fetched.
///
@@ -100,7 +123,7 @@ void GetSkyFromIDAndVolume(int skyUniqueID, VolumeProfile profile, out SkySettin
{
foreach (var sky in m_VolumeSkyList)
{
- if (skyUniqueID == SkySettings.GetUniqueID(sky.GetType()))
+ if (skyUniqueID == SkySettings.GetUniqueID(sky.GetType()) && sky.active)
{
skyType = sky.GetType();
skySetting = sky;
@@ -162,6 +185,68 @@ void UpdateCurrentStaticLightingSky()
}
}
+ void GetCloudFromVolume(VolumeProfile profile, out CloudLayer cloudLayer)
+ {
+ if (profile != null)
+ {
+ profile.TryGet(out cloudLayer);
+ if (cloudLayer != null && !cloudLayer.active)
+ cloudLayer = null;
+ }
+ else
+ cloudLayer = null;
+ }
+
+ void UpdateCurrentStaticLightingCloud()
+ {
+ // First, grab the cloud layer of the right type in the profile.
+ CoreUtils.Destroy(m_CloudLayer);
+ m_CloudLayer = null;
+ m_LastComputedCloudHash = 0;
+ GetCloudFromVolume(m_Profile, out m_CloudLayerFromProfile);
+
+ if (m_CloudLayerFromProfile != null)
+ {
+ // The static lighting sky is a Volume Component that lives outside of the volume system (we just grab a component from a profile)
+ // As such, it may contain values that are not actually overridden
+ // For example, user overrides a value, change it, and disable overrides. In this case the volume still contains the old overridden value
+ // In this case, we want to use values only if they are still overridden, so we create a volume component with default values and then copy the overridden values from the profile.
+ // Also, a default profile might be set in the HDRP project settings, this volume is applied by default to all the scene so it should also be taken into account here.
+
+ // Create an instance with default values
+ m_CloudLayer = ScriptableObject.CreateInstance();
+ var newCloudParameters = m_CloudLayer.parameters;
+ var profileCloudParameters = m_CloudLayerFromProfile.parameters;
+
+ var defaultVolume = HDRenderPipeline.GetOrCreateDefaultVolume();
+ defaultVolume.sharedProfile.TryGet(out CloudLayer defaultCloud);
+ var defaultCloudParameters = defaultCloud != null ? defaultCloud.parameters : null; // Can be null if the profile does not contain the component.
+
+ // Seems to inexplicably happen sometimes on domain reload.
+ if (profileCloudParameters == null)
+ return;
+
+ int parameterCount = m_CloudLayer.parameters.Count;
+ // Copy overridden parameters.
+ for (int i = 0; i < parameterCount; ++i)
+ {
+ if (profileCloudParameters[i].overrideState == true)
+ {
+ newCloudParameters[i].SetValue(profileCloudParameters[i]);
+ }
+ // Fallback to the default profile if values are overridden in there.
+ else if (defaultCloudParameters != null && defaultCloudParameters[i].overrideState == true)
+ {
+ newCloudParameters[i].SetValue(defaultCloudParameters[i]);
+ }
+ }
+
+ m_LastComputedCloudHash = m_CloudLayerFromProfile.GetHashCode();
+ }
+ }
+
+
+
// All actions done in this method are because Editor won't go through setters so we need to manually check consistency of our data.
void OnValidate()
{
@@ -201,7 +286,8 @@ void OnDisable()
if (m_Profile != null)
SkyManager.UnRegisterStaticLightingSky(this);
- Reset();
+ ResetSky();
+ ResetCloud();
}
void Update()
@@ -213,12 +299,20 @@ void Update()
}
}
- void Reset()
+ void ResetSky()
{
CoreUtils.Destroy(m_SkySettings);
m_SkySettings = null;
m_SkySettingsFromProfile = null;
m_LastComputedHash = 0;
}
+
+ void ResetCloud()
+ {
+ CoreUtils.Destroy(m_CloudLayer);
+ m_CloudLayer = null;
+ m_CloudLayerFromProfile = null;
+ m_LastComputedCloudHash = 0;
+ }
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl
index fe43e6555a6..975f5437ad0 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl
@@ -3,10 +3,6 @@
float4 VFXCalcPixelOutputForward(const SurfaceData surfaceData, const BuiltinData builtinData, const PreLightData preLightData, BSDFData bsdfData, const PositionInputs posInput, float3 posRWS)
{
- float3 diffuseLighting;
- float3 specularLighting;
-
-
#if IS_OPAQUE_PARTICLE
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
#elif USE_ONLY_AMBIENT_LIGHTING
@@ -25,7 +21,13 @@ float4 VFXCalcPixelOutputForward(const SurfaceData surfaceData, const BuiltinDat
#endif
#endif
- LightLoop(GetWorldSpaceNormalizeViewDir(posRWS), posInput, preLightData, bsdfData, builtinData, featureFlags, diffuseLighting, specularLighting);
+
+ LightLoopOutput lightLoopOutput;
+ LightLoop(GetWorldSpaceNormalizeViewDir(posRWS), posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
+
+ // Alias
+ float3 diffuseLighting = lightLoopOutput.diffuseLighting;
+ float3 specularLighting = lightLoopOutput.specularLighting;
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();