diff --git a/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs b/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs index 21a5d052928..f08a3d2a206 100644 --- a/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs +++ b/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs @@ -4,14 +4,6 @@ namespace UnityEngine.Rendering.HighDefinition { - [GenerateHLSL(PackingRules.Exact)] - public enum HDShadowFilteringQuality - { - Low = 0, - Medium = 1, - High = 2, - } - [GenerateHLSL(PackingRules.Exact)] public enum ProbeVolumesEvaluationModes { @@ -68,9 +60,6 @@ public enum ShaderOptions AreaLights = 1, - [System.Obsolete("Deferred shadow can now assume any value, so this field is not used anymore.")] - DeferredShadowFiltering = HDShadowFilteringQuality.Medium, - BarnDoor = 0 }; @@ -91,7 +80,5 @@ public class ShaderConfig public static ProbeVolumesEncodingModes s_ProbeVolumesEncodingMode = (ProbeVolumesEncodingModes)ShaderOptions.ProbeVolumesEncodingMode; public static int s_AreaLights = (int)ShaderOptions.AreaLights; public static int s_BarnDoor = (int)ShaderOptions.BarnDoor; - [System.Obsolete("Deferred shadow can now assume any value, so this field is not used anymore.")] - public static HDShadowFilteringQuality s_DeferredShadowFiltering = (HDShadowFilteringQuality)ShaderOptions.DeferredShadowFiltering; } } 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 e4e0480fa28..54f5a4e40be 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 @@ -37,6 +37,11 @@ HDRP now stores OnEnable and OnDemand shadows in a separate atlas and more API i 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 config file + +From Unity 2020.2, due to the change of shadow map, the enum HDShadowFilteringQuality have been moved to HDShadowManager.cs and the variables ShaderConfig.s_DeferredShadowFiltering as well as the option ShaderOptions.DeferredShadowFiltering have been removed from the code as they have no impact anymore. + + ## Shader code From Unity 2020.2, HDRP uses a new structure to output information from the LightLoop. It now uses a custom LightLoop struct instead of the `float3 diffuseLighting`, `float3 specularLighting` pair. This is to allow HDRP to export more information from the LightLoop in the future without breaking the API. @@ -88,4 +93,4 @@ With: ``` protected override void Execute(CustomPassContext ctx) { ... } -``` \ No newline at end of file +``` diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs index 1410120178f..797ae62e431 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs @@ -5,6 +5,16 @@ namespace UnityEngine.Rendering.HighDefinition { + /// + /// Shadow Filtering Quality + /// + public enum HDShadowFilteringQuality + { + Low = 0, + Medium = 1, + High = 2, + } + enum ShadowMapType { CascadedDirectional,