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sebastienlagardepmavridisFrancescoC-unityjohnparsanisunity
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Merge Hd/bugfix (#4825)
* [HDRP] Fix AxF debug output in certain configurations (#4641) * Fix AxF debug output in certain configurations. * Update comment * Fix SSR accumulation white flash (#4648) * Fix white flash * changelog Co-authored-by: sebastienlagarde <[email protected]> * Display Info Box when MSAA + ray tracing is onr (#4627) * Show info box when ray tracing is enabled. * Changelog * Move below MSAA Co-authored-by: sebastienlagarde <[email protected]> * Fix distortion when resizing the window in player builds with the Graphics Compositor enabled (#4593) Co-authored-by: sebastienlagarde <[email protected]> * Add support for the camera bridge in the graphics compositor (#4599) * Fix Jittered Project Matrix Infinite Far Clip Plane (#4638) * Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde <[email protected]> * Fix custom pass utils Blur + Copy overdraw. (#4623) * Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix draw procedural invalid pass idx 1 on first template load (#4632) * Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Changed light reset to preserve type (#4624) Co-authored-by: sebastienlagarde <[email protected]> * Revert "Add support for the camera bridge in the graphics compositor (#4599)" This reverts commit 2325e3f. * AxF carpaint: Fix a compilation issue on Vulkan until the cpp HLSLcc side is updated. (case 1335737, related to 1314040) (#4691) Co-authored-by: sebastienlagarde <[email protected]> * Revert "Revert "Add support for the camera bridge in the graphics compositor (#4599)"" This reverts commit 30fffd5. * revert: Fix distortion when resizing the window in player builds with the Graphi * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). (#4626) * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). * Add test scene Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: Sebastien Lagarde <[email protected]> * Fix for discrepancies in saturation and intensity between screen space refraction and probe refraction (#4653) * Delete the second transmittance mul * Changelog Co-authored-by: Sebastien Lagarde <[email protected]> * Fix a Divide-by-Zero Warning for some Anisotropic Models (Fabric, Lit) (#4636) * Initialize the shading normal to a non-zero value for anisotropy * Changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix VfX lit particle AOV output color space (#4646) * Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde <[email protected]> * [HDRP][Path Tracing] Fixed transparent unlit (#4605) * Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde <[email protected]> * Fix distortion with MSAA (#4711) * Fix contact shadow debug views (#4720) * Fix * changelog Co-authored-by: sebastienlagarde <[email protected]> * Update Decal-Projector.md (#4695) * [HDRP] Fixed nullref when deleting the texture asset assigned in a local volumetric fog volume (#4728) * Fixed nullref when deleting the 3D mask of a density volume (case 1339330) * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix decal layer enum (#4753) * Fix typo * Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). (#4640) Co-authored-by: sebastienlagarde <[email protected]> * Ignore hybrid duplicated reflection probes during light baking (#4663) * Ignore hybrid duplicated reflection probes during light baking * test path instead of scene Co-authored-by: sebastienlagarde <[email protected]> * Fix double sided option moving when toggling it in the material UI (#4725) * Fix double sided option moving when toggling it in the material UI (case 1328877) * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix formatting Co-authored-by: Pavlos Mavridis <[email protected]> Co-authored-by: FrancescoC-unity <[email protected]> Co-authored-by: John Parsaie <[email protected]> Co-authored-by: anisunity <[email protected]> Co-authored-by: Antoine Lelievre <[email protected]> Co-authored-by: CifaCia <[email protected]> Co-authored-by: Adrien de Tocqueville <[email protected]> Co-authored-by: slunity <[email protected]> Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: Emmanuel Turquin <[email protected]>
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com.unity.render-pipelines.high-definition/CHANGELOG.md

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@@ -231,6 +231,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Fixed contact shadow debug views not displaying correctly upon resizing of view.
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- Fixed an error when deleting the 3D Texture mask of a local volumetric fog volume (case 1339330).
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- Fixed some aliasing ussues with the volumetric clouds.
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- Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083).
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- Fixed the double sided option moving when toggling it in the material UI (case 1328877).
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### Changed
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- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard
@@ -315,6 +317,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Make LitTessellation and LayeredLitTessellation fallback on Lit and LayeredLit respectively in DXR.
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- Display an info box and disable MSAA asset entry when ray tracing is enabled.
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- Changed light reset to preserve type.
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- Ignore hybrid duplicated reflection probes during light baking.
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## [11.0.0] - 2020-10-21
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com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs

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@@ -274,6 +274,9 @@ IScriptableBakedReflectionSystemStageNotifier handle
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var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId);
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var cacheFile = GetGICacheFileForHDProbe(states[index].probeBakingHash);
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if (string.IsNullOrEmpty(probe.gameObject.scene.path))
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continue;
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Assert.IsTrue(File.Exists(cacheFile));
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var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
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var index = toBakeIndicesList.GetUnchecked(i);
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var instanceId = states[index].instanceID;
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var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId);
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if (string.IsNullOrEmpty(probe.gameObject.scene.path))
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continue;
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var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
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AssetDatabase.ImportAsset(bakedTexturePath);
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ImportAssetAt(probe, bakedTexturePath);
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var index = toBakeIndicesList.GetUnchecked(i);
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var instanceId = states[index].instanceID;
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var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId);
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if (string.IsNullOrEmpty(probe.gameObject.scene.path))
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continue;
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var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
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var bakedTexture = AssetDatabase.LoadAssetAtPath<Texture>(bakedTexturePath);
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Assert.IsNotNull(bakedTexture, "The baked texture was imported before, " +
@@ -393,6 +402,9 @@ public static bool BakeProbes(IEnumerable<HDProbe> bakedProbes)
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// Render and write the result to disk
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foreach (var probe in bakedProbes)
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{
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if (string.IsNullOrEmpty(probe.gameObject.scene.path))
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continue;
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var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
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var planarRT = HDRenderUtilities.CreatePlanarProbeRenderTarget((int)probe.resolution, probeFormat);
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RenderAndWriteToFile(probe, bakedTexturePath, cubeRT, planarRT);
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AssetDatabase.StartAssetEditing();
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foreach (var probe in bakedProbes)
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{
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if (string.IsNullOrEmpty(probe.gameObject.scene.path))
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continue;
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var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
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AssetDatabase.ImportAsset(bakedTexturePath);
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ImportAssetAt(probe, bakedTexturePath);
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AssetDatabase.StartAssetEditing();
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foreach (var probe in bakedProbes)
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{
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if (string.IsNullOrEmpty(probe.gameObject.scene.path))
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continue;
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var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe);
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// Get or create the baked texture asset for the probe

com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs

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@@ -623,6 +623,12 @@ protected void DrawSurfaceGUI()
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EditorGUI.indentLevel++;
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if (doubleSidedEnable != null && doubleSidedEnable.floatValue == 0 && opaqueCullMode != null)
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materialEditor.ShaderProperty(opaqueCullMode, Styles.opaqueCullModeText);
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else
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{
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.Popup(Styles.opaqueCullModeText, 0, new string[] { "Off" });
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EditorGUI.EndDisabledGroup();
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}
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EditorGUI.indentLevel--;
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if (HDRenderQueue.k_RenderQueue_AfterPostProcessOpaque.Contains(renderQueue))
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{

com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs

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@@ -180,7 +180,7 @@ public bool affectsTransparency
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}
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[SerializeField]
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DecalLayerEnum m_DecalLayerMask = DecalLayerEnum.LightLayerDefault;
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DecalLayerEnum m_DecalLayerMask = DecalLayerEnum.DecalLayerDefault;
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/// <summary>
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/// The layer of the decal.
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/// </summary>

com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs

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@@ -12,7 +12,7 @@ public enum DecalLayerEnum
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/// <summary>The light will no affect any object.</summary>
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Nothing = 0, // Custom name for "Nothing" option
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/// <summary>Decal Layer 0.</summary>
15-
LightLayerDefault = 1 << 0,
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DecalLayerDefault = 1 << 0,
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/// <summary>Decal Layer 1.</summary>
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DecalLayer1 = 1 << 1,
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/// <summary>Decal Layer 2.</summary>

com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader

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@@ -95,7 +95,7 @@ Shader "HDRP/LayeredLit"
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_HeightMap3("HeightMap3", 2D) = "black" {}
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// Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01
98-
// Those two properties are computed from the ones exposed in the UI and depends on the displaement mode so they are separate because we don't want to lose information upon displacement mode change.
98+
// These two properties are computed from exposed properties by the UI block and are separated so we don't lose information by changing displacement mode in the UI block
9999
[HideInInspector] _HeightAmplitude0("Height Scale0", Float) = 0.02
100100
[HideInInspector] _HeightAmplitude1("Height Scale1", Float) = 0.02
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[HideInInspector] _HeightAmplitude2("Height Scale2", Float) = 0.02

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs

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@@ -333,7 +333,12 @@ void BuildGPULightVolumes(HDCamera hdCamera, HDRayTracingLights rayTracingLights
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if (currentEnvLight != null)
334334
{
335335
// If the reflection probe is disabled, we should not be adding it
336-
if (!currentEnvLight.enabled) continue;
336+
if (!currentEnvLight.enabled)
337+
continue;
338+
339+
// If the reflection probe is not baked yet.
340+
if (!currentEnvLight.HasValidRenderedData())
341+
continue;
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338343
// Compute the camera relative position
339344
Vector3 probePositionRWS = currentEnvLight.influenceToWorld.GetColumn(3);

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