Skip to content

Commit 6e68b35

Browse files
sebastienlagardepmavridisFrancescoC-unityjohnparsanisunity
authored
[HDRP] Merge Hd/bugfix (#5999)
* [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 * Fix volumetric fog in planar reflections (#4736) * Fix planar reflection * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix motion blur compute dispatch size (#4737) Co-authored-by: sebastienlagarde <[email protected]> * - Updated the recursive rendering documentation (case 1338639). (#4759) * - Updated the recursive rendering documentation (case 1338639). * review fixes Co-authored-by: sebastienlagarde <[email protected]> * Fix issue with OnDemand directional shadow map being corrupted when reflection probe are updated same frame (#4812) * Don't mark as rendered for reflection probes as we want the cached version to be from main view * Do the thing just for directional * Doc update * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix cropping issue with the compositor camera bridge (#4802) Co-authored-by: sebastienlagarde <[email protected]> * Fix for unused resources in depth of field (#4796) * Removing the word Radii from exposure settings (#4854) * Rename in UX * Update docs * [HDRP][Path Tracing] Support for shadow mattes (#4745) * Shadow matte support. * Updated changelog. * Only take occluders into account, closer match to raster mode. * Added test scene. Co-authored-by: sebastienlagarde <[email protected]> * Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)" This reverts commit 85ebbc2. * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). (#4756) * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). * Update test ref image Co-authored-by: Remi Chapelain <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Use non jittered projection in outline pass (#4836) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP][Path Tracing] Sky settings now properly taken into account when using recorder (#4856) * Make sure sky settings are correctly set when recording. * Updated changelog. Co-authored-by: sebastienlagarde <[email protected]> * Fix Resolution Issues for Physically Based Depth of Field (#4848) * Add the necesarry texture coordinate clamping for RTHandle for color pyramid sampling * Add some resolution independence, fitted for 1920x1080 * Changelog * Switch back to point sampling from trilinear, with commentary * Update test reference images * Small correction to the point sampling, always sample mip 0. * Re-update the test images, for mip 0 color sampling * Use a simpler UV scaling/clamping since we are now point sampling. Co-authored-by: sebastienlagarde <[email protected]> * Fixed bug introduced by sky-for-recorder support. (#4906) * [Fogbugz 1341576] Memory leaks when the player is paused, and the user changes pipeline… (#4845) * Memory leaks when the player is paused, and the user changes pipeline settings * changelog * [HDRP] Fixed shadergraph double save (#4916) * Don't need to save twice shadergraph the first time we create a graph * Updated changelog * Write 0 instead of micro sized motion vectors + fix extremely fast velocities (#4820) * Kill micromovements. * Do same for camera * Debug view update * Changelog * Remove unnecessary comment * Fix excessive velocity end up marked as no velocity Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix material upgrader (#4821) * Fix HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix custom pass volume not executed in scene view (#4860) * Fix custom pass volume not executed in scene view because of the volume culling mask * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix reflection probe tootltip (#4890) Co-authored-by: sebastienlagarde <[email protected]> * Updated the Physically Based Sky documentation for baked lights (#4891) * Updated the Physically Based Sky documentation for baked lights * Rewrite Co-authored-by: sebastienlagarde <[email protected]> * Fixed remapping of depth pyramid debug (#4893) * Fixed remapping of depth pyramid debug * Removed debug pragma * Update changelog * Updated tooltip * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4895) * Fix AO perceived wobble * changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix Asymmetric Projection Matrices and Fog / Pathtracing (#4926) * Check for asymmetric projections and choose the generic path if so. * Fix asymmetric projections for the pathtracer ray generation. * Changelog * Simplify the matrix multiplication for computing the generic matrix. Co-authored-by: sebastienlagarde <[email protected]> * Revert: Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection… * Fix GBuffer depth debug mode (#5054) * Fixed Volume Gizmo size when rescaling parent GameObject (#4915) * Fix Vertex Color Mode documentation (#4976) * Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4986) * Fix AO perceived wobble * changelog * Update screenshots Co-authored-by: sebastienlagarde <[email protected]> * Fix formatting in NestedOverrideCameraRendering * [HDRP] Fix white flash with SSR when resetting camera history (#5089) * Fix white flash with SSR when resetting camera history * Move branch login inside GetPreviousExposureTexture * Fix for fixed exposure * [Fobguz # 1348357] VFX Particle templates missing stencil flags (#5080) * Adding missing macro for stencil flags in particle forward shaders. This will let flags like TAA Reject be useful * Changelog * Fix object disappearing from lookdev (#5063) * Fixed objects disappearing from Lookdev window when entering playmode (case 1309368). * Updated changelog * Added hideflags in Lookdev context * [HDRP] Fix render object after taa jittering (#5088) * Add a pass after TAA to restore non jittered matrices * updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix GC alloc in hd/bugfix branch (#5134) * Fixed GC alloc on hd/bugfix branch * Fix GC alloc again * Fix refraction tile artifacts near reflection probe edges (#4727) * Pick the right probe at object center instead of tile granularity. * changelog * Missing commit * Move stuff in lightloop and out of prelightData * Update LightLoop.hlsl * Formatting Co-authored-by: sebastienlagarde <[email protected]> * Fix camera rotation uncontrollable with low framerate (#5076) * Fix camera rotation uncontrollable with low framerate. * updated changelog * Clearing out render targets and randmo write targets on pipeline destruction (#5176) Changelog Co-authored-by: sebastienlagarde <[email protected]> * Fixed a null ref exception when adding a new environment to the library. (#5131) * Fixed a null ref exception when adding a new environment to the library. * Update changelog Co-authored-by: sebastienlagarde <[email protected]> * FogBugz#1348462 - Wait for accessing the HDProjectSettings instance as it was before. (#5141) * Fix nullref in volume system after deleting a volume object (#5161) * Fix nullref in volume system after deleting a volume object (case 1348374) * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix APV UI loosing focus when changing a param (#5219) * Fixed the APV UI losing focus when the helpbox about baking appears in the probe volume. * Small changes (#5220) * Fix update order in Graphics Compositor causing jumpy camera updates (#5235) * Prevent material from having infinite intensity (#5132) * Prevent material from having infinite intensity * Fix switching from ldr to hdr emissive * Fix input field precision * Round the max value * Make two variables Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Adding limitations of decal emissive positive contribution to the documentation (#5237) * Add emissive positive contribution limitation to the doc * changelog * Update CHANGELOG.md * Update Decal-Projector.md * Update Decal-Shader.md Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix issue with path tracing when switching between non-persistent cameras (#5246) * Fix issue with path traceing accumulation when switching between cameras. * Check if camera history is persistent Co-authored-by: sebastienlagarde <[email protected]> * removed undesired files * Fix log base (#5260) * [HDRP] Fixed mask value stored by the LayerMaskParameter class (#5250) * Fixed value stored by the layer mask parameter class. * Updated changelog. Co-authored-by: sebastienlagarde <[email protected]> * [HDRP][DXR] Make vertex color default to 1.0 instead of 0.0 (#5268) * When raytracing, make vertex color default to white if not present. * Updated Changelog. * Added comment. * Fix issue with 0-sized dispatch with extremely low resolutions (#5272) * Ceil to int instead. * changelog * [HDRP] Fix incorrect light list indexing when TAA is enabled (#5287) * Fix incorrect light list indexing when TAA is enabled * Better handle XR Co-authored-by: sebastienlagarde <[email protected]> * Fix incorrect additiona velocity for alembic (#5304) * Fixed LUT initialization in Wireframe mode (#5156) Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] [LightExplorer] Fix missing refreshwhen editing property with a running paused editor. (#5321) * Update HDLightExplorerExtension.cs * Update CHANGELOG.md * Changed Ambient Mode to Dynamic by default (#5350) * Visual Environment component ambient mode now defaults to Dynamic. * Update changelog * Updated test scene with correct ambient mode after the change * Missing files * Last scene fix * Hd/fix framesettings ordering (#5323) * Fix strange entry in the FrameSettings and add comments for better readability * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <[email protected]> * Bugfix 1357311: Fixed old ray tracing material conversion (#5364) * - fixed crash in material conversion where material used old raytracing render queue (3900) * - changelog update # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Bugfix 1358480: Fixed missing tooltip for "Tessellation Mode" (#5365) * - fixed missing "Tessellation Mode" tooltip * - update changelog * - updated "Tessellation Mode" tooltip Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix HD template (particularly visible in path tracing) (#5319) * Made the 3 light bulbs non shadow-casting. * Revert "Made the 3 light bulbs non shadow-casting." This reverts commit f32ba7d. * Changed bulb prefab (shadow caster off). * Revert: Changed Ambient Mode to Dynamic by default #5350 * Fixed a null ref exception when no opaque objects are rendered. (#5463) * Fixed a null ref exception when no opaque objects are rendered. * Update changelog * Fix slope scale depth bias when depth offset is ON (#5466) * Fix slope scale bias being broken when depth offset was enabled * changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Fix spot shadow sampling when using custom spot angle (#5439) * Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle' * Updated changelog Co-authored-by: sebastienlagarde <[email protected]> * Fix darkening in SSR fade (#5472) * Fix * Changelog Co-authored-by: sebastienlagarde <[email protected]> * [HDRP] Improve path traced subsurface scattering for transmissive surfaces (#5485) * Improve subsurface scatering for transmissive surfaces * Add changelog + fix throughput multiplication Co-authored-by: sebastienlagarde <[email protected]> * Fix missing context menu for 'Post Anti-Aliasing' in Camera (1357283) (#5497) Co-authored-by: sebastienlagarde <[email protected]> * Force allocate texture if no fallback is available (#5130) Co-authored-by: sebastienlagarde <[email protected]> * Update path tracer screenshots * Update 2314_Shadow_CustonAngle.png * Fix range compression factor clamping (#5892) Co-authored-by: sebastienlagarde <[email protected]> * Fixed tooltip not showing on labels in ShaderGraphs (#5877) Co-authored-by: sebastienlagarde <[email protected]> * Proper format for copy history (#5796) * Fix shadow mask fade and optimize it at same time (#5911) * Fix shadow mask fade and optimize. * changelog * Fix wrong format for contact shadows and shadow atlas default textures (#5912) * Fix contact shadows not being bound in debug and good default shadow * changelog * Rename * Handle more edge cases where shadows are not drawn to atlas (disabled scene view lighting) Co-authored-by: John Parsaie <[email protected]> Co-authored-by: sebastienlagarde <[email protected]> * Fixed an issue where probe being forced realtime would cause perf to degrade greatly when manipulating them in editor. (#5901) * Mark anchor override as not supported for probes (#5939) * Revert: Fix shadow mask fade and optimize it at same time #5911 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]> Co-authored-by: Adrian1066 <[email protected]> Co-authored-by: Kleber Garcia <[email protected]> Co-authored-by: Julien Ignace <[email protected]> Co-authored-by: alex-vazquez <[email protected]> Co-authored-by: Rémi Chapelain <[email protected]> Co-authored-by: Remi Slysz <[email protected]> Co-authored-by: Jarkko Lempiäinen <[email protected]>
1 parent 0d3567b commit 6e68b35

File tree

12 files changed

+56
-15
lines changed

12 files changed

+56
-15
lines changed

com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphDefaultResources.cs

Lines changed: 6 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -12,6 +12,7 @@ public class RenderGraphDefaultResources
1212
// We need to keep around a RTHandle version of default regular 2D textures since RenderGraph API is all RTHandle.
1313
RTHandle m_BlackTexture2D;
1414
RTHandle m_WhiteTexture2D;
15+
RTHandle m_ShadowTexture2D;
1516

1617
/// <summary>Default black 2D texture.</summary>
1718
public TextureHandle blackTexture { get; private set; }
@@ -31,23 +32,28 @@ public class RenderGraphDefaultResources
3132
public TextureHandle blackTexture3DXR { get; private set; }
3233
/// <summary>Default white XR 2D texture.</summary>
3334
public TextureHandle whiteTextureXR { get; private set; }
35+
/// <summary>Default 1x1 shadow texture.</summary>
36+
public TextureHandle defaultShadowTexture { get; private set; }
3437

3538
internal RenderGraphDefaultResources()
3639
{
3740
m_BlackTexture2D = RTHandles.Alloc(Texture2D.blackTexture);
3841
m_WhiteTexture2D = RTHandles.Alloc(Texture2D.whiteTexture);
42+
m_ShadowTexture2D = RTHandles.Alloc(1, 1, depthBufferBits: DepthBits.Depth32, isShadowMap: true);
3943
}
4044

4145
internal void Cleanup()
4246
{
4347
m_BlackTexture2D.Release();
4448
m_WhiteTexture2D.Release();
49+
m_ShadowTexture2D.Release();
4550
}
4651

4752
internal void InitializeForRendering(RenderGraph renderGraph)
4853
{
4954
blackTexture = renderGraph.ImportTexture(m_BlackTexture2D);
5055
whiteTexture = renderGraph.ImportTexture(m_WhiteTexture2D);
56+
defaultShadowTexture = renderGraph.ImportTexture(m_ShadowTexture2D);
5157

5258
clearTextureXR = renderGraph.ImportTexture(TextureXR.GetClearTexture());
5359
magentaTextureXR = renderGraph.ImportTexture(TextureXR.GetMagentaTexture());

com.unity.render-pipelines.high-definition/CHANGELOG.md

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -33,6 +33,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
3333
- Fixed depth pyramid being incorrect when having multiple cameras (scene view and gameview) and when hardware DRS was activated.
3434
- Fixed the cloudlayer not using depth buffer.
3535
- Fixed crossfade not working on the HD ST8 ShaderGraph [case 1369586](https://fogbugz.unity3d.com/f/cases/1369586/)
36+
- Fixed range compression factor being clamped. (case 1365707)
37+
- Fixed tooltip not showing on labels in ShaderGraphs (1358483).
38+
- Fix API warnings in Matcap mode on Metal.
39+
- Fix D3D validation layer errors w.r.t shadow textures when an atlas is not used.
3640

3741
## [13.0.0] - 2021-09-01
3842

com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -116,6 +116,7 @@ The tables that follow provide an overview of the Features that the High Definit
116116
| **Realtime** | Yes | yes |
117117
| **Baked** | Yes | Yes |
118118
| ***Sampling*** | | |
119+
| **Anchor Override** | Yes | Not supported |
119120
| **Simple** | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). |
120121
| **Blend Probes** | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). |
121122
| **Blend Probes and Skybox** | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). |

com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/SerializedHDReflectionProbe.cs

Lines changed: 0 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -39,9 +39,6 @@ internal override void Update()
3939

4040
internal override void Apply()
4141
{
42-
// Force the mode to real time so its influence is properly culled by the camera.
43-
legacyMode.intValue = 1;
44-
4542
serializedLegacyObject.ApplyModifiedProperties();
4643
base.Apply();
4744
}

com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SubTargetPropertyBlock.cs

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -45,16 +45,16 @@ protected void AddProperty<Data>(GUIContent displayName, Func<Data> getter, Acti
4545

4646
switch (getter())
4747
{
48-
case bool b: elem = new Toggle { value = b, tooltip = displayName.tooltip } as BaseField<Data>; break;
49-
case int i: elem = new IntegerField { value = i, tooltip = displayName.tooltip, isDelayed = true } as BaseField<Data>; break;
50-
case float f: elem = new FloatField { value = f, tooltip = displayName.tooltip, isDelayed = true } as BaseField<Data>; break;
51-
case Enum e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip }; break;
48+
case bool b: elem = new Toggle { value = b } as BaseField<Data>; break;
49+
case int i: elem = new IntegerField { value = i, isDelayed = true } as BaseField<Data>; break;
50+
case float f: elem = new FloatField { value = f, isDelayed = true } as BaseField<Data>; break;
51+
case Enum e: elemEnum = new EnumField(e) { value = e }; break;
5252
default: throw new Exception($"Can't create UI field for type {getter().GetType()}, please add it if it's relevant. If you can't consider using TargetPropertyGUIContext.AddProperty instead.");
5353
}
5454

5555
if (elem != null)
5656
{
57-
context.AddProperty<Data>(displayName.text, indentLevel, elem, (evt) =>
57+
context.AddProperty<Data>(displayName.text, displayName.tooltip, indentLevel, elem, (evt) =>
5858
{
5959
if (Equals(getter(), evt.newValue))
6060
return;
@@ -66,7 +66,7 @@ protected void AddProperty<Data>(GUIContent displayName, Func<Data> getter, Acti
6666
}
6767
else
6868
{
69-
context.AddProperty<Enum>(displayName.text, indentLevel, elemEnum, (evt) =>
69+
context.AddProperty<Enum>(displayName.text, displayName.tooltip, indentLevel, elemEnum, (evt) =>
7070
{
7171
if (Equals(getter(), evt.newValue))
7272
return;

com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl

Lines changed: 5 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -153,15 +153,18 @@ float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord,
153153
color.rgb = SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_EnvCubemapTextures, s_trilinear_clamp_sampler, texCoord, _EnvSliceSize * index + sliceIdx, lod).rgb;
154154
}
155155

156+
// Planar and Reflection Probes aren't pre-expose, so best to clamp to max16 here in case of inf
157+
color.rgb = ClampToFloat16Max(color.rgb);
158+
156159
color.rgb *= rangeCompressionFactorCompensation;
157160
}
158161
else // SINGLE_PASS_SAMPLE_SKY
159162
{
160163
color.rgb = SampleSkyTexture(texCoord, lod, sliceIdx).rgb;
164+
// Sky isn't pre-expose, so best to clamp to max16 here in case of inf
165+
color.rgb = ClampToFloat16Max(color.rgb);
161166
}
162167

163-
// Planar, Reflection Probes and Sky aren't pre-expose, so best to clamp to max16 here in case of inf
164-
color.rgb = ClampToFloat16Max(color.rgb);
165168

166169
return color;
167170
}

com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAOCopyHistory.compute

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -2,12 +2,12 @@
22

33
#pragma kernel GTAODenoise_CopyHistory
44

5-
RW_TEXTURE2D_X(uint, _OutputTexture);
5+
RW_TEXTURE2D_X(float4, _OutputTexture);
66
TEXTURE2D_X(_InputTexture);
77

88
[numthreads(8, 8, 1)]
99
void GTAODenoise_CopyHistory(uint3 dispatchThreadId : SV_DispatchThreadID)
1010
{
1111
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
12-
_OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = _InputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)].x;
12+
_OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = _InputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)];
1313
}

com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAtlas.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -537,7 +537,7 @@ internal TextureHandle RenderShadows(RenderGraph renderGraph, CullingResults cul
537537
{
538538
if (m_ShadowRequests.Count == 0)
539539
{
540-
return renderGraph.defaultResources.blackTexture;
540+
return renderGraph.defaultResources.defaultShadowTexture;
541541
}
542542

543543
TextureHandle atlas = RenderShadowMaps(renderGraph, cullResults, globalCB, frameSettings, shadowPassName);

com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs

Lines changed: 18 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -949,7 +949,7 @@ static void BindAtlasTexture(RenderGraphContext ctx, TextureHandle texture, int
949949
if (texture.IsValid())
950950
ctx.cmd.SetGlobalTexture(shaderId, texture);
951951
else
952-
ctx.cmd.SetGlobalTexture(shaderId, ctx.defaultResources.blackTexture);
952+
ctx.cmd.SetGlobalTexture(shaderId, ctx.defaultResources.defaultShadowTexture);
953953
}
954954

955955
void BindShadowGlobalResources(RenderGraph renderGraph, in ShadowResult shadowResult)
@@ -970,6 +970,23 @@ void BindShadowGlobalResources(RenderGraph renderGraph, in ShadowResult shadowRe
970970
}
971971
}
972972

973+
internal static void BindDefaultShadowGlobalResources(RenderGraph renderGraph)
974+
{
975+
using (var builder = renderGraph.AddRenderPass<BindShadowGlobalResourcesPassData>("BindDefaultShadowGlobalResources", out var passData))
976+
{
977+
builder.AllowPassCulling(false);
978+
builder.SetRenderFunc(
979+
(BindShadowGlobalResourcesPassData data, RenderGraphContext ctx) =>
980+
{
981+
BindAtlasTexture(ctx, ctx.defaultResources.defaultShadowTexture, HDShaderIDs._ShadowmapAtlas);
982+
BindAtlasTexture(ctx, ctx.defaultResources.defaultShadowTexture, HDShaderIDs._ShadowmapCascadeAtlas);
983+
BindAtlasTexture(ctx, ctx.defaultResources.defaultShadowTexture, HDShaderIDs._ShadowmapAreaAtlas);
984+
BindAtlasTexture(ctx, ctx.defaultResources.defaultShadowTexture, HDShaderIDs._CachedShadowmapAtlas);
985+
BindAtlasTexture(ctx, ctx.defaultResources.defaultShadowTexture, HDShaderIDs._CachedAreaLightShadowmapAtlas);
986+
});
987+
}
988+
}
989+
973990
void BlitCachedShadows(RenderGraph renderGraph)
974991
{
975992
m_Atlas.BlitCachedIntoAtlas(renderGraph, cachedShadowManager.punctualShadowAtlas, m_BlitShadowMaterial, "Blit Punctual Mixed Cached Shadows", HDProfileId.BlitPunctualMixedCachedShadowMaps);

com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -1138,6 +1138,8 @@ TextureHandle RenderDebugViewMaterial(RenderGraph renderGraph, CullingResults cu
11381138
HDUtils.BlitColorAndDepth(context.cmd, data.clearColorTexture, data.clearDepthTexture, new Vector4(1, 1, 0, 0), 0, !data.clearDepth);
11391139
}
11401140

1141+
BindDefaultTexturesLightingBuffers(context.defaultResources, context.cmd);
1142+
11411143
BindDBufferGlobalData(data.dbuffer, context);
11421144
DrawOpaqueRendererList(context, data.frameSettings, data.opaqueRendererList);
11431145

0 commit comments

Comments
 (0)