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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Fabric/Fabric_CottonWool_Emission.shadergraph b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Fabric/Fabric_CottonWool_Emission.shadergraph
deleted file mode 100644
index c2c208d0320..00000000000
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Fabric/Fabric_CottonWool_Emission.shadergraph
+++ /dev/null
@@ -1,49 +0,0 @@
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Fabric/Fabric_Silk.shadergraph b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Fabric/Fabric_Silk.shadergraph
index 09b18bbe144..b4e831d6a03 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Fabric/Fabric_Silk.shadergraph
+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Fabric/Fabric_Silk.shadergraph
@@ -1,5 +1,12 @@
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\"m_MaterialNeedsUpdateHash\": 5,\n \"m_ShaderGUIOverride\": \"\",\n \"m_OverrideEnabled\": false\n}"
},
{
"typeInfo": {
@@ -42,6 +55,12 @@
},
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},
+ {
+ "typeInfo": {
+ "fullName": "UnityEditor.Graphing.Edge"
+ },
+ "JSONnodeData": "{\n \"m_OutputSlot\": {\n \"m_SlotId\": 0,\n \"m_NodeGUIDSerialized\": \"259822f0-2eb2-4f05-8b15-c2d050dc8cfd\"\n },\n \"m_InputSlot\": {\n \"m_SlotId\": 13,\n \"m_NodeGUIDSerialized\": \"276fdd83-2742-48c5-8036-1952e227c124\"\n }\n}"
+ },
{
"typeInfo": {
"fullName": "UnityEditor.Graphing.Edge"
diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Fabric/Shader Graphs_Fabric_CottonWool.mat b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Fabric/Shader Graphs_Fabric_CottonWool.mat
index 5af694ef49d..fd0550784e2 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Fabric/Shader Graphs_Fabric_CottonWool.mat
+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Fabric/Shader Graphs_Fabric_CottonWool.mat
@@ -41,9 +41,11 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
+ - Vector1_38D695E4: 1
- _AlphaCutoffEnable: 0
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _BlendMode: 0
- _CullMode: 2
- _CullModeForward: 2
@@ -76,6 +78,7 @@ Material:
- _ZTestTransparent: 4
- _ZWrite: 1
m_Colors:
+ - Color_D63725C8: {r: 0, g: 0, b: 0, a: 0}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
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+ },
+ {
+ "typeInfo": {
+ "fullName": "UnityEditor.ShaderGraph.PropertyNode"
+ },
+ "JSONnodeData": "{\n \"m_GuidSerialized\": \"e1184275-1a39-4b1a-a483-ea880a37fe32\",\n \"m_GroupGuidSerialized\": \"00000000-0000-0000-0000-000000000000\",\n \"m_Name\": \"Property\",\n \"m_NodeVersion\": 0,\n \"m_DrawState\": {\n \"m_Expanded\": true,\n \"m_Position\": {\n \"serializedVersion\": \"2\",\n \"x\": -351.0,\n \"y\": 373.0,\n \"width\": 0.0,\n \"height\": 0.0\n }\n },\n \"m_SerializableSlots\": [\n {\n \"typeInfo\": {\n \"fullName\": \"UnityEditor.ShaderGraph.Vector1MaterialSlot\"\n },\n \"JSONnodeData\": \"{\\n \\\"m_Id\\\": 0,\\n \\\"m_DisplayName\\\": \\\"Vector1\\\",\\n \\\"m_SlotType\\\": 1,\\n \\\"m_Priority\\\": 2147483647,\\n \\\"m_Hidden\\\": false,\\n \\\"m_ShaderOutputName\\\": \\\"Out\\\",\\n \\\"m_StageCapability\\\": 3,\\n \\\"m_Value\\\": 0.0,\\n \\\"m_DefaultValue\\\": 0.0,\\n \\\"m_Labels\\\": [\\n \\\"X\\\"\\n ]\\n}\"\n }\n ],\n \"m_Precision\": 0,\n \"m_PreviewExpanded\": true,\n \"m_CustomColors\": {\n \"m_SerializableColors\": []\n },\n \"m_PropertyGuidSerialized\": \"dcaa40d0-2738-46b0-80a3-13a2ba3ddd2d\"\n}"
}
],
"m_Groups": [],
@@ -59,6 +72,12 @@
"fullName": "UnityEditor.Graphing.Edge"
},
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+ },
+ {
+ "typeInfo": {
+ "fullName": "UnityEditor.Graphing.Edge"
+ },
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}
],
"m_PreviewData": {
diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_AlphaClip_DS.shadergraph b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_AlphaClip_DS.shadergraph
deleted file mode 100644
index 66a97c47c9f..00000000000
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_AlphaClip_DS.shadergraph
+++ /dev/null
@@ -1,79 +0,0 @@
-{
- "m_SerializedProperties": [],
- "m_SerializedKeywords": [],
- "m_SerializableNodes": [
- {
- "typeInfo": {
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_Transparent.shadergraph b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_Transparent.shadergraph
deleted file mode 100644
index 98d3771569b..00000000000
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_Transparent.shadergraph
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_Transparent.shadergraph.meta b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_Transparent.shadergraph.meta
deleted file mode 100644
index cab98abba8d..00000000000
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_Transparent.shadergraph.meta
+++ /dev/null
@@ -1,10 +0,0 @@
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Shader Graphs_Hair_Standard.mat b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Shader Graphs_Hair_Standard.mat
index 00024996774..fd35acf9e02 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Shader Graphs_Hair_Standard.mat
+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Shader Graphs_Hair_Standard.mat
@@ -14,7 +14,7 @@ Material:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
- m_CustomRenderQueue: -1
+ m_CustomRenderQueue: 2000
stringTagMap:
MotionVector: User
disabledShaderPasses:
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
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--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Shader Graphs_Hair_Standard_Transparent.mat
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deleted file mode 100644
index f0153192a39..00000000000
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Emission.shadergraph
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Emission.shadergraph.meta b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Emission.shadergraph.meta
deleted file mode 100644
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--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Emission.shadergraph.meta
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Standard.shadergraph b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Standard.shadergraph
index 2cee1e27630..299aa047465 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Standard.shadergraph
+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Standard.shadergraph
@@ -1,5 +1,12 @@
{
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Transparent_None.shadergraph b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Transparent_None.shadergraph
index 9a73453af77..15a14f32622 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Transparent_None.shadergraph
+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Lit_Transparent_None.shadergraph
@@ -6,7 +6,7 @@
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}
],
"m_Groups": [],
diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Emission.mat b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Emission.mat
index d8fc4541c5c..d4d4e209e31 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Emission.mat
+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Emission.mat
@@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Shader Graphs_Lit_Emission
- m_Shader: {fileID: -6465566751694194690, guid: 2926af166e3db4d469ab9a8b915083b4,
+ m_Shader: {fileID: -6465566751694194690, guid: 62e51400e6c981d4181d7a97263e9940,
type: 3}
m_ShaderKeywords:
m_LightmapFlags: 4
@@ -32,6 +32,7 @@ Material:
- _AlphaCutoffEnable: 0
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _BlendMode: 0
- _CullMode: 2
- _CullModeForward: 2
@@ -66,10 +67,11 @@ Material:
- _ZTestTransparent: 4
- _ZWrite: 1
m_Colors:
+ - Color_2137D845: {r: 1.4142135, g: 0.70987976, b: 0.70987976, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []
---- !u!114 &69984479013707077
+--- !u!114 &3417702372669865261
MonoBehaviour:
m_ObjectHideFlags: 11
m_CorrespondingSourceObject: {fileID: 0}
diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Emission.mat.meta b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Emission.mat.meta
index c12ffa86438..2a0ca2a0700 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Emission.mat.meta
+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Emission.mat.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 95fba64c4b1e68647941578d7e2449a8
+guid: dc10efb2d1ad6414b8eab20cb97986bd
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 0
diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Transparent_Box.mat b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Transparent_Box.mat
index ccfa705cfe1..05ab96341e8 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Transparent_Box.mat
+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Transparent_Box.mat
@@ -46,6 +46,7 @@ Material:
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Transparent_None.mat b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Transparent_None.mat
index 211b08c4ed8..4aaa020f496 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Transparent_None.mat
+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Lit/Shader Graphs_Lit_Transparent_None.mat
@@ -46,6 +46,7 @@ Material:
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/Shader Graphs_StackLit.mat b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/Shader Graphs_StackLit.mat
index f4ab4308095..2709a829524 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/Shader Graphs_StackLit.mat
+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/Shader Graphs_StackLit.mat
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@@ -80,6 +81,7 @@ Material:
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/Shader Graphs_StackLit_Emission.mat b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/Shader Graphs_StackLit_Emission.mat
index 7788f369657..1c7bae0279b 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/Shader Graphs_StackLit_Emission.mat
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--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/Shader Graphs_StackLit_Transparent.mat
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/StackLit_Emission.shadergraph b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/StackLit_Emission.shadergraph
deleted file mode 100644
index a8811fae6d6..00000000000
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/StackLit_Emission.shadergraph
+++ /dev/null
@@ -1,121 +0,0 @@
-{
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/StackLit_Standard.shadergraph b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/StackLit_Standard.shadergraph
index b8a83580e83..fe2586a503f 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/StackLit_Standard.shadergraph
+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/StackLit_Standard.shadergraph
@@ -1,5 +1,18 @@
{
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{
@@ -14,6 +27,18 @@
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@@ -24,7 +49,7 @@
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/StackLit_Transparent.shadergraph b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/StackLit_Transparent.shadergraph
deleted file mode 100644
index 9e2d5184eeb..00000000000
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/StackLit/StackLit_Transparent.shadergraph
+++ /dev/null
@@ -1,121 +0,0 @@
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Unlit/Shader Graphs_Unlit_Transparent_Add.mat.meta b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Unlit/Shader Graphs_Unlit_Transparent_Add.mat.meta
index fa48064075a..6fe02cc1ea6 100644
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+++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Unlit/Shader Graphs_Unlit_Transparent_Add.mat.meta
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similarity index 89%
rename from TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Unlit/Shader Graphs_Unlit_Transparent_Distortion.mat
rename to TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Unlit/Shader Graphs_Unlit_Transparent_Premultiply.mat
index 9584cf1e2b8..bd1dd419046 100644
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new file mode 100644
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deleted file mode 100644
index 5928016facc..00000000000
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Unlit/Unlit_Transparent.shadergraph b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Unlit/Unlit_Transparent.shadergraph
deleted file mode 100644
index 92d66d7c2fa..00000000000
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Unlit/Unlit_Transparent.shadergraph
+++ /dev/null
@@ -1,79 +0,0 @@
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants_Unlit.unity.meta b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants_Unlit.unity.meta
new file mode 100644
index 00000000000..91db19d90a6
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path: Assets/Scenes/3001_AreaShadowsDeferred.unity
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path: Assets/Scenes/5005_PathTracing_Fog.unity
guid: 9f38d7cbc64ad534485db5107427e269
+ - enabled: 1
+ path: Assets/Scenes/5006_PathTracing_DoF.unity
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index 1db691a242a..bc90ce65a2c 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Common/HDRPAsset.asset
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Common/HDRPAsset.asset
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m_Name: HDRPAsset
m_EditorClassIdentifier:
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@@ -156,7 +156,7 @@ MonoBehaviour:
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m_RenderingPathDefaultCameraFrameSettings:
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@@ -164,10 +164,13 @@ MonoBehaviour:
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@@ -175,10 +178,13 @@ MonoBehaviour:
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maximumLODLevelMode: 0
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materialQuality: 0
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@@ -186,15 +192,21 @@ MonoBehaviour:
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maximumLODLevelMode: 0
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materialQuality: 0
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lightLayerName1: Light Layer 1
@@ -213,22 +225,29 @@ MonoBehaviour:
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supportedLitShaderMode: 3
supportDecals: 1
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supportMotionVectors: 1
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@@ -242,9 +261,9 @@ MonoBehaviour:
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maxEnvLightsOnScreen: 64
maxDecalsOnScreen: 512
- maxPlanarReflectionOnScreen: 16
+ maxPlanarReflectionOnScreen: 2
hdShadowInitParams:
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+ maxShadowRequests: 16
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shadowFilteringQuality: 2
punctualLightShadowAtlas:
@@ -275,8 +294,8 @@ MonoBehaviour:
screenSpaceShadowBufferFormat: 48
decalSettings:
drawDistance: 1000
- atlasWidth: 4096
- atlasHeight: 4096
+ atlasWidth: 1024
+ atlasHeight: 1024
perChannelMask: 1
postProcessSettings:
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@@ -297,6 +316,7 @@ MonoBehaviour:
xrSettings:
singlePass: 1
occlusionMesh: 1
+ cameraJitter: 0
postProcessQualitySettings:
NearBlurSampleCount: 030000000500000008000000
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Common/Textures/GustNoise.psd.meta b/TestProjects/HDRP_RuntimeTests/Assets/Common/Textures/GustNoise.psd.meta
index 5fd4aeb6197..493c21b7abe 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Common/Textures/GustNoise.psd.meta
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Common/Textures/GustNoise.psd.meta
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-timeCreated: 1490796449
-licenseType: Pro
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- serializedVersion: 4
+ internalIDToNameTable: []
+ externalObjects: {}
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mipmaps:
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@@ -12,6 +11,8 @@ TextureImporter:
linearTexture: 0
fadeOut: 0
borderMipMap: 0
+ mipMapsPreserveCoverage: 0
+ alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
@@ -20,6 +21,9 @@ TextureImporter:
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normalMapFilter: 0
isReadable: 0
+ streamingMipmaps: 0
+ streamingMipmapsPriority: 0
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generateCubemap: 6
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@@ -30,7 +34,7 @@ TextureImporter:
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filterMode: -1
aniso: -1
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wrapV: -1
wrapW: -1
@@ -42,47 +46,181 @@ TextureImporter:
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alignment: 0
spritePivot: {x: 0.5, y: 0.5}
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textureCompression: 0
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Materials/Glass_PreRefr.mat b/TestProjects/HDRP_RuntimeTests/Assets/Datas/Materials/Glass_PreRefr.mat
index 7b906f44c5e..ded82969daa 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Materials/Glass_PreRefr.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Datas/Materials/Glass_PreRefr.mat
@@ -9,8 +9,8 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Glass_PreRefr
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _ENABLE_FOG_ON_TRANSPARENT
- _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT
+ m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _DISABLE_SSR_TRANSPARENT
+ _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -23,6 +23,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -123,6 +124,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -188,7 +190,9 @@ Material:
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
- _Smoothness: 1
@@ -199,10 +203,10 @@ Material:
- _SpecularOcclusionMode: 1
- _SrcBlend: 1
- _StencilRef: 0
- - _StencilRefDepth: 8
+ - _StencilRefDepth: 0
- _StencilRefDistortionVec: 4
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- - _StencilRefMV: 40
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- _StencilWriteMaskDistortionVec: 4
@@ -263,4 +267,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Materials/LowResBubble.mat b/TestProjects/HDRP_RuntimeTests/Assets/Datas/Materials/LowResBubble.mat
index 9cc1bdbcbd2..322d853cc0e 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Materials/LowResBubble.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Datas/Materials/LowResBubble.mat
@@ -14,7 +14,7 @@ Material:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 1
- m_CustomRenderQueue: -1
+ m_CustomRenderQueue: 3400
stringTagMap:
MotionVector: User
RenderType: Transparent
@@ -23,6 +23,7 @@ Material:
- MOTIONVECTORS
- TransparentDepthPrepass
- TransparentDepthPostpass
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -125,6 +126,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 0
+ - _AlphaToMask: 0
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- _BlendMode: 0
- _CoatMask: 0
@@ -190,9 +192,11 @@ Material:
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 1
- _RefractionModel: 1
- - _RenderQueueType: 6
+ - _RenderQueueType: 5
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- _SSRefractionProjectionModel: 0
- _Smoothness: 0.9
@@ -266,4 +270,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/FacialHair.mat b/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/FacialHair.mat
index 3cc9af683aa..7cde55c2554 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/FacialHair.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/FacialHair.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: FacialHair
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_TRANSMISSION _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -121,6 +122,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -186,7 +188,9 @@ Material:
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
- _Smoothness: 0.083
@@ -262,4 +266,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/Head.mat b/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/Head.mat
index 420b1da34e0..ab37443582b 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/Head.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/Head.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
--- !u!21 &2100000
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serializedVersion: 6
@@ -36,6 +36,7 @@ Material:
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- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -161,6 +162,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
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- _CoatMask: 0
@@ -226,7 +228,9 @@ Material:
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 1
- _RefractionModel: 0
- _RenderQueueType: 1
- _RequireSplitLighting: 1
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/Jacket.mat b/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/Jacket.mat
index 590fdf946fc..6dfa719530a 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/Jacket.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/Bust/Materials/Jacket.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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--- !u!21 &2100000
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serializedVersion: 6
@@ -33,6 +33,7 @@ Material:
disabledShaderPasses:
- MOTIONVECTORS
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -158,6 +159,7 @@ Material:
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- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
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- _CoatMask: 0
@@ -223,7 +225,9 @@ Material:
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- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 1
- _RefractionModel: 0
- _RenderQueueType: 1
- _RequireSplitLighting: 1
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index b049b4702cd..d8805cc0d5d 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/IndoorPlant/Base.mat
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@@ -21,6 +21,7 @@ Material:
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@@ -186,7 +188,9 @@ Material:
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index 6687cb3fb96..20a866c8a26 100644
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index 0d96130ab65..29049cb3a99 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/IndoorPlant/Leaves.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/IndoorPlant/Leaves.mat
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@@ -21,6 +22,7 @@ Material:
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@@ -186,7 +189,9 @@ Material:
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index 53b8ed85a0d..24d8c84ac9e 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/IndoorPlant/SphereLight.mat
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@@ -186,7 +188,9 @@ Material:
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index fae9f515d85..e2417347c57 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/IndoorPlant/Stems.mat
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index 139f3c86577..382368c1af9 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/LucyStatue/GlassLucy.mat
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- _NORMALMAP _NORMALMAP_TANGENT_SPACE _REFRACTION_SPHERE _SURFACE_TYPE_TRANSPARENT
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index 492c9793079..7257ee3794d 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Datas/Models/LucyStatue/Lucy_N.png.meta
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--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Lightmap-0_comp_dir.png.meta
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Lightmap-0_comp_dir.png.meta
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index 015250a5bd7..3da61a1be5c 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Lightmap-0_comp_light.exr.meta
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Lightmap-0_comp_light.exr.meta
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@@ -23,6 +23,7 @@ TextureImporter:
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streamingMipmapsPriority: 0
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@@ -58,10 +59,131 @@ TextureImporter:
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/ConstructionLight_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/ConstructionLight_Mat.mat
index 4cf605c4200..fed6c442a28 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/ConstructionLight_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/ConstructionLight_Mat.mat
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m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
--- !u!21 &2100000
Material:
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@@ -22,7 +22,7 @@ Material:
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m_Name: ConstructionLight_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
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- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
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serializedVersion: 3
m_TexEnvs:
@@ -166,6 +167,7 @@ Material:
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- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
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- _BumpScale: 1
@@ -244,7 +246,9 @@ Material:
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- _Parallax: 0.02
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+ - _RayTracing: 0
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/DryWallPainted_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/DryWallPainted_Mat.mat
index 191e5c3fc9e..91b783b6a1c 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/DryWallPainted_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/DryWallPainted_Mat.mat
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m_Name:
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--- !u!21 &2100000
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@@ -22,7 +22,7 @@ Material:
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m_Name: DryWallPainted_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
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- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -166,6 +167,7 @@ Material:
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- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
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- _BumpScale: 1
@@ -244,7 +246,9 @@ Material:
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- _Parallax: 0.02
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+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/DryWall_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/DryWall_Mat.mat
index 8db099f476b..ecedc585603 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/DryWall_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/DryWall_Mat.mat
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m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
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--- !u!21 &2100000
Material:
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@@ -22,7 +22,7 @@ Material:
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m_Name: DryWall_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
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+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
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- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
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serializedVersion: 3
m_TexEnvs:
@@ -166,6 +167,7 @@ Material:
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- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
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- _BumpScale: 1
@@ -244,7 +246,9 @@ Material:
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- _Parallax: 0.02
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+ - _RayTracing: 0
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Glass.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Glass.mat
index 1edcd1aefff..e69ae8a5049 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Glass.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Glass.mat
@@ -9,8 +9,8 @@ Material:
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m_Name: Glass
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _ENABLE_FOG_ON_TRANSPARENT
- _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT
+ m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _DISABLE_SSR_TRANSPARENT
+ _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -23,6 +23,7 @@ Material:
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- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -123,6 +124,7 @@ Material:
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- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
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- _CoatMask: 0
@@ -188,7 +190,9 @@ Material:
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- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
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@@ -199,10 +203,10 @@ Material:
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- _SrcBlend: 1
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- - _StencilRefDepth: 8
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m_Name:
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Glass_Blur.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Glass_Blur.mat
index f24cef7f9de..14a9efef4da 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Glass_Blur.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Glass_Blur.mat
@@ -9,8 +9,8 @@ Material:
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m_Name: Glass_Blur
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
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- _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT
+ m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _DISABLE_SSR_TRANSPARENT
+ _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_PLANE _SURFACE_TYPE_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -23,6 +23,7 @@ Material:
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- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
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serializedVersion: 3
m_TexEnvs:
@@ -123,6 +124,7 @@ Material:
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- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
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- _CoatMask: 0
@@ -188,7 +190,9 @@ Material:
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- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
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+ - _ReceivesSSRTransparent: 0
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@@ -199,10 +203,10 @@ Material:
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m_Name:
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Graffiti.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Graffiti.mat
index 8f5db304429..fffdaf62e6d 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Graffiti.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Graffiti.mat
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Ground_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Ground_Mat.mat
index 9025d99c525..1e952b977f4 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Ground_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Ground_Mat.mat
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m_Name: Ground_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
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m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
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m_TexEnvs:
@@ -153,6 +154,7 @@ Material:
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@@ -231,7 +233,9 @@ Material:
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Hammer_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Hammer_Mat.mat
index ebf25cc1829..6688068227c 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Hammer_Mat.mat
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m_Name: Hammer_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -166,6 +167,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -244,7 +246,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/HardHat_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/HardHat_Mat.mat
index 2287e5b2fc3..fa21a828e7c 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/HardHat_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/HardHat_Mat.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: HardHat_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -153,6 +154,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -231,7 +233,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -314,4 +318,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Jigsaw_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Jigsaw_Mat.mat
index 86780652838..b00e7ba1f37 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Jigsaw_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Jigsaw_Mat.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -22,7 +22,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Jigsaw_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -166,6 +167,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -244,7 +246,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/LightBulb_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/LightBulb_Mat.mat
index f8e618782db..85d65f0656a 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/LightBulb_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/LightBulb_Mat.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -22,7 +22,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: LightBulb_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -166,6 +167,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -244,7 +246,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Liquid_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Liquid_Mat.mat
index c911d444bdf..eedb2a3ba65 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Liquid_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Liquid_Mat.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -22,8 +22,8 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Liquid_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _ENABLE_FOG_ON_TRANSPARENT
- _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT
+ m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _DISABLE_SSR_TRANSPARENT
+ _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -36,6 +36,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -168,6 +169,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -246,7 +248,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -262,10 +266,10 @@ Material:
- _SpecularOcclusionMode: 1
- _SrcBlend: 1
- _StencilRef: 0
- - _StencilRefDepth: 8
+ - _StencilRefDepth: 0
- _StencilRefDistortionVec: 4
- - _StencilRefGBuffer: 10
- - _StencilRefMV: 40
+ - _StencilRefGBuffer: 2
+ - _StencilRefMV: 32
- _StencilWriteMask: 6
- _StencilWriteMaskDepth: 8
- _StencilWriteMaskDistortionVec: 4
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Metal_Blue_Simple_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Metal_Blue_Simple_Mat.mat
index a3f961b32eb..e06cb807042 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Metal_Blue_Simple_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Metal_Blue_Simple_Mat.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -22,7 +22,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Metal_Blue_Simple_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -166,6 +167,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -244,7 +246,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Metal_Simple_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Metal_Simple_Mat.mat
index ce55c0c32f7..f6ad78625e4 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Metal_Simple_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Metal_Simple_Mat.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -22,7 +22,8 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Metal_Simple_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _ENABLE_GEOMETRIC_SPECULAR_AA _MASKMAP
+ _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +35,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -166,6 +168,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -244,7 +247,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/MirrorDecal.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/MirrorDecal.mat
index e828cd08d08..1de41d24054 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/MirrorDecal.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/MirrorDecal.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/OBS_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/OBS_Mat.mat
index 01eedb4d250..559bdd000ec 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/OBS_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/OBS_Mat.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -22,7 +22,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: OBS_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -166,6 +167,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -244,7 +246,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintBrush_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintBrush_Mat.mat
index 22de2f2f8b1..80966529919 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintBrush_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintBrush_Mat.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: PaintBrush_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -153,6 +154,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -231,7 +233,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -314,4 +318,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintCan_mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintCan_mat.mat
index 026703c6ded..b9cfa671748 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintCan_mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintCan_mat.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -22,7 +22,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: PaintCan_mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -166,6 +167,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -244,7 +246,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintLabel_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintLabel_Mat.mat
index 3373f27d089..562609669bd 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintLabel_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/PaintLabel_Mat.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: PaintLabel_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -153,6 +154,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -231,7 +233,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -314,4 +318,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Black_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Black_Mat.mat
index 6cd1c81f3ae..f6e2882f735 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Black_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Black_Mat.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Plastic_Black_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -153,6 +154,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -231,7 +233,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -314,4 +318,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Gray_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Gray_Mat.mat
index 692d18bce4e..bc9a7be137d 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Gray_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Gray_Mat.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Plastic_Gray_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -153,6 +154,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -231,7 +233,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -314,4 +318,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Ridges_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Ridges_Mat.mat
index 259b01f1d27..528b5be70ca 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Ridges_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Ridges_Mat.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Plastic_Ridges_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -153,6 +154,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -231,7 +233,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -314,4 +318,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Rough_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Rough_Mat.mat
index 5bfdf0ee192..d49793b307c 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Rough_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Rough_Mat.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -22,7 +22,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Plastic_Rough_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -166,6 +167,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -244,7 +246,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Transparent.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Transparent.mat
index 947ccddbdb4..37e16df9c59 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Transparent.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Transparent.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -22,8 +22,8 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Plastic_Transparent
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _ENABLE_FOG_ON_TRANSPARENT
- _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT
+ m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _DISABLE_SSR_TRANSPARENT
+ _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -36,6 +36,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -168,6 +169,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -246,7 +248,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -262,10 +266,10 @@ Material:
- _SpecularOcclusionMode: 1
- _SrcBlend: 1
- _StencilRef: 0
- - _StencilRefDepth: 8
+ - _StencilRefDepth: 0
- _StencilRefDistortionVec: 4
- - _StencilRefGBuffer: 10
- - _StencilRefMV: 40
+ - _StencilRefGBuffer: 2
+ - _StencilRefMV: 32
- _StencilWriteMask: 6
- _StencilWriteMaskDepth: 8
- _StencilWriteMaskDistortionVec: 4
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_White_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_White_Mat.mat
index 52ece0e631b..1f7e74e6ff5 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_White_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_White_Mat.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Plastic_White_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -153,6 +154,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -231,7 +233,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
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- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -314,4 +318,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Yellow_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Yellow_Mat.mat
index 9b3e56bd699..298194762e7 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Yellow_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Plastic_Yellow_Mat.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Plastic_Yellow_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -153,6 +154,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -231,7 +233,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -314,4 +318,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Strap_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Strap_Mat.mat
index a59efcc2fa1..abb4aa5ca55 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Strap_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Strap_Mat.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Strap_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -153,6 +154,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -231,7 +233,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
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- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -314,4 +318,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Stud_Mat.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Stud_Mat.mat
index 0356a01b190..7efd370edb3 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Stud_Mat.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/Stud_Mat.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Stud_Mat
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MASKMAP _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -153,6 +154,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
@@ -231,7 +233,9 @@ Material:
- _PPDPrimitiveWidth: 1
- _Parallax: 0.02
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionMode: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -314,4 +318,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/WaterPuddle.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/WaterPuddle.mat
index c3097ca2c73..9a26db2fbac 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/WaterPuddle.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Materials/WaterPuddle.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Mirror.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Mirror.mat
index 41f933222d8..e65830136e0 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Mirror.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Mirror.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -22,7 +22,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Mirror
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -134,6 +135,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -199,7 +201,9 @@ Material:
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
- _Smoothness: 1
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/MirrorNoSSR.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/MirrorNoSSR.mat
index 5967b1cabd4..3ca14deecbd 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/MirrorNoSSR.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/MirrorNoSSR.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
@@ -22,7 +22,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: MirrorNoSSR
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _DISABLE_SSR _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -134,6 +135,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -199,7 +201,9 @@ Material:
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 0
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
- _Smoothness: 1
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Textures/Concrete/Ground_Albedo.tif.meta b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Textures/Concrete/Ground_Albedo.tif.meta
index c915cfe8cbe..7442bd03bbc 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Textures/Concrete/Ground_Albedo.tif.meta
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Textures/Concrete/Ground_Albedo.tif.meta
@@ -1,9 +1,9 @@
fileFormatVersion: 2
guid: 87ce03bd447ccce48bbff87ac0d8355f
TextureImporter:
- fileIDToRecycleName: {}
+ internalIDToNameTable: []
externalObjects: {}
- serializedVersion: 5
+ serializedVersion: 11
mipmaps:
mipMapMode: 0
enableMipMap: 1
@@ -21,6 +21,9 @@ TextureImporter:
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
+ streamingMipmaps: 0
+ streamingMipmapsPriority: 0
+ vTOnly: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
@@ -31,7 +34,7 @@ TextureImporter:
serializedVersion: 2
filterMode: -1
aniso: 2
- mipBias: -1
+ mipBias: -100
wrapU: 0
wrapV: 0
wrapW: 0
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Textures/Decals/Graffiti.png.meta b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/001-HDTemplate/Textures/Decals/Graffiti.png.meta
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+ m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0
--- !u!1 &1529630566
GameObject:
m_ObjectHideFlags: 0
@@ -6208,6 +6257,7 @@ MonoBehaviour:
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
+ m_Maskable: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
@@ -6676,6 +6726,9 @@ MonoBehaviour:
maximumLODLevel: 0
maximumLODLevelMode: 0
maximumLODLevelQualityLevel: 0
+ sssQualityMode: 0
+ sssQualityLevel: 0
+ sssCustomSampleBudget: 20
materialQuality: 0
renderingPathCustomFrameSettingsOverrideMask:
mask:
@@ -6914,7 +6967,7 @@ MeshCollider:
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
- serializedVersion: 3
+ serializedVersion: 4
m_Convex: 0
m_CookingOptions: 30
m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0}
@@ -7138,6 +7191,11 @@ MonoBehaviour:
dithering: 0
stopNaNs: 0
taaSharpenStrength: 0.6
+ TAAQuality: 1
+ taaHistorySharpening: 0.35
+ taaAntiFlicker: 0.5
+ taaMotionVectorRejection: 0
+ taaAntiHistoryRinging: 0
physicalParameters:
m_Iso: 200
m_ShutterSpeed: 0.005
@@ -7147,6 +7205,7 @@ MonoBehaviour:
m_BarrelClipping: 0.25
m_Anamorphism: 0
flipYMode: 0
+ xrRendering: 1
fullscreenPassthrough: 0
allowDynamicResolution: 0
customRenderingSettings: 1
@@ -7165,6 +7224,9 @@ MonoBehaviour:
maximumLODLevel: 0
maximumLODLevelMode: 0
maximumLODLevelQualityLevel: 0
+ sssQualityMode: 0
+ sssQualityLevel: 0
+ sssCustomSampleBudget: 20
materialQuality: 0
renderingPathCustomFrameSettingsOverrideMask:
mask:
@@ -7533,7 +7595,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3}
m_Name:
m_EditorClassIdentifier:
- m_Version: 9
+ m_Version: 10
m_ObsoleteShadowResolutionTier: 1
m_ObsoleteUseShadowQualitySettings: 0
m_ObsoleteCustomShadowResolution: 512
@@ -7579,7 +7641,9 @@ MonoBehaviour:
m_FilterSizeTraced: 16
m_SunLightConeAngle: 0.5
m_LightShadowRadius: 0.5
+ m_SemiTransparentShadow: 0
m_ColorShadow: 1
+ m_DistanceBasedFiltering: 0
m_EvsmExponent: 15
m_EvsmLightLeakBias: 0
m_EvsmVarianceBias: 0.00001
@@ -7628,6 +7692,8 @@ MonoBehaviour:
useVolumetric: 1
featuresFoldout: 1
showAdditionalSettings: 0
+ m_AreaLightEmissiveMeshShadowCastingMode: 0
+ m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0
--- !u!108 &1923445992
Light:
m_ObjectHideFlags: 0
@@ -7799,7 +7865,7 @@ MeshCollider:
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
- serializedVersion: 3
+ serializedVersion: 4
m_Convex: 0
m_CookingOptions: 30
m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0}
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/AxF.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/AxF.mat
index 3d037479d97..7d23c68dd55 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/AxF.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/AxF.mat
@@ -173,6 +173,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _AxF_BRDFType: 0
- _BlendMode: 0
@@ -332,4 +333,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/AxF_Transparent.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/AxF_Transparent.mat
index 1cef3f6e0cd..1437fdc075d 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/AxF_Transparent.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/AxF_Transparent.mat
@@ -173,6 +173,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _AxF_BRDFType: 0
- _BlendMode: 0
@@ -332,4 +333,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Eye.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Eye.mat
index 0a1a10e9dac..fd52273d6af 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Eye.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Eye.mat
@@ -261,4 +261,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Eye_Transparent.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Eye_Transparent.mat
index da8ccb0652d..f7eaa52fdb1 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Eye_Transparent.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Eye_Transparent.mat
@@ -262,4 +262,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Fabric.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Fabric.mat
index c96e10ec9f1..94f1b54c892 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Fabric.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Fabric.mat
@@ -10,7 +10,7 @@ Material:
m_Name: Fabric
m_Shader: {fileID: -6465566751694194690, guid: bc0522f108e13e74fa9bd96d2ecb914e,
type: 3}
- m_ShaderKeywords:
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -120,6 +120,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -185,6 +186,7 @@ Material:
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _RequireSplitLighting: 0
- _SSRefractionProjectionModel: 0
@@ -260,4 +262,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Fabric_Transparent.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Fabric_Transparent.mat
index 4cccb2e7624..f517c69db5b 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Fabric_Transparent.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Fabric_Transparent.mat
@@ -10,7 +10,8 @@ Material:
m_Name: Fabric_Transparent
m_Shader: {fileID: -6465566751694194690, guid: bc0522f108e13e74fa9bd96d2ecb914e,
type: 3}
- m_ShaderKeywords: _BLENDMODE_ALPHA _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT
+ m_ShaderKeywords: _BLENDMODE_ALPHA _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT
+ _SURFACE_TYPE_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -121,6 +122,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -186,6 +188,7 @@ Material:
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _RequireSplitLighting: 0
- _SSRefractionProjectionModel: 0
@@ -261,4 +264,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Hair.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Hair.mat
index 16ff60fdd76..e7c91ad6b78 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Hair.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Hair.mat
@@ -10,7 +10,7 @@ Material:
m_Name: Hair
m_Shader: {fileID: -6465566751694194690, guid: 904e85bd6bd30d84888cdb5e96bd9c12,
type: 3}
- m_ShaderKeywords: _ALPHATEST_ON _DOUBLESIDED_ON
+ m_ShaderKeywords: _ALPHATEST_ON _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 1
@@ -125,6 +125,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -190,6 +191,7 @@ Material:
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _RequireSplitLighting: 0
- _SSRefractionProjectionModel: 0
@@ -265,4 +267,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Hair_Transparent.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Hair_Transparent.mat
index f9822865050..91e516d05f8 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Hair_Transparent.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Hair_Transparent.mat
@@ -10,8 +10,8 @@ Material:
m_Name: Hair_Transparent
m_Shader: {fileID: -6465566751694194690, guid: 904e85bd6bd30d84888cdb5e96bd9c12,
type: 3}
- m_ShaderKeywords: _ALPHATEST_ON _BLENDMODE_ALPHA _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT
- _SURFACE_TYPE_TRANSPARENT
+ m_ShaderKeywords: _ALPHATEST_ON _BLENDMODE_ALPHA _DISABLE_SSR_TRANSPARENT _DOUBLESIDED_ON
+ _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 1
@@ -126,6 +126,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -191,6 +192,7 @@ Material:
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _RequireSplitLighting: 0
- _SSRefractionProjectionModel: 0
@@ -266,4 +268,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLit.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLit.mat
index 4c05b70c2f4..b48fef5402c 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLit.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLit.mat
@@ -22,6 +22,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -302,6 +303,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -460,6 +462,7 @@ Material:
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -603,4 +606,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLitTesselation.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLitTesselation.mat
index 526bec65f13..92874e79d9b 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLitTesselation.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLitTesselation.mat
@@ -304,6 +304,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -605,4 +606,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLitTesselation_Transparent.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLitTesselation_Transparent.mat
index 6ce37bc0f43..47e1154bcce 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLitTesselation_Transparent.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLitTesselation_Transparent.mat
@@ -306,6 +306,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -607,4 +608,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLit_Transparent.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLit_Transparent.mat
index 52c63b3a015..2a2439e3edd 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLit_Transparent.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LayeredLit_Transparent.mat
@@ -24,6 +24,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -304,6 +305,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -462,6 +464,7 @@ Material:
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
- _RefractionModel: 0
- _SSRefractionProjectionModel: 0
@@ -605,4 +608,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Lit.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Lit.mat
index 8a7334b8cbd..2885a84e59f 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Lit.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Lit.mat
@@ -9,7 +9,7 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Lit
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _NORMALMAP_TANGENT_SPACE
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -22,6 +22,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -122,6 +123,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -186,7 +188,9 @@ Material:
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _RequireSplitLighting: 1
- _SSRefractionProjectionModel: 0
@@ -262,4 +266,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LitTesselation.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LitTesselation.mat
index a261873d884..0dc605b9b31 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LitTesselation.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LitTesselation.mat
@@ -126,6 +126,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -275,4 +276,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LitTesselation_Transparent.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LitTesselation_Transparent.mat
index df8ea069ee5..12f0f58b237 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LitTesselation_Transparent.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/LitTesselation_Transparent.mat
@@ -127,6 +127,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -204,10 +205,10 @@ Material:
- _SpecularOcclusionMode: 1
- _SrcBlend: 1
- _StencilRef: 0
- - _StencilRefDepth: 8
+ - _StencilRefDepth: 0
- _StencilRefDistortionVec: 4
- - _StencilRefGBuffer: 10
- - _StencilRefMV: 40
+ - _StencilRefGBuffer: 2
+ - _StencilRefMV: 32
- _StencilWriteMask: 6
- _StencilWriteMaskDepth: 8
- _StencilWriteMaskDistortionVec: 4
@@ -276,4 +277,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
- version: 2
+ version: 3
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Lit_Transparent.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Lit_Transparent.mat
index 7c007ef2f2e..986ad1bbe38 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Lit_Transparent.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Lit_Transparent.mat
@@ -9,8 +9,8 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Lit_Transparent
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _ENABLE_FOG_ON_TRANSPARENT
- _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT
+ m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _DISABLE_SSR_TRANSPARENT
+ _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -24,6 +24,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
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serializedVersion: 3
m_TexEnvs:
@@ -124,6 +125,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -188,7 +190,9 @@ Material:
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _RequireSplitLighting: 1
- _SSRefractionProjectionModel: 0
@@ -200,10 +204,10 @@ Material:
- _SpecularOcclusionMode: 1
- _SrcBlend: 1
- _StencilRef: 0
- - _StencilRefDepth: 8
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- _StencilRefDistortionVec: 4
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- - _StencilRefMV: 40
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m_Name:
m_EditorClassIdentifier:
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/StackLit.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/StackLit.mat
index 687dbb0cecf..f5d3c05c583 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/StackLit.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/StackLit.mat
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m_Name: StackLit
m_Shader: {fileID: -6465566751694194690, guid: eb443aefcbc480743893993fad713b7a,
type: 3}
- m_ShaderKeywords:
+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -120,6 +120,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -185,6 +186,7 @@ Material:
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _RequireSplitLighting: 0
- _SSRefractionProjectionModel: 0
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m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/StackLit_Transparent.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/StackLit_Transparent.mat
index c98e267b16c..7f43fcfba3f 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/StackLit_Transparent.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/StackLit_Transparent.mat
@@ -10,7 +10,8 @@ Material:
m_Name: StackLit_Transparent
m_Shader: {fileID: -6465566751694194690, guid: eb443aefcbc480743893993fad713b7a,
type: 3}
- m_ShaderKeywords: _BLENDMODE_ALPHA _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT
+ m_ShaderKeywords: _BLENDMODE_ALPHA _DISABLE_SSR_TRANSPARENT _ENABLE_FOG_ON_TRANSPARENT
+ _SURFACE_TYPE_TRANSPARENT
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -121,6 +122,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -186,6 +188,7 @@ Material:
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- _RequireSplitLighting: 0
- _SSRefractionProjectionModel: 0
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m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Unlit.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Unlit.mat
index 4ddbaab3acd..7b4167033cb 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Unlit.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Unlit.mat
@@ -122,6 +122,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -250,6 +251,7 @@ Material:
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0}
- _UnlitColor: {r: 1, g: 0.50048995, b: 0, a: 1}
+ - _UnlitColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
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MonoBehaviour:
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m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Unlit_Transparent.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Unlit_Transparent.mat
index 7b235b3d507..07168607a75 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Unlit_Transparent.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AllMaterials/Unlit_Transparent.mat
@@ -123,6 +123,7 @@ Material:
- _AlphaCutoffShadow: 0.5
- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
- _Anisotropy: 0
- _BlendMode: 0
- _CoatMask: 0
@@ -251,6 +252,7 @@ Material:
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- _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0}
- _UnlitColor: {r: 1, g: 0.50048995, b: 0, a: 0.48235294}
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index 922488eb222..5a82a8283f9 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 1.mat
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index 3f686fc35af..2a13e8bfb5d 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 2.mat
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index 293f4feb486..0b4aece41dd 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 3.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 3.mat
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 4.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 4.mat
index 5d62785f053..68f04379177 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 4.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal 4.mat
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal.mat
index 9f0a65abcf8..88b5afea6a5 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedDecal.mat
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedMeshDecal.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedMeshDecal.mat
index 28e7cbd2b84..d8fa84c9635 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedMeshDecal.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/AnimatedMeshDecal.mat
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Background.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Background.mat
index 1477b805158..c39a153404f 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Background.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Background.mat
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m_Name:
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m_PrefabAsset: {fileID: 0}
m_Name: Background
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
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+ m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _NORMALMAP_TANGENT_SPACE
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m_DoubleSidedGI: 0
@@ -34,6 +34,7 @@ Material:
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- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
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serializedVersion: 3
m_TexEnvs:
@@ -134,6 +135,7 @@ Material:
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- _AlphaDstBlend: 0
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
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- _CoatMask: 0
@@ -198,7 +200,9 @@ Material:
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- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
- _ReceivesSSR: 1
+ - _ReceivesSSRTransparent: 0
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- _SSRefractionProjectionModel: 0
- _Smoothness: 0.5
diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Decal-2.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Decal-2.mat
index aa0128a6d78..78788aeb047 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Decal-2.mat
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Decal.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Decal.mat
index a3bbc903180..9b4cf6b3aba 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Decal.mat
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Distortion.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Distortion.mat
index c35fe76f94b..b2aa220ca26 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Distortion.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Distortion.mat
@@ -9,8 +9,8 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Distortion
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _ENABLE_FOG_ON_TRANSPARENT
- _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT
+ m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _DISABLE_SSR_TRANSPARENT
+ _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _SURFACE_TYPE_TRANSPARENT
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m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -22,6 +22,7 @@ Material:
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- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -122,6 +123,7 @@ Material:
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- _AlphaDstBlend: 10
- _AlphaSrcBlend: 1
+ - _AlphaToMask: 0
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- _CoatMask: 0
@@ -186,7 +188,9 @@ Material:
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- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
+ - _RayTracing: 0
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+ - _ReceivesSSRTransparent: 0
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- _SSRefractionProjectionModel: 0
- _Smoothness: 0.5
@@ -197,10 +201,10 @@ Material:
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- _SrcBlend: 1
- _StencilRef: 0
- - _StencilRefDepth: 8
+ - _StencilRefDepth: 0
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- - _StencilRefMV: 40
+ - _StencilRefGBuffer: 2
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m_Name:
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index abe53eb84c0..32bddaa63fe 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Global Volume Profile.asset
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/Global Volume Profile.asset
@@ -26,6 +26,12 @@ MonoBehaviour:
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showAlpha: 0
showEyeDropper: 1
+ tint:
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+ hdr: 1
+ showAlpha: 0
+ showEyeDropper: 1
maxFogDistance:
m_OverrideState: 1
m_Value: 5000
@@ -81,6 +87,16 @@ MonoBehaviour:
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min: 0
max: 1
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filter:
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@@ -196,7 +212,7 @@ MonoBehaviour:
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numberOfBounces:
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+ m_Value: 2
min: 1
max: 10
groundTint:
@@ -260,6 +276,76 @@ MonoBehaviour:
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diff --git a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/MirrorWithoutSSR.mat b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/MirrorWithoutSSR.mat
index 33c2769e484..0639f02dd91 100644
--- a/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/MirrorWithoutSSR.mat
+++ b/TestProjects/HDRP_RuntimeTests/Assets/Scenes/002-HDMaterials/MirrorWithoutSSR.mat
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m_Name: MirrorWithoutSSR
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
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m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
@@ -21,6 +21,7 @@ Material:
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1711_DecalMasks_3RT.unity.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1711_DecalMasks_3RT.unity.meta
new file mode 100644
index 00000000000..814d654ff24
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+ - _ReceivesSSRTransparent: 0
- _RefractionModel: 0
- - _RenderQueueType: 5
+ - _RenderQueueType: 4
- _RequireSplitLighting: 0
- _SSRefractionProjectionModel: 0
- _ShiverDirectionality: 0.5
@@ -219,7 +221,7 @@ Material:
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- _StencilWriteMaskDepth: 8
- _StencilWriteMaskDistortionVec: 4
- - _StencilWriteMaskGBuffer: 3
+ - _StencilWriteMaskGBuffer: 14
- _StencilWriteMaskMV: 40
- _Stiffness: 1
- _SubsurfaceMask: 1
diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_HDRP_LitTessellation.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_HDRP_LitTessellation.mat
index d6cd50ca4ab..4ff12fd0316 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_HDRP_LitTessellation.mat
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_HDRP_LitTessellation.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
--- !u!21 &2100000
Material:
serializedVersion: 6
diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Eye.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Eye.mat
index 887feedc313..2be4e4fcc49 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Eye.mat
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Eye.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
--- !u!21 &2100000
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Hair.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Hair.mat
index 86a58eea864..c7b885d6193 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Hair.mat
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Hair.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Lit.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Lit.mat
index 6a12b6a09e9..7bfd1a3672d 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Lit.mat
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Lit.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ version: 3
--- !u!21 &2100000
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serializedVersion: 6
@@ -37,6 +37,7 @@ Material:
- TransparentDepthPrepass
- TransparentDepthPostpass
- TransparentBackface
+ - RayTracingPrepass
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -213,6 +214,7 @@ Material:
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
- _PreRefractionPass: 0
+ - _RayTracing: 0
- _ReceivesSSR: 0
- _ReceivesSSRTransparent: 1
- _RefractionModel: 0
diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_StackLit.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_StackLit.mat
index 4258b1e5f7f..6ce0bde4190 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_StackLit.mat
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_StackLit.mat
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: da692e001514ec24dbc4cca1949ff7e8, type: 3}
m_Name:
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Unlit.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Unlit.mat
index c24dc69dcae..4ba88889ebd 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Unlit.mat
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9402_AlphaToMask/M_SG_Unlit.mat
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs
index c9bf9ef982c..85e4ac311a3 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs
@@ -45,6 +45,7 @@ void Start()
{
case 0: // Spot Box
hdLight.SetLightTypeAndShape(HDLightTypeAndShape.BoxSpot);
+ hdLight.applyRangeAttenuation = false;
break;
case 1: // Spot Pyramid
hdLight.SetLightTypeAndShape(HDLightTypeAndShape.PyramidSpot);
diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity
index d50b9cf38da..d3a23be3c72 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity
@@ -2871,7 +2871,7 @@ MonoBehaviour:
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m_CustomSpotLightShadowCone: 30
m_MaxSmoothness: 0.99
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity
index bd7e18f3a17..bd63f5f084e 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity
@@ -4932,7 +4932,7 @@ MonoBehaviour:
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m_CustomSpotLightShadowCone: 30
m_MaxSmoothness: 0.99
- m_ApplyRangeAttenuation: 1
+ m_ApplyRangeAttenuation: 0
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity
index 16de542d234..0c143444d60 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity
@@ -18642,7 +18642,7 @@ MonoBehaviour:
m_UseCustomSpotLightShadowCone: 0
m_CustomSpotLightShadowCone: 2.7
m_MaxSmoothness: 0.99
- m_ApplyRangeAttenuation: 1
+ m_ApplyRangeAttenuation: 0
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity
index 81aa46a1352..5747be64a64 100644
--- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity
@@ -1712,7 +1712,7 @@ MonoBehaviour:
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m_CustomSpotLightShadowCone: 2.7
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+ m_ApplyRangeAttenuation: 0
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new file mode 100644
index 00000000000..8cf668671e0
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new file mode 100644
index 00000000000..ad80798f82b
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9800_Compositor.unity.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9800_Compositor.unity.meta
new file mode 100644
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diff --git a/TestProjects/ShurikenLightBug/Assets/GraphicTests/Scenes/9x_Other/9801_ShurikenLightModule/Spot Light.prefab b/TestProjects/ShurikenLightBug/Assets/GraphicTests/Scenes/9x_Other/9801_ShurikenLightModule/Spot Light.prefab
deleted file mode 100644
index 3c85edda5f9..00000000000
--- a/TestProjects/ShurikenLightBug/Assets/GraphicTests/Scenes/9x_Other/9801_ShurikenLightModule/Spot Light.prefab
+++ /dev/null
@@ -1,101 +0,0 @@
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diff --git a/TestProjects/ShurikenLightBug/Assets/VFXDefaultResources.asset b/TestProjects/ShurikenLightBug/Assets/VFXDefaultResources.asset
deleted file mode 100644
index a4f99b49fa5..00000000000
--- a/TestProjects/ShurikenLightBug/Assets/VFXDefaultResources.asset
+++ /dev/null
@@ -1,111 +0,0 @@
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- m_Name: VFXDefaultResources
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- noiseTexture: {fileID: 2800000, guid: 1d8481de16af723418a688958c41224b, type: 3}
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diff --git a/TestProjects/VisualEffectGraph/Assets/HDRP/HDRenderPipelineAsset.asset b/TestProjects/VisualEffectGraph/Assets/HDRP/HDRenderPipelineAsset.asset
index e87bd2189f3..7eec3822535 100644
--- a/TestProjects/VisualEffectGraph/Assets/HDRP/HDRenderPipelineAsset.asset
+++ b/TestProjects/VisualEffectGraph/Assets/HDRP/HDRenderPipelineAsset.asset
@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 0cf1dab834d4ec34195b920ea7bbf9ec, type: 3}
m_Name: HDRenderPipelineAsset
m_EditorClassIdentifier:
- m_Version: 14
+ m_Version: 15
m_ObsoleteFrameSettings:
overrides: 0
enableShadow: 0
@@ -156,7 +156,7 @@ MonoBehaviour:
m_DefaultLookDevProfile: {fileID: 0}
m_RenderingPathDefaultCameraFrameSettings:
bitDatas:
- data1: 17504134233949
+ data1: 87872878411613
data2: 4539628425463136256
lodBias: 1
lodBiasMode: 0
@@ -164,10 +164,13 @@ MonoBehaviour:
maximumLODLevel: 0
maximumLODLevelMode: 0
maximumLODLevelQualityLevel: 0
+ sssQualityMode: 0
+ sssQualityLevel: 0
+ sssCustomSampleBudget: 20
materialQuality: 0
m_RenderingPathDefaultBakedOrCustomReflectionFrameSettings:
bitDatas:
- data1: 16567827037981
+ data1: 86936571215645
data2: 4539628424389459968
lodBias: 1
lodBiasMode: 0
@@ -175,10 +178,13 @@ MonoBehaviour:
maximumLODLevel: 0
maximumLODLevelMode: 0
maximumLODLevelQualityLevel: 0
+ sssQualityMode: 0
+ sssQualityLevel: 0
+ sssCustomSampleBudget: 20
materialQuality: 0
m_RenderingPathDefaultRealtimeReflectionFrameSettings:
bitDatas:
- data1: 16919856946973
+ data1: 87288601124637
data2: 4539628424389459968
lodBias: 1
lodBiasMode: 0
@@ -186,15 +192,21 @@ MonoBehaviour:
maximumLODLevel: 0
maximumLODLevelMode: 0
maximumLODLevelQualityLevel: 0
+ sssQualityMode: 0
+ sssQualityLevel: 0
+ sssCustomSampleBudget: 20
materialQuality: 0
m_RenderPipelineSettings:
supportShadowMask: 1
supportSSR: 1
+ supportSSRTransparent: 0
supportSSAO: 1
supportSubsurfaceScattering: 1
- increaseSssSampleCount: 0
+ sssSampleBudget:
+ m_Values: 140000002800000050000000
+ m_SchemaId:
+ m_Id: With3Levels
supportVolumetrics: 1
- increaseResolutionOfVolumetrics: 1
supportLightLayers: 0
lightLayerName0: Light Layer default
lightLayerName1: Light Layer 1
@@ -218,15 +230,22 @@ MonoBehaviour:
supportRuntimeDebugDisplay: 1
supportDitheringCrossFade: 1
supportTerrainHole: 0
+ supportProbeVolume: 0
supportRayTracing: 0
+ supportedRayTracingMode: 3
+ probeVolumeSettings:
+ atlasWidth: 128
+ atlasHeight: 128
+ atlasDepth: 512
+ atlasOctahedralDepthWidth: 2048
+ atlasOctahedralDepthHeight: 2048
lightLoopSettings:
cookieAtlasSize: 2048
cookieFormat: 74
pointCookieSize: 128
cubeCookieTexArraySize: 16
- cookieTexArraySize: 16
cookieAtlasLastValidMip: 0
- cookieAreaTextureArraySize: 16
+ cookieTexArraySize: 16
planarReflectionAtlasSize: 2048
reflectionProbeCacheSize: 4
reflectionCubemapSize: 128
@@ -246,7 +265,7 @@ MonoBehaviour:
hdShadowInitParams:
maxShadowRequests: 128
directionalShadowsDepthBits: 32
- shadowFilteringQuality: 0
+ shadowFilteringQuality: 1
punctualLightShadowAtlas:
shadowAtlasResolution: 4096
shadowAtlasDepthBits: 32
@@ -297,6 +316,7 @@ MonoBehaviour:
xrSettings:
singlePass: 1
occlusionMesh: 1
+ cameraJitter: 0
postProcessQualitySettings:
NearBlurSampleCount: 030000000500000008000000
NearBlurMaxRadius:
@@ -316,7 +336,7 @@ MonoBehaviour:
ChromaticAberrationMaxSamples: 03000000060000000c000000
lightSettings:
useContactShadow:
- m_Values:
+ m_Values: 000000
m_SchemaId:
m_Id:
maximumLODLevel:
diff --git a/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs b/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs
index 4451c24e1fb..49d9c310abd 100644
--- a/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs
+++ b/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs
@@ -34,7 +34,7 @@ public VolumeComponentEditorAttribute(Type componentType)
}
///
- /// A custom editor class that draws a in the Inspector. If you do not
+ /// A custom editor class that draws a in the Inspector. If you do not
/// provide a custom editor for a , Unity uses the default one.
/// You must use a to let the editor know which
/// component this drawer is for.
@@ -43,7 +43,7 @@ public VolumeComponentEditorAttribute(Type componentType)
/// Below is an example of a custom :
///
/// using UnityEngine.Rendering;
- ///
+ ///
/// [Serializable, VolumeComponentMenu("Custom/Example Component")]
/// public class ExampleComponent : VolumeComponent
/// {
@@ -53,18 +53,18 @@ public VolumeComponentEditorAttribute(Type componentType)
/// And its associated editor:
///
/// using UnityEditor.Rendering;
- ///
+ ///
/// [VolumeComponentEditor(typeof(ExampleComponent))]
/// class ExampleComponentEditor : VolumeComponentEditor
/// {
/// SerializedDataParameter m_Intensity;
- ///
+ ///
/// public override void OnEnable()
/// {
/// var o = new PropertyFetcher<ExampleComponent>(serializedObject);
/// m_Intensity = Unpack(o.Find(x => x.intensity));
/// }
- ///
+ ///
/// public override void OnInspectorGUI()
/// {
/// PropertyField(m_Intensity);
@@ -125,7 +125,7 @@ internal set
///
protected Editor m_Inspector;
- List m_Parameters;
+ List<(GUIContent displayName, int displayOrder, SerializedDataParameter param)> m_Parameters;
static Dictionary s_ParameterDrawers;
@@ -179,6 +179,20 @@ internal void Init(VolumeComponent target, Editor inspector)
OnEnable();
}
+
+ class ParameterSorter : Comparer<(GUIContent displayName, int displayOrder, SerializedDataParameter param)>
+ {
+ public override int Compare((GUIContent displayName, int displayOrder, SerializedDataParameter param) x, (GUIContent displayName, int displayOrder, SerializedDataParameter param) y)
+ {
+ if (x.displayOrder < y.displayOrder)
+ return -1;
+ else if (x.displayOrder == y.displayOrder)
+ return 0;
+ else
+ return 1;
+ }
+ }
+
///
/// Unity calls this method when the object loads.
///
@@ -188,7 +202,7 @@ internal void Init(VolumeComponent target, Editor inspector)
///
public virtual void OnEnable()
{
- m_Parameters = new List();
+ m_Parameters = new List<(GUIContent, int, SerializedDataParameter)>();
// Grab all valid serializable field on the VolumeComponent
// TODO: Should only be done when needed / on demand as this can potentially be wasted CPU when a custom editor is in use
@@ -206,9 +220,19 @@ public virtual void OnEnable()
foreach (var field in fields)
{
var property = serializedObject.FindProperty(field.Name);
+ var name = "";
+ var order = 0;
+ var attr = (DisplayInfoAttribute[])field.GetCustomAttributes(typeof(DisplayInfoAttribute), true);
+ if (attr.Length != 0)
+ {
+ name = attr[0].name;
+ order = attr[0].order;
+ }
+
var parameter = new SerializedDataParameter(property);
- m_Parameters.Add(parameter);
+ m_Parameters.Add((new GUIContent(name), order, parameter));
}
+ m_Parameters.Sort(new ParameterSorter());
}
///
@@ -239,7 +263,12 @@ public virtual void OnInspectorGUI()
{
// Display every field as-is
foreach (var parameter in m_Parameters)
- PropertyField(parameter);
+ {
+ if (parameter.displayName.text != "")
+ PropertyField(parameter.param, parameter.displayName);
+ else
+ PropertyField(parameter.param);
+ }
}
///
diff --git a/com.unity.render-pipelines.core/Runtime/Common/ComponentSingleton.cs b/com.unity.render-pipelines.core/Runtime/Common/ComponentSingleton.cs
index fb02eab90cb..993c1283d03 100644
--- a/com.unity.render-pipelines.core/Runtime/Common/ComponentSingleton.cs
+++ b/com.unity.render-pipelines.core/Runtime/Common/ComponentSingleton.cs
@@ -20,7 +20,7 @@ public static TType instance
{
if (s_Instance == null)
{
- GameObject go = new GameObject("Default " + typeof(TType)) { hideFlags = HideFlags.HideAndDontSave };
+ GameObject go = new GameObject("Default " + typeof(TType).Name) { hideFlags = HideFlags.HideAndDontSave };
go.SetActive(false);
s_Instance = go.AddComponent();
}
@@ -28,5 +28,18 @@ public static TType instance
return s_Instance;
}
}
+
+ ///
+ /// Release the component singleton.
+ ///
+ public static void Release()
+ {
+ if (s_Instance != null)
+ {
+ var go = s_Instance.gameObject;
+ CoreUtils.Destroy(go);
+ s_Instance = null;
+ }
+ }
}
}
diff --git a/com.unity.render-pipelines.core/Runtime/Common/CoreAttributes.cs b/com.unity.render-pipelines.core/Runtime/Common/CoreAttributes.cs
new file mode 100644
index 00000000000..29f5777a4af
--- /dev/null
+++ b/com.unity.render-pipelines.core/Runtime/Common/CoreAttributes.cs
@@ -0,0 +1,16 @@
+using System;
+
+namespace UnityEngine.Rendering
+{
+ ///
+ /// Attribute used to customize UI display.
+ ///
+ [AttributeUsage(AttributeTargets.Field)]
+ public class DisplayInfoAttribute : Attribute
+ {
+ /// Display name used in UI.
+ public string name;
+ /// Display order used in UI.
+ public int order;
+ }
+}
diff --git a/com.unity.render-pipelines.core/Runtime/Common/CoreAttributes.cs.meta b/com.unity.render-pipelines.core/Runtime/Common/CoreAttributes.cs.meta
new file mode 100644
index 00000000000..c1ac544e67a
--- /dev/null
+++ b/com.unity.render-pipelines.core/Runtime/Common/CoreAttributes.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 07346c0b2cba0214f8f27c46ec2dd613
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Containers.cs b/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Containers.cs
index 884778140b7..ce2aad6b1bd 100644
--- a/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Containers.cs
+++ b/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Containers.cs
@@ -252,7 +252,40 @@ public void SetColumnVisibility(int index, bool visible)
newVisibleColumns.Sort();
}
header.state.visibleColumns = newVisibleColumns.ToArray();
+
+ var cols = header.state.columns;
+ for (int i = 0; i < cols.Length; i++)
+ cols[i].width = 50f;
+ header.ResizeToFit();
}
+#else
+ var columns = VisibleColumns;
+ if (index < 0 || index > columns.Length)
+ return;
+
+ columns[index] = visible;
+#endif
+ }
+
+ ///
+ /// Get column visibility.
+ ///
+ /// Index of the column.
+ /// True if the column is visible.
+ public bool GetColumnVisibility(int index)
+ {
+#if UNITY_EDITOR
+ var header = Header;
+ if (index < 0 || index >= m_ColumnCount)
+ return false;
+
+ return header.IsColumnVisible(index + 1);
+#else
+ var columns = VisibleColumns;
+ if (index < 0 || index > columns.Length)
+ return false;
+
+ return columns[index];
#endif
}
@@ -315,6 +348,41 @@ UnityEditor.IMGUI.Controls.MultiColumnHeaderState.Column CreateColumn(string nam
return m_Header;
}
}
+#else
+ bool[] m_Header = null;
+
+ ///
+ /// The visible columns
+ ///
+ public bool[] VisibleColumns
+ {
+ get
+ {
+ if (m_Header != null)
+ return m_Header;
+
+ int columnCount = 0;
+ if (children.Count != 0)
+ {
+ columnCount = ((Container)children[0]).children.Count;
+ for (int i = 1; i < children.Count; i++)
+ {
+ if (((Container)children[i]).children.Count != columnCount)
+ {
+ Debug.LogError("All rows must have the same number of children.");
+ return null;
+ }
+ }
+ }
+
+ m_Header = new bool[columnCount];
+ for (int i = 0; i < columnCount; i++)
+ m_Header[i] = true;
+
+ return m_Header;
+ }
+ }
+#endif
///
/// Method called when a children is added.
@@ -337,7 +405,6 @@ protected override void OnItemRemoved(ObservableList sender, ListChanged
base.OnItemRemoved(sender, e);
m_Header = null;
}
-#endif
}
}
}
diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Resources/DebugUI Canvas.prefab b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Resources/DebugUI Canvas.prefab
index 7df630b35aa..314a81bbff0 100644
--- a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Resources/DebugUI Canvas.prefab
+++ b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Resources/DebugUI Canvas.prefab
@@ -172,4 +172,4 @@ MonoBehaviour:
prefab: {fileID: 224284813447651300, guid: 38a07789c9e87004dad98c2909f58369, type: 3}
- type: UnityEngine.Rendering.DebugUI+Table+Row, Unity.RenderPipelines.Core.Runtime,
Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
- prefab: {fileID: 224053494956566916, guid: 1c87ab2ce8b8b304d98fbe9a734b1f74, type: 3}
+ prefab: {fileID: 224053494956566916, guid: 2d019437ff89b8d44949727731cd9357, type: 3}
diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerColor.cs b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerColor.cs
index 83284a783e8..641a7b81040 100644
--- a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerColor.cs
+++ b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerColor.cs
@@ -141,7 +141,7 @@ public override void OnAction()
valueToggle.isOn = !valueToggle.isOn;
}
- void UpdateColor()
+ internal void UpdateColor()
{
if (colorImage != null)
colorImage.color = m_Field.GetValue();
diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRow.cs b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRow.cs
new file mode 100644
index 00000000000..473eaa55554
--- /dev/null
+++ b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRow.cs
@@ -0,0 +1,81 @@
+using UnityEngine.UI;
+
+namespace UnityEngine.Rendering.UI
+{
+ ///
+ /// DebugUIHandler for row widget.
+ ///
+ public class DebugUIHandlerRow : DebugUIHandlerFoldout
+ {
+ float m_Timer;
+
+ ///
+ /// OnEnable implementation.
+ ///
+ protected override void OnEnable()
+ {
+ m_Timer = 0f;
+ }
+
+ ///
+ /// Update implementation.
+ ///
+ protected void Update()
+ {
+ var row = CastWidget();
+ var table = row.parent as DebugUI.Table;
+
+ float refreshRate = 0.1f;
+ bool refreshRow = m_Timer >= refreshRate;
+ if (refreshRow)
+ m_Timer -= refreshRate;
+ m_Timer += Time.deltaTime;
+
+ for (int i = 0; i < row.children.Count; i++)
+ {
+ var child = gameObject.transform.GetChild(1).GetChild(i).gameObject;
+ var active = table.GetColumnVisibility(i);
+ child.SetActive(active);
+ if (active && refreshRow)
+ {
+ if (child.TryGetComponent(out var color))
+ color.UpdateColor();
+ if (child.TryGetComponent(out var toggle))
+ toggle.UpdateValueLabel();
+ }
+ }
+
+ // Update previous and next ui handlers to pass over hidden volumes
+ var item = gameObject.transform.GetChild(1).GetChild(0).gameObject;
+ var itemWidget = item.GetComponent();
+ DebugUIHandlerWidget previous = null;
+ for (int i = 0; i < row.children.Count; i++)
+ {
+ itemWidget.previousUIHandler = previous;
+ if (table.GetColumnVisibility(i))
+ previous = itemWidget;
+
+ bool found = false;
+ for (int j = i + 1; j < row.children.Count; j++)
+ {
+ if (table.GetColumnVisibility(j))
+ {
+ var child = gameObject.transform.GetChild(1).GetChild(j).gameObject;
+ var childWidget = child.GetComponent();
+ itemWidget.nextUIHandler = childWidget;
+ item = child;
+ itemWidget = childWidget;
+ i = j - 1;
+ found = true;
+ break;
+ }
+ }
+ if (!found)
+ {
+ itemWidget.nextUIHandler = null;
+ break;
+ }
+ }
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRow.cs.meta b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRow.cs.meta
new file mode 100644
index 00000000000..9a6c6a430a2
--- /dev/null
+++ b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRow.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4822e5675c12bf14d93b254d27ec8bd7
+MonoImporter:
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diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerToggle.cs b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerToggle.cs
index 67b0fa4dac8..7feef12ef9f 100644
--- a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerToggle.cs
+++ b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerToggle.cs
@@ -59,7 +59,7 @@ public override void OnAction()
///
/// Update the label.
///
- protected virtual void UpdateValueLabel()
+ internal protected virtual void UpdateValueLabel()
{
if (valueToggle != null)
valueToggle.isOn = m_Field.GetValue();
diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerToggleHistory.cs b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerToggleHistory.cs
index 217e290fea4..b2b2e5a499f 100644
--- a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerToggleHistory.cs
+++ b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerToggleHistory.cs
@@ -36,7 +36,7 @@ internal override void SetWidget(DebugUI.Widget widget)
///
/// Update the label.
///
- protected override void UpdateValueLabel()
+ internal protected override void UpdateValueLabel()
{
base.UpdateValueLabel();
DebugUI.HistoryBoolField field = m_Field as DebugUI.HistoryBoolField;
diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Widgets/DebugUI Row.prefab b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Widgets/DebugUI Row.prefab
new file mode 100644
index 00000000000..e7db2990da6
--- /dev/null
+++ b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Widgets/DebugUI Row.prefab
@@ -0,0 +1,545 @@
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diff --git a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Meshes/MaterialBall.prefab.meta b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Widgets/DebugUI Row.prefab.meta
similarity index 79%
rename from com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Meshes/MaterialBall.prefab.meta
rename to com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Widgets/DebugUI Row.prefab.meta
index 49e879340b3..cb1351582a1 100644
--- a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Meshes/MaterialBall.prefab.meta
+++ b/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Widgets/DebugUI Row.prefab.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 7822020b9f9222c458b8de51cf8846ec
+guid: 2d019437ff89b8d44949727731cd9357
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 100100000
diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/ProfilingScope.cs b/com.unity.render-pipelines.core/Runtime/Debugging/ProfilingScope.cs
index 2d30d208abb..e0e17821416 100644
--- a/com.unity.render-pipelines.core/Runtime/Debugging/ProfilingScope.cs
+++ b/com.unity.render-pipelines.core/Runtime/Debugging/ProfilingScope.cs
@@ -217,7 +217,10 @@ public ProfilingScope(CommandBuffer cmd, ProfilingSampler sampler)
if (cmd != null)
#if UNITY_USE_RECORDER
- cmd.BeginSample(m_Sampler);
+ if (m_Sampler != null)
+ cmd.BeginSample(m_Sampler);
+ else
+ cmd.BeginSample(m_Name);
#else
cmd.BeginSample(m_Name);
#endif
@@ -245,7 +248,10 @@ void Dispose(bool disposing)
{
if (m_Cmd != null)
#if UNITY_USE_RECORDER
- m_Cmd.EndSample(m_Sampler);
+ if (m_Sampler != null)
+ m_Cmd.EndSample(m_Sampler);
+ else
+ m_Cmd.EndSample(m_Name);
#else
m_Cmd.EndSample(m_Name);
#endif
diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs
index 57421b3576e..34f7b894800 100644
--- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs
+++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs
@@ -1,4 +1,5 @@
using System;
+using System.Diagnostics;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Profiling;
@@ -94,6 +95,7 @@ public class RenderGraph
///Maximum number of MRTs supported by Render Graph.
public static readonly int kMaxMRTCount = 8;
+ [DebuggerDisplay("RenderPass ({name})")]
internal abstract class RenderPass
{
internal RenderFunc GetExecuteDelegate()
@@ -103,28 +105,32 @@ internal RenderFunc GetExecuteDelegate()
internal abstract void Release(RenderGraphContext renderGraphContext);
internal abstract bool HasRenderFunc();
- internal string name;
- internal int index;
- internal ProfilingSampler customSampler;
- internal List resourceReadList = new List();
- internal List resourceWriteList = new List();
- internal List usedRendererListList = new List();
- internal bool enableAsyncCompute;
- internal TextureHandle depthBuffer { get { return m_DepthBuffer; } }
- internal TextureHandle[] colorBuffers { get { return m_ColorBuffers; } }
- internal int colorBufferMaxIndex { get { return m_MaxColorBufferIndex; } }
-
- protected TextureHandle[] m_ColorBuffers = new TextureHandle[kMaxMRTCount];
- protected TextureHandle m_DepthBuffer;
- protected int m_MaxColorBufferIndex = -1;
+ internal string name;
+ internal int index;
+ internal ProfilingSampler customSampler;
+ internal List textureReadList = new List();
+ internal List textureWriteList = new List();
+ internal List bufferReadList = new List();
+ internal List bufferWriteList = new List();
+ internal List usedRendererListList = new List();
+ internal bool enableAsyncCompute;
+ internal TextureHandle depthBuffer { get { return m_DepthBuffer; } }
+ internal TextureHandle[] colorBuffers { get { return m_ColorBuffers; } }
+ internal int colorBufferMaxIndex { get { return m_MaxColorBufferIndex; } }
+
+ protected TextureHandle[] m_ColorBuffers = new TextureHandle[kMaxMRTCount];
+ protected TextureHandle m_DepthBuffer;
+ protected int m_MaxColorBufferIndex = -1;
internal void Clear()
{
name = "";
index = -1;
customSampler = null;
- resourceReadList.Clear();
- resourceWriteList.Clear();
+ textureReadList.Clear();
+ textureWriteList.Clear();
+ bufferReadList.Clear();
+ bufferWriteList.Clear();
usedRendererListList.Clear();
enableAsyncCompute = false;
@@ -142,16 +148,16 @@ internal void SetColorBuffer(TextureHandle resource, int index)
Debug.Assert(index < RenderGraph.kMaxMRTCount && index >= 0);
m_MaxColorBufferIndex = Math.Max(m_MaxColorBufferIndex, index);
m_ColorBuffers[index] = resource;
- resourceWriteList.Add(resource);
+ textureWriteList.Add(resource);
}
internal void SetDepthBuffer(TextureHandle resource, DepthAccess flags)
{
m_DepthBuffer = resource;
if ((flags | DepthAccess.Read) != 0)
- resourceReadList.Add(resource);
+ textureReadList.Add(resource);
if ((flags | DepthAccess.Write) != 0)
- resourceWriteList.Add(resource);
+ textureWriteList.Add(resource);
}
}
@@ -304,6 +310,16 @@ public RendererListHandle CreateRendererList(in RendererListDesc desc)
return m_Resources.CreateRendererList(desc);
}
+ ///
+ /// Import an external Compute Buffer to the Render Graph
+ ///
+ /// External Compute Buffer that needs to be imported.
+ /// A new ComputeBufferHandle.
+ public ComputeBufferHandle ImportComputeBuffer(ComputeBuffer computeBuffer)
+ {
+ return m_Resources.ImportComputeBuffer(computeBuffer);
+ }
+
///
/// Add a new Render Pass to the current Render Graph.
///
@@ -460,18 +476,18 @@ void PreRenderPassSetRenderTargets(in RenderPass pass, RenderGraphContext rgCont
void PreRenderPassExecute(int passIndex, in RenderPass pass, RenderGraphContext rgContext)
{
// TODO merge clear and setup here if possible
- m_Resources.CreateAndClearTexturesForPass(rgContext, pass.index, pass.resourceWriteList);
+ m_Resources.CreateAndClearTexturesForPass(rgContext, pass.index, pass.textureWriteList);
PreRenderPassSetRenderTargets(pass, rgContext);
- m_Resources.PreRenderPassSetGlobalTextures(rgContext, pass.resourceReadList);
+ m_Resources.PreRenderPassSetGlobalTextures(rgContext, pass.textureReadList);
}
void PostRenderPassExecute(int passIndex, in RenderPass pass, RenderGraphContext rgContext)
{
if (m_DebugParameters.unbindGlobalTextures)
- m_Resources.PostRenderPassUnbindGlobalTextures(rgContext, pass.resourceReadList);
+ m_Resources.PostRenderPassUnbindGlobalTextures(rgContext, pass.textureReadList);
m_RenderGraphPool.ReleaseAllTempAlloc();
- m_Resources.ReleaseTexturesForPass(rgContext, pass.index, pass.resourceReadList, pass.resourceWriteList);
+ m_Resources.ReleaseTexturesForPass(rgContext, pass.index, pass.textureReadList, pass.textureWriteList);
pass.Release(rgContext);
}
diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs
index 10997c6531a..b100ba50abc 100644
--- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs
+++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphBuilder.cs
@@ -50,7 +50,7 @@ public TextureHandle UseDepthBuffer(TextureHandle input, DepthAccess flags)
/// An updated resource handle to the input resource.
public TextureHandle ReadTexture(TextureHandle input)
{
- m_RenderPass.resourceReadList.Add(input);
+ m_RenderPass.textureReadList.Add(input);
m_Resources.UpdateTextureLastRead(input, m_RenderPass.index);
return input;
}
@@ -63,7 +63,7 @@ public TextureHandle ReadTexture(TextureHandle input)
public TextureHandle WriteTexture(TextureHandle input)
{
// TODO: Manage resource "version" for debugging purpose
- m_RenderPass.resourceWriteList.Add(input);
+ m_RenderPass.textureWriteList.Add(input);
m_Resources.UpdateTextureFirstWrite(input, m_RenderPass.index);
return input;
}
@@ -79,6 +79,28 @@ public RendererListHandle UseRendererList(RendererListHandle input)
return input;
}
+ ///
+ /// Specify a Compute Buffer resource to read from during the pass.
+ ///
+ /// The Compute Buffer resource to read from during the pass.
+ /// An updated resource handle to the input resource.
+ public ComputeBufferHandle ReadComputeBuffer(ComputeBufferHandle input)
+ {
+ m_RenderPass.bufferReadList.Add(input);
+ return input;
+ }
+
+ ///
+ /// Specify a Compute Buffer resource to write to during the pass.
+ ///
+ /// The Compute Buffer resource to write to during the pass.
+ /// An updated resource handle to the input resource.
+ public ComputeBufferHandle WriteComputeBuffer(ComputeBufferHandle input)
+ {
+ m_RenderPass.bufferWriteList.Add(input);
+ return input;
+ }
+
///
/// Specify the render function to use for this pass.
/// A call to this is mandatory for the pass to be valid.
diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs
index 0f37805eed2..51c76b3bedc 100644
--- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs
+++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs
@@ -54,6 +54,28 @@ public struct RendererListHandle
public bool IsValid() => m_IsValid;
}
+ ///
+ /// Compute Buffer resource handle.
+ ///
+ [DebuggerDisplay("ComputeBuffer ({handle})")]
+ public struct ComputeBufferHandle
+ {
+ bool m_IsValid;
+ internal int handle { get; private set; }
+ internal ComputeBufferHandle(int handle) { this.handle = handle; m_IsValid = true; }
+ ///
+ /// Conversion to int.
+ ///
+ /// Compute Buffer handle to convert.
+ /// The integer representation of the handle.
+ public static implicit operator int(ComputeBufferHandle handle) { return handle.handle; }
+ ///
+ /// Return true if the handle is valid.
+ ///
+ /// True if the handle is valid.
+ public bool IsValid() => m_IsValid;
+ }
+
///
/// The mode that determines the size of a Texture.
///
@@ -316,11 +338,22 @@ internal RendererListResource(in RendererListDesc desc)
this.rendererList = new RendererList(); // Invalid by default
}
}
+
+ internal struct ComputeBufferResource
+ {
+ public ComputeBuffer computeBuffer;
+
+ internal ComputeBufferResource(ComputeBuffer computeBuffer)
+ {
+ this.computeBuffer = computeBuffer;
+ }
+ }
#endregion
DynamicArray m_TextureResources = new DynamicArray();
Dictionary> m_TexturePool = new Dictionary>();
DynamicArray m_RendererListResources = new DynamicArray();
+ DynamicArray m_ComputeBufferResources = new DynamicArray();
RTHandleSystem m_RTHandleSystem = new RTHandleSystem();
RenderGraphDebugParams m_RenderGraphDebug;
RenderGraphLogger m_Logger;
@@ -358,7 +391,7 @@ public RTHandle GetTexture(in TextureHandle handle)
/// Returns the RendererList associated with the provided resource handle.
///
/// Handle to a Renderer List resource.
- /// The Renderer List associated with the provided resource handle or a null renderer list if the handle is invalid.
+ /// The Renderer List associated with the provided resource handle or an invalid renderer list if the handle is invalid.
public RendererList GetRendererList(in RendererListHandle handle)
{
if (!handle.IsValid())
@@ -366,6 +399,19 @@ public RendererList GetRendererList(in RendererListHandle handle)
return m_RendererListResources[handle].rendererList;
}
+
+ ///
+ /// Returns the Compute Buffer associated with the provided resource handle.
+ ///
+ /// Handle to a Compute Buffer resource.
+ /// The Compute Buffer associated with the provided resource handle or a null reference if the handle is invalid.
+ public ComputeBuffer GetComputeBuffer(in ComputeBufferHandle handle)
+ {
+ if (!handle.IsValid())
+ return null;
+
+ return m_ComputeBufferResources[handle].computeBuffer;
+ }
#endregion
#region Internal Interface
@@ -456,6 +502,12 @@ internal RendererListHandle CreateRendererList(in RendererListDesc desc)
return new RendererListHandle(newHandle);
}
+ internal ComputeBufferHandle ImportComputeBuffer(ComputeBuffer computeBuffer)
+ {
+ int newHandle = m_ComputeBufferResources.Add(new ComputeBufferResource(computeBuffer));
+ return new ComputeBufferHandle(newHandle);
+ }
+
internal void CreateAndClearTexturesForPass(RenderGraphContext rgContext, int passIndex, List textures)
{
foreach (var rgResource in textures)
@@ -704,6 +756,7 @@ internal void Clear()
m_TextureResources.Clear();
m_RendererListResources.Clear();
+ m_ComputeBufferResources.Clear();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
if (m_AllocatedTextures.Count != 0)
diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/BitArray.cs b/com.unity.render-pipelines.core/Runtime/Utilities/BitArray.cs
index 252c36efed9..ad773481f85 100644
--- a/com.unity.render-pipelines.core/Runtime/Utilities/BitArray.cs
+++ b/com.unity.render-pipelines.core/Runtime/Utilities/BitArray.cs
@@ -9,35 +9,35 @@ namespace UnityEngine.Rendering
///
public interface IBitArray
{
- /// Number of elements in the bit array.
+ /// Gets the capacity of this BitArray. This is the number of bits that are usable.
uint capacity { get; }
- /// True if all bits are 0.
+ /// Return `true` if all the bits of this BitArray are set to 0. Returns `false` otherwise.
bool allFalse { get; }
- /// True if all bits are 1.
+ /// Return `true` if all the bits of this BitArray are set to 1. Returns `false` otherwise.
bool allTrue { get; }
///
- /// Returns the state of the bit at a specific index.
+ /// An indexer that allows access to the bit at a given index. This provides both read and write access.
///
/// Index of the bit.
/// State of the bit at the provided index.
bool this[uint index] { get; set; }
- /// Returns the bit array in a human readable form.
+ /// Writes the bits in the array in a human-readable form. This is as a string of 0s and 1s packed by 8 bits. This is useful for debugging.
string humanizedData { get; }
///
- /// Bit-wise And operation.
+ /// Perform an AND bitwise operation between this BitArray and the one you pass into the function and return the result. Both BitArrays must have the same capacity. This will not change current BitArray values.
///
- /// Bit array with which to the And operation.
+ /// BitArray with which to the And operation.
/// The resulting bit array.
IBitArray BitAnd(IBitArray other);
///
- /// Bit-wise Or operation.
+ /// Perform an OR bitwise operation between this BitArray and the one you pass into the function and return the result. Both BitArrays must have the same capacity. This will not change current BitArray values.
///
- /// Bit array with which to the Or operation.
+ /// BitArray with which to the Or operation.
/// The resulting bit array.
IBitArray BitOr(IBitArray other);
///
- /// Invert the bit array.
+ /// Return the BitArray with every bit inverted.
///
///
IBitArray BitNot();
diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/CoreMatrixUtils.cs b/com.unity.render-pipelines.core/Runtime/Utilities/CoreMatrixUtils.cs
new file mode 100644
index 00000000000..21f4f2f06e1
--- /dev/null
+++ b/com.unity.render-pipelines.core/Runtime/Utilities/CoreMatrixUtils.cs
@@ -0,0 +1,167 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine.Experimental.Rendering;
+
+namespace UnityEngine.Rendering
+{
+ using UnityObject = UnityEngine.Object;
+
+ ///
+ /// Set of utility functions for the Core Scriptable Render Pipeline Library related to Matrix operations
+ ///
+ public static class CoreMatrixUtils
+ {
+ ///
+ /// This function provides the equivalent of multiplying matrix parameter inOutMatrix with a translation matrix defined by the parameter translation.
+ /// The order of the equivalent multiplication is inOutMatrix * translation.
+ ///
+ /// Matrix to multiply with translation.
+ /// Translation component to multiply to the matrix.
+ public static void MatrixTimesTranslation(ref Matrix4x4 inOutMatrix, Vector3 translation)
+ {
+ inOutMatrix.m03 += (inOutMatrix.m00 * translation.x + inOutMatrix.m01 * translation.y + inOutMatrix.m02 * translation.z);
+ inOutMatrix.m13 += (inOutMatrix.m10 * translation.x + inOutMatrix.m11 * translation.y + inOutMatrix.m12 * translation.z);
+ inOutMatrix.m23 += (inOutMatrix.m20 * translation.x + inOutMatrix.m21 * translation.y + inOutMatrix.m22 * translation.z);
+ }
+
+ ///
+ /// This function provides the equivalent of multiplying a translation matrix defined by the parameter translation with the matrix specified by the parameter inOutMatrix.
+ /// The order of the equivalent multiplication is translation * inOutMatrix.
+ ///
+ /// Matrix to multiply with translation.
+ /// Translation component to multiply to the matrix.
+ public static void TranslationTimesMatrix(ref Matrix4x4 inOutMatrix, Vector3 translation)
+ {
+ inOutMatrix.m00 += translation.x * inOutMatrix.m30;
+ inOutMatrix.m01 += translation.x * inOutMatrix.m31;
+ inOutMatrix.m02 += translation.x * inOutMatrix.m32;
+ inOutMatrix.m03 += translation.x * inOutMatrix.m33;
+
+ inOutMatrix.m10 += translation.y * inOutMatrix.m30;
+ inOutMatrix.m11 += translation.y * inOutMatrix.m31;
+ inOutMatrix.m12 += translation.y * inOutMatrix.m32;
+ inOutMatrix.m13 += translation.y * inOutMatrix.m33;
+
+ inOutMatrix.m20 += translation.z * inOutMatrix.m30;
+ inOutMatrix.m21 += translation.z * inOutMatrix.m31;
+ inOutMatrix.m22 += translation.z * inOutMatrix.m32;
+ inOutMatrix.m23 += translation.z * inOutMatrix.m33;
+ }
+
+ ///
+ /// Multiplies a matrix with a perspective matrix. This function is faster than performing the full matrix multiplication.
+ /// The operation order is perspective * rhs.
+ ///
+ /// The perspective matrix to multiply with rhs.
+ /// A matrix to be multiply to perspective.
+ /// Returns the matrix that is the result of the multiplication.
+ public static Matrix4x4 MultiplyPerspectiveMatrix(Matrix4x4 perspective, Matrix4x4 rhs)
+ {
+ Matrix4x4 outMat;
+ outMat.m00 = perspective.m00 * rhs.m00;
+ outMat.m01 = perspective.m00 * rhs.m01;
+ outMat.m02 = perspective.m00 * rhs.m02;
+ outMat.m03 = perspective.m00 * rhs.m03;
+
+ outMat.m10 = perspective.m11 * rhs.m10;
+ outMat.m11 = perspective.m11 * rhs.m11;
+ outMat.m12 = perspective.m11 * rhs.m12;
+ outMat.m13 = perspective.m11 * rhs.m13;
+
+ outMat.m20 = perspective.m22 * rhs.m20 + perspective.m23 * rhs.m30;
+ outMat.m21 = perspective.m22 * rhs.m21 + perspective.m23 * rhs.m31;
+ outMat.m22 = perspective.m22 * rhs.m22 + perspective.m23 * rhs.m32;
+ outMat.m23 = perspective.m22 * rhs.m23 + perspective.m23 * rhs.m33;
+
+ outMat.m30 = -rhs.m20;
+ outMat.m31 = -rhs.m21;
+ outMat.m32 = -rhs.m22;
+ outMat.m33 = -rhs.m23;
+
+ return outMat;
+ }
+
+ // An orthographic projection is centered if (right+left) == 0 and (top+bottom) == 0
+ private static Matrix4x4 MultiplyOrthoMatrixCentered(Matrix4x4 ortho, Matrix4x4 rhs)
+ {
+ Matrix4x4 outMat;
+ outMat.m00 = ortho.m00 * rhs.m00;
+ outMat.m01 = ortho.m00 * rhs.m01;
+ outMat.m02 = ortho.m00 * rhs.m02;
+ outMat.m03 = ortho.m00 * rhs.m03;
+
+ outMat.m10 = ortho.m11 * rhs.m10;
+ outMat.m11 = ortho.m11 * rhs.m11;
+ outMat.m12 = ortho.m11 * rhs.m12;
+ outMat.m13 = ortho.m11 * rhs.m13;
+
+ outMat.m20 = ortho.m22 * rhs.m20 + ortho.m23 * rhs.m30;
+ outMat.m21 = ortho.m22 * rhs.m21 + ortho.m23 * rhs.m31;
+ outMat.m22 = ortho.m22 * rhs.m22 + ortho.m23 * rhs.m32;
+ outMat.m23 = ortho.m22 * rhs.m23 + ortho.m23 * rhs.m33;
+
+ outMat.m30 = rhs.m20;
+ outMat.m31 = rhs.m21;
+ outMat.m32 = rhs.m22;
+ outMat.m33 = rhs.m23;
+
+ return outMat;
+ }
+
+ // General case has m03 and m13 != 0
+ private static Matrix4x4 MultiplyGenericOrthoMatrix(Matrix4x4 ortho, Matrix4x4 rhs)
+ {
+ Matrix4x4 outMat;
+ outMat.m00 = ortho.m00 * rhs.m00 + ortho.m03 * rhs.m30;
+ outMat.m01 = ortho.m00 * rhs.m01 + ortho.m03 * rhs.m31;
+ outMat.m02 = ortho.m00 * rhs.m02 + ortho.m03 * rhs.m32;
+ outMat.m03 = ortho.m00 * rhs.m03 + ortho.m03 * rhs.m33;
+
+ outMat.m10 = ortho.m11 * rhs.m10 + ortho.m13 * rhs.m30;
+ outMat.m11 = ortho.m11 * rhs.m11 + ortho.m13 * rhs.m31;
+ outMat.m12 = ortho.m11 * rhs.m12 + ortho.m13 * rhs.m32;
+ outMat.m13 = ortho.m11 * rhs.m13 + ortho.m13 * rhs.m33;
+
+ outMat.m20 = ortho.m22 * rhs.m20 + ortho.m23 * rhs.m30;
+ outMat.m21 = ortho.m22 * rhs.m21 + ortho.m23 * rhs.m31;
+ outMat.m22 = ortho.m22 * rhs.m22 + ortho.m23 * rhs.m32;
+ outMat.m23 = ortho.m22 * rhs.m23 + ortho.m23 * rhs.m33;
+
+ outMat.m30 = rhs.m20;
+ outMat.m31 = rhs.m21;
+ outMat.m32 = rhs.m22;
+ outMat.m33 = rhs.m23;
+ return outMat;
+ }
+
+ ///
+ /// Multiplies a matrix with an orthographic matrix. This function is faster than performing the full matrix multiplication.
+ /// The operation order is ortho * rhs.
+ ///
+ /// The ortho matrix to multiply with rhs.
+ /// A matrix to be multiply to perspective.
+ /// If true, it means that right and left are equivalently distant from center and similarly top/bottom are equivalently distant from center.
+ /// Returns the matrix that is the result of the multiplication.
+ public static Matrix4x4 MultiplyOrthoMatrix(Matrix4x4 ortho, Matrix4x4 rhs, bool centered)
+ {
+ return centered ? MultiplyGenericOrthoMatrix(ortho, rhs) : MultiplyOrthoMatrixCentered(ortho, rhs);
+ }
+
+
+ ///
+ /// Multiplies a matrix with a projection matrix. This function is faster than performing the full matrix multiplication.
+ /// The operation order is projMatrix * rhs.
+ ///
+ /// The projection matrix to multiply with rhs.
+ /// A matrix to be multiply to perspective.
+ /// If true, the projection matrix is a centered ( right+left == top+bottom == 0) orthographic projection, otherwise it is a perspective matrix..
+ /// Returns the matrix that is the result of the multiplication.
+ public static Matrix4x4 MultiplyProjectionMatrix(Matrix4x4 projMatrix, Matrix4x4 rhs, bool orthoCentered)
+ {
+ return orthoCentered
+ ? MultiplyOrthoMatrixCentered(projMatrix, rhs)
+ : MultiplyPerspectiveMatrix(projMatrix, rhs);
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/CoreMatrixUtils.cs.meta b/com.unity.render-pipelines.core/Runtime/Utilities/CoreMatrixUtils.cs.meta
new file mode 100644
index 00000000000..4a9101026cf
--- /dev/null
+++ b/com.unity.render-pipelines.core/Runtime/Utilities/CoreMatrixUtils.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d96647d3fcceac0429f12837ce7e2e3e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs b/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs
index 1ca41b2b588..19818aec801 100644
--- a/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs
+++ b/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs
@@ -879,6 +879,20 @@ public static void SetKeyword(Material material, string keyword, bool state)
material.DisableKeyword(keyword);
}
+ ///
+ /// Set a keyword to a compute shader
+ ///
+ /// ComputeShader on which to set the keyword.
+ /// Keyword to be set.
+ /// Value of the keyword to be set.
+ public static void SetKeyword(ComputeShader cs, string keyword, bool state)
+ {
+ if (state)
+ cs.EnableKeyword(keyword);
+ else
+ cs.DisableKeyword(keyword);
+ }
+
///
/// Destroys a UnityObject safely.
///
diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/MaterialQuality.cs b/com.unity.render-pipelines.core/Runtime/Utilities/MaterialQuality.cs
index a5e43751273..879ac777aaf 100644
--- a/com.unity.render-pipelines.core/Runtime/Utilities/MaterialQuality.cs
+++ b/com.unity.render-pipelines.core/Runtime/Utilities/MaterialQuality.cs
@@ -1,4 +1,5 @@
using System;
+using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Rendering
{
@@ -6,6 +7,7 @@ namespace UnityEngine.Rendering
/// Material quality flags.
///
[Flags]
+ [MovedFrom("Utilities")]
public enum MaterialQuality
{
/// Low Material Quality.
@@ -19,6 +21,7 @@ public enum MaterialQuality
///
/// Material Quality utility class.
///
+ [MovedFrom("Utilities")]
public static class MaterialQualityUtilities
{
///
@@ -161,4 +164,4 @@ public static int ToFirstIndex(this MaterialQuality level)
/// The equivalent enum.
public static MaterialQuality FromIndex(int index) => (MaterialQuality) (1 << index);
}
-}
\ No newline at end of file
+}
diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl
index 3f179827f91..5426df87957 100644
--- a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl
+++ b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl
@@ -686,36 +686,37 @@ TEMPLATE_3_FLT(RangeRemap, min, max, t, return saturate((t - min) / (max - min))
// Texture utilities
// ----------------------------------------------------------------------------
-float ComputeTextureLOD(float2 uvdx, float2 uvdy, float2 scale)
+float ComputeTextureLOD(float2 uvdx, float2 uvdy, float2 scale, float bias = 0.0)
{
float2 ddx_ = scale * uvdx;
float2 ddy_ = scale * uvdy;
- float d = max(dot(ddx_, ddx_), dot(ddy_, ddy_));
+ float d = max(dot(ddx_, ddx_), dot(ddy_, ddy_));
- return max(0.5 * log2(d), 0.0);
+ return max(0.5 * log2(d) - bias, 0.0);
}
-float ComputeTextureLOD(float2 uv)
+float ComputeTextureLOD(float2 uv, float bias = 0.0)
{
float2 ddx_ = ddx(uv);
float2 ddy_ = ddy(uv);
- return ComputeTextureLOD(ddx_, ddy_, 1.0);
+ return ComputeTextureLOD(ddx_, ddy_, 1.0, bias);
}
// x contains width, w contains height
-float ComputeTextureLOD(float2 uv, float2 texelSize)
+float ComputeTextureLOD(float2 uv, float2 texelSize, float bias = 0.0)
{
uv *= texelSize;
- return ComputeTextureLOD(uv);
+ return ComputeTextureLOD(uv, bias);
}
// LOD clamp is optional and happens outside the function.
-float ComputeTextureLOD(float3 duvw_dx, float3 duvw_dy, float3 duvw_dz, float scale)
+float ComputeTextureLOD(float3 duvw_dx, float3 duvw_dy, float3 duvw_dz, float scale, float bias = 0.0)
{
float d = Max3(dot(duvw_dx, duvw_dx), dot(duvw_dy, duvw_dy), dot(duvw_dz, duvw_dz));
- return 0.5 * log2(d * (scale * scale));
+
+ return max(0.5f * log2(d * (scale * scale)) - bias, 0.0);
}
@@ -1259,4 +1260,7 @@ float SharpenAlpha(float alpha, float alphaClipTreshold)
return saturate((alpha - alphaClipTreshold) / max(fwidth(alpha), 0.0001) + 0.5);
}
+// These clamping function to max of floating point 16 bit are use to prevent INF in code in case of extreme value
+TEMPLATE_1_REAL(ClampToFloat16Max, value, return min(value, HALF_MAX))
+
#endif // UNITY_COMMON_INCLUDED
diff --git a/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl
index fb7e74e057e..02cf0a902ce 100644
--- a/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl
+++ b/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl
@@ -1,9 +1,6 @@
#ifndef UNITY_COMMON_LIGHTING_INCLUDED
#define UNITY_COMMON_LIGHTING_INCLUDED
-// These clamping function to max of floating point 16 bit are use to prevent INF in code in case of extreme value
-TEMPLATE_1_REAL(ClampToFloat16Max, value, return min(value, HALF_MAX))
-
// Ligthing convention
// Light direction is oriented backward (-Z). i.e in shader code, light direction is -lightData.forward
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 697159b4b37..6d773ae079c 100644
--- a/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs
+++ b/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs
@@ -50,7 +50,9 @@ 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
};
@@ -66,6 +68,7 @@ public class ShaderConfig
public static int s_ProbeVolumesAdditiveBlending = (int)ShaderOptions.ProbeVolumesAdditiveBlending;
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/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 7143e42e5a5..d2ab7d1072e 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -104,6 +104,20 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added support for custom passes in the AOV API
- Added Light decomposition lighting debugging modes and support in AOV
- Added exposure compensation to Fixed exposure mode
+- Added support for rasterized area light shadows in StackLit
+- Added support for texture-weighted automatic exposure
+- Added support for POM for emissive map
+- Added alpha channel support in motion blur pass.
+- Added the HDRP Compositor Tool (in Preview).
+- Added a ray tracing mode option in the HDRP asset that allows to override and shader stripping.
+- Added support for arbitrary resolution scaling of Volumetric Lighting to the Fog volume component.
+- Added range attenuation for box-shaped spotlights.
+- Added scenes for hair and fabric and decals with material samples
+- Added fabric materials and textures
+- Added information for fabric materials in fabric scene
+- Added a DisplayInfo attribute to specify a name override and a display order for Volume Component fields (used only in default inspector for now).
+- Added Min distance to contact shadows.
+- Added support for Depth of Field in path tracing (by sampling the lens aperture).
### Fixed
- Fix when rescale probe all direction below zero (1219246)
@@ -525,8 +539,38 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fix reflection hierarchy for CARPAINT in AxF.
- Fix precise fresnel for delta lights for SVBRDF in AxF.
- Fixed the debug exposure mode for display sky reflection and debug view baked lighting
+- Fixed MSAA depth resolve when there is no motion vectors
+- Fixed various object leaks in HDRP.
+- Fixed compile error with XR SubsystemManager.
+- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996)
+- Fixed culling of planar reflection probes that change position (case 1218651)
+- Fixed null reference when processing lightprobe (case 1235285)
+- Fix issue causing wrong planar reflection rendering when more than one camera is present.
+- Fix black screen in XR when HDRP package is present but not used.
+- Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).
+- Fixed white flash happening with auto-exposure in some cases (case 1223774)
+- Fixed NaN which can appear with real time reflection and inf value
+- Fixed an issue that was collapsing the volume components in the HDRP default settings
+- Fixed warning about missing bound decal buffer
+- Fixed shader warning on Xbox for ResolveStencilBuffer.compute.
+- Fixed PBR shader ZTest rendering in deferred.
+- Replaced commands incompatible with async compute in light list build process.
+- Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. Note that the diffusion profile or the material references need to be edited once before this can work properly.
+- Fix MaterialBalls having same guid issue
+- Fix spelling and grammatical errors in material samples
+- Fixed unneeded cookie texture allocation for cone stop lights.
+- Fixed scalarization code for contact shadows.
+- Fixed volume debug in playmode
+- Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155)
+- Fixed shader warning in PCSS code when using Vulkan.
+- Fixed decal that aren't working without Metal and Ambient Occlusion option enabled.
+- Fixed an error about procedural sky being logged by mistake.
+- Fixed shadowmask UI now correctly showing shadowmask disable
+- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.
+- Fixed a null ref exception in static sky when the default volume profile is invalid.
### Changed
+- Improve MIP selection for decals on Transparents
- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled
- Rename Emission Radius to Radius in UI in Point, Spot
- Angular Diameter parameter for directional light is no longuer an advanced property
@@ -635,6 +679,19 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Moved scene view camera settings for HDRP from the preferences window to the scene view camera settings window.
- Updated shaders to be compatible with Microsoft's DXC.
- Debug exposure in debug menu have been replace to debug exposure compensation in EV100 space and is always visible.
+- Further optimized PrepareLightsForGPU (3x faster with few shadows, 1.4x faster with a lot of shadows or equivalently cost reduced by 68% to 37%).
+- Raytracing: Replaced the DIFFUSE_LIGHTING_ONLY multicompile by a uniform.
+- Raytracing: Removed the dynamic lightmap multicompile.
+- Raytracing: Remove the LOD cross fade multi compile for ray tracing.
+- Cookie are now supported in lightmaper. All lights casting cookie and baked will now include cookie influence.
+- Avoid building the mip chain a second time for SSR for transparent objects.
+- Replaced "High Quality" Subsurface Scattering with a set of Quality Levels.
+- Replaced "High Quality" Volumetric Lighting with "Screen Resolution Percentage" and "Volume Slice Count" on the Fog volume component.
+- Merged material samples and shader samples
+- Update material samples scene visuals
+- Use multi_compile API for deferred compute shader with shadow mask.
+- Made the StaticLightingSky class public so that users can change it by script for baking purpose.
+- Shadowmask and realtime reflectoin probe property are hide in Quality settings
## [7.1.1] - 2019-09-05
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-Main.md b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-Main.md
new file mode 100644
index 00000000000..1e8433eef2f
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-Main.md
@@ -0,0 +1,32 @@
+# Compositor (Preview)
+
+The Compositor allows for real-time compositing operations between Unity's High Definition Render Pipeline (HDRP) and external media sources, such as videos or images. Depending on the requirements for your application, the Compositor provides multiple composition techniques. You can use each technique independently or use more than one at the same time to create a combination of different types of composition operations. The techniques that the Compositor includes are:
+- **Camera Stacking:** Allows you to render multiple [HDRP Cameras](HDRP-Camera.md) to the same render target.
+- **Graph-Based Composition:** Allows you to use arbitrary mathematical operations to combine multiple Composition Layers to generate the final frame.
+- **3D Composition:** Allows you to use Composition Layers as 3D surfaces in a Unity Scene. This means that, for example, Unity can calculate reflections and refractions between different Composition Layers and GameObjects.
+
+The following table provides a high level overview of the advantages and disadvantages of each compositing technique:
+
+| **Technique** | **Performance** | **Memory Overhead** | **Flexibility** | **Feature Coverage [*]** |
+| ------------- | ------------- |------------- | ------------- | ------------- |
+| **Camera Stacking** | High | Low | Low | High |
+| **Graph-Based Composition** | Low | High | High| Low |
+| **3D Composition** | Low | High | Low | High |
+
+[*] *Feature Coverage* indicates whether features such as [screen-space reflections](Override-Screen-Space-Reflection.md), transparencies or refractions can work between layers.
+
+Furthermore, the Compositor includes functionality such as *"localized post-processing"*, where a Post-Processing Volume only affects certain GameObjects in the Scene.
+
+For a high level overview of the Compositor's functionality please refer to the [User Guide](Compositor-User-Guide) section. For a description on specific options in the user interface, please refer to the [User Options](Compositor-User-Options) section.
+
+## Composition example
+
+The following example uses the Compositor to render a watermark on top of a Unity Scene.
+
+
+*The result.*
+
+
+
+
+*The composition graph for the watermark example:*
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Guide.md b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Guide.md
new file mode 100644
index 00000000000..0f211fb54cf
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Guide.md
@@ -0,0 +1,51 @@
+# Using the Compositor
+To open the Compositor window in the Unity Editor, select **Window > Render Pipeline > HD Render Pipeline Compositor** from the menu. From this window, you can control the Compositor configuration. The first time you open the Compositor window, it automatically uses a default *"pass-through"* composition profile that forwards the output of the main [Camera](HDRP-Camera.md) to the final composed frame. You can edit this profile or you can load another one from disk. For information on the properties in the Compositor window, see [Compositor window](Compositor-User-Options.md).
+
+
+## Layer Types
+The HDRP Compositor tool typically handles two types of layers:
+- **Composition Layers**: Which you define in the [Composition Graph](#composition-graph). The Composition Graph defines the number of layers and how to combine them but does not define each layer's content.
+- **Sub-layers**: Which you define in the Compositor window, in the [Render Schedule](#render-schedule) section. You use stack Sub-layers to define the content of a Composition Layer.
+
+
+## Composition Graph
+To specify the output image, the Compositor uses a graph of compositing operations. Specifically, the Compositor uses the [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html) with an [Unlit Master Node](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Unlit-Master-Node.html) as its target. To specify the output image, the Compositor uses the value you connect to the **Color** port. You do not need to connect any other ports on the Master Node.
+
+**Note**: When the output of the composition is to a render target, the Material you create from the Master Node must be double-sided.
+
+When you create a Composition Graph, there are two main types of input property you can expose:
+- **Composition Layer**: Any **Texture2D** properties act as Composition Layers which correspond to a layer the graph composites to generate the final frame. These properties appear automatically as Composition Layers in the [Render Schedule](#render-schedule) section of the Compositor window. The **Mode** option for them in Shader Graph corresponds to the default value the Shader uses when you toggle off the visibility of the layer in the Render Schedule list.
**Note**: By default, this value is set to white, but for many compositing operations and behaviors, you may want to set this to black instead.
+- **Composition Parameters**: This refers to any exposed property that is not a Texture2D. Composition Parameters can control various aspects of the composition. Examples of Composition Parameters include a Vector1 input to control the overall brightness or a Color input to tint a Texture2D. These properties appear automatically in the [Composition Parameters](#composition-parameters) section of the Compositor window.
+
+The following graph contains examples of the property types described above. The **Logo** property is an example of a Composition Layer and the **Opacity** property is an example of an input property to control an aspect of the composition:
+
+
+
+Unity saves the Compositor settings in a .asset file with the same name as the Composition Graph. When the Compositor loads a Composition Graph, it also loads the settings from the corresponding Asset file if one exists, otherwise, it creates a new Asset with default settings.
+
+## Adding and removing Composition Layer
+To add a new Composition Layer, create a new Texture2D input property in the [Composition Graph](#composition-graph). When you next save the Composition Graph, the new layer appears automatically in the [Render Schedule](#render-schedule) section of the Compositor window. From there, you can control the [layer properties](Compositor-User-Options.md#composition-layer-properties) and specify how to [fill the layer with content](#Sub-layers:-adding-content-to-composition-layers).
+
+Similarly, to delete a Composition Layer, remove the corresponding Texture 2D property from the [Composition Graph](#composition-graph).
+
+## Sub-layers: Adding content to Composition Layers
+Each Composition Layer can source its content from one or more Sub-layers. There are three types of Sub-layer:
+- **Camera Sub-layer:** The source of the content is a Unity Camera. You can select which Camera to use in the properties of the Sub-layer.
+- **Video Sub-layer:** The source of the content is a Unity Video Player. You can select which Video Player to use in the properties of the Sub-layer.
+- **Image Sub-layer:** The source of the content is a static image. You can select which image to use in the properties of the Sub-layer.
+
+To add a Sub-layer to a Composition Layer, select the Composition Layer and click the **Add** drop-down button. From the drop-down, you can select the type of Sub-layer.
+
+To remove a Sub-layer, select the Sub-layer and click the **Delete** button.
**Note**: You can only delete Sub-layers this way and not Composition Layers. Instead, to delete a Composition Layer, remove the corresponding Texture2D property from the Composition Graph.
+
+## Camera Stacking
+When you use more than one Sub-layer to specify the content of a Composition Layer, this "stacks" the Sub-layers on top of the same render target. To specify the size and format of the composition, you use the properties of the parent Composition Layer. The Sub-layers inherit the size and format from their parent Composition Layer and you cannot change these properties independently for a particular Sub-layer. This means every stacked Camera/Sub-layer has the same size and format. To change the stacking order, re-arrange the Sub-layers in the [Render Schedule](#render-schedule) section of the Compositor window.
+
+The [Sub-layer Properties](Compositor-User-Options.md#Sub-layer-properties) section controls the type of stacking operation.
+
+## Render Schedule
+The Render Schedule is a re-orderable list of Composition Layers and Sub-layers. Sub-layers appear indented below their corresponding parent Composition Layer, which makes it easier to see the hierarchical relationship. When multiple Sub-layers appear below a parent layer, they form a camera stack. Unity renders layers at the top first. To re-order the list, you can click and move both Composition Layers and Sub-layers. You can use this to change the rendering order in a camera stack or move a Sub-layer from one parent Composition Layer to another.
+
+## Composition Parameters
+This section shows every exposed property that is not an input Composition Layer (for example, a Vector1 to control the brightness of the final composition or a Color to tint a Texture2D). In this section, the window allows you to edit each property value outside of the Composition Graph. It is good practice to expose properties from the graph to the Compositor window, instead of hard-coding their values. This helps you to share composition profiles between Projects because those you do not need to open the Composition Graph to edit any values.
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Options.md b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Options.md
new file mode 100644
index 00000000000..ef6c3faa2af
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Compositor-User-Options.md
@@ -0,0 +1,74 @@
+# Compositor window
+This page provides an outline of the options available in the Compositor window.
+
+## Output Options
+This section allows you to change where and how the Compositor outputs the final frame.
+
+The Compositor can only output to the Game View. To preview the output while you edit the Scene, enable the **Enable Preview** property. **Tip**: To get the best live preview, undock the Game view window into a separate maximized window. If you have two monitors, you can drag the window to a second screen.
+
+| **Property** | **Description** |
+| ---------------------- | --------------- |
+| **Enable Compositor** | Specifies whether your Unity Project uses the Compositor. If you disable this property and the Scene did not previously use the Compositor, this is the only property visible in the window. If you disable this property and the Scene did previously use the Compositor, the rest of the properties appear in the window, but you can not edit them. |
+| **Enable Preview** | Specifies whether the Compositor always outputs to the Game view, even when you are not in Play Mode. If you disable this property, performance increases while you edit a Scene, but the Compositor output is only available in Play Mode. |
+| **Output Camera** | Specifies the Camera that the Compositor outputs to. You should use a dedicated Camera rather than re-use another Camera from your Scene. Also, make sure the Compositor's Camera targets a different Display to all other Cameras. This is important because, if the Compositor Camera uses the same display as another Camera, the Display output depends on which Camera Unity rendered last. |
+| **Composition Graph** | Specifies the Shader that the Compositor uses to create the final output. When you first enable the Compositor for a Scene, this is a pass-through Shader Graph that passes a copy of the input to the output. To set up Camera stacking behavior, this kind of Shader is sufficient, but, for more complex compositing operations, define your own graph. For more details, see [Using the Compositor](Compositor-User-Guide.md). |
+| **Display Output** | Specifies the display that the Compositor renders to. Unity supports up to eight displays. To see the compositor output, click the **Display** drop-down in the upper left corner of the Game view and select the display number you specified here. |
+
+## Composition Layer Properties
+
+To expose these properties, select a Composition Layer in the **Render Schedule**.
+
+| **Property** | **Description** |
+| ----------------------- | ------------------------------------------------------------ |
+| **Color Buffer Format** | Specifies the format to use for this layer's color buffer. |
+| **Resolution** | Specifies the pixel resolution of this layer. If you use **Full**, the layer's resolution corresponds to the main Camera in the Scene. If you use **Half** or **Quarter** resolution for a layer, it improves performance when Unity renders that layer, but if you combine layers of different resolutions, artifacts may occur depending on the content and the compositing operation. |
+| **Output Renderer** | Specifies a Renderer to direct the output of this layer to. The compositor overrides and automatically updates the **_BaseColorMap** Texture from the Material attached to this Renderer. This is useful when the selected Renderer should be visible by a Camera on another layer. |
+| **AOVs** | Specifies the type of output variable in this layer. Aside from Color, you can also output variables like **Albedo**, **Normal**, or **Smoothness**. This option affects all Cameras stacked in this layer. |
+
+## Sub-layer Properties
+
+To expose these properties, select a Sub-layer in the **Render Schedule**.
+
+| **Property** | **Description** |
+| ------------ | --------------- |
+| **Name** |Sets the name of the Sub-layer. |
+| **Source Image** |Specifies a static image/Texture to use as the background for this Sub-layer.
This property is only available for **Image** Sub-layers.|
+| **Background Fit** |Specifies the method the Compositor uses to fit the **Source Image** to the screen. The options are:
• **Stretch**: Stretches the image that it completely fills the screen. This method does not maintain the image's original aspect ratio.
• **Fit Horizontally**: Resizes the image so that it fits the screen horizontally. For the vertical axis, Unity either expands the image off the bounds of the screen or uses black bars depending on how tall the image is.
• **Fit Vertically**: Resizes the image so that it fits the screen vertically. For the horizontal axis, Unity either expands the image off the bounds of the screen or uses black bars depending on how wide the image is.
This property is only available for **Image** Sub-layers.|
+| **Source Video**| Specifies the [Video Player](https://docs.unity3d.com/ScriptReference/Video.VideoPlayer.html) to use for this Sub-layer.
This property is only available for **Video** Sub-layers. |
+| **Source Camera** |Specifies the Camera to use for this Sub-layer. By default, this is set to the main Camera in the Scene.
This property is only available for **Camera** Sub-layers.|
+| **Clear Depth**| Specifies whether Unity clears the depth buffer before it draws the contents of this Sub-layer. |
+| **Clear Alpha** |Specifies whether Unity clears the alpha channel before it draws the contents of this Sub-layer. If you enable this property, post-processing only affects pixels drawn by previous Sub-layers. Otherwise, post-processing also affects pixels drawn in previous Composition Layers.|
+| **Clear Color** |Overrides the **Background Type** for this Sub-layer. By default, this has the same value as **Background Type** on the Sub-layer's Camera. To override this value, enable the checkbox then select the new value from the drop-down.|
+| **Anti-aliasing** |Overrides the **Anti-aliasing** mode for this Sub-layer. By default, this has the same value as **Anti-aliasing** on the Sub-layer's Camera.|
+| **Culling Mask** |Overrides the **Culling Mask** for this Sub-layer. By default, this has the same value as **Culling Mask** on the Sub-layer's Camera.|
+| **Volume Mask** |Overrides the **Volume Layer Mask** for this Sub-layer. By default, this has the same value as **Volume Layer Mask** on the Sub-layer's Camera. You can use this to have different post-processing effects for each Sub-layer.|
+| **Input Filters**| A list of [filters](#Sub-layer-filters) to apply to this Sub-layer. |
+
+### Sub-layer Filters
+When you add a new **Input Filter** to a Sub-layer, the properties that appear depend on which filter type you select. The current filter types are:
+
+* [Chroma Keying](#chroma-keying)
+* [Alpha Mask](#alpha-mask)
+
+you can use filters to apply common color processing operations to Sub-layers. The filter list is empty by default. To add new filters, click the add (**+**) button.
+
+**Note**: It is possible to implement the functionality of many filters with nodes in the Composition Graph, but if you use the built-in filters instead, it makes the Composition Graph simpler.
+
+#### Chroma Keying
+Applies a chroma keying algorithm to the Sub-layer. When you select this filter, you can use the following properties to customize it.
+| **Property** | **Description** |
+| ---- | ---- |
+|**Key Color**| Specifies a color to indicate the areas of the image to mask/make transparent. |
+|**Key Threshold**| Sets a threshold that helps to smooth out the edges of the mask. A value of **0** results in sharp edges. |
+|**Key Tolerance**| Sets the sensitivity of the **Key Color** property. If you increase this value, the mask includes pixels with color values close to the **Key Color**. |
+|**Spill Removal**| Sets a value that Unity uses to change the tint of non-masked areas. |
+
+#### Alpha Mask
+
+Takes as input a static texture that overrides the alpha mask of the Sub-layer. Post-processing is then applied only on the masked frame regions. When you select this filter, you can use the following properties to customize it.
+
+| **Property** | **Description** |
+| ---- | ---- |
+| **Alpha Mask** |Specifies the Texture that overrides the Sub-layer's alpha mask.|
+
+
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md
index e12c7cbeacd..aa048554c23 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md
@@ -27,6 +27,12 @@ The HDRP Camera shares many properties with the [Standard Unity Camera](https://
| **Clipping Planes** | Set the distances from the Camera at which Unity uses it to start and stop rendering GameObjects.
• **Near**: The distance from the Camera at which Unity begins to use it to draw GameObjects. The Camera does not render anything that is closer to it than this distance.
• **Far**: The distance from the Camera at which Unity ceases to use it to draw GameObjects. The Camera does not render anything that is further away from it than this distance. |
| **Anti-aliasing** | Use the drop-down to select the method that this Camera uses for post-process anti-aliasing. A Camera can still use [multisample anti-aliasing (MSAA)](Anti-Aliasing.html#MSAA), which is a hardware feature, at the same time as post-process anti-aliasing. To control post-process anti-aliasing, use the [Frame Settings](Frame-Settings.html).
• **No Anti-aliasing**: This Camera can process MSAA but does not process any post-process anti-aliasing.
• **Fast Approximate Anti-aliasing (FXAA)**: Smooths edges on a per-pixel level. This is the least resource intensive anti-aliasing technique in HDRP.
• **Temporal Anti-aliasing (TAA)**: Uses frames from a history buffer to smooth edges more effectively than fast approximate anti-aliasing.
• **Subpixel Morphological Anti-aliasing (SMAA)**: Finds patterns in borders of the image and blends the pixels on these borders according to the pattern. |
| **SMAA Quality Preset** | Use the drop-down to select the quality of SMAA. The difference in resource intensity is fairly small between **Low** and **High**.
• **Low**: The lowest SMAA quality. This is the least resource-intensive option.
• **Medium**: A good balance between SMAA quality and resource intensity.
• **High**: The highest SMAA quality. This is the most resource-intensive option.This property only appears when you select **Subpixel Morphological Anti-aliasing (SMAA)** from the **Anti-aliasing** drop-down. |
+| **TAA Quality Preset** | The quality level of TAA. Note that, depending on your content, the default settings for higher presets are not guaranteed to produce better results than lower presets. However, the higher the preset, the more options are available to you and thus the more able you are to adapt the anti-aliasing to your content. |
+| **- TAA Sharpen Strength** | The intensity of the sharpening filter that Unity applies to the result of TAA. This helps to reduce the potentially soft look that TAA can produce. Be aware that high values can cause ringing issues (dark lines along the edges of geometry). |
+| **- TAA History Sharpening** | This strength of the history sharpening effect. When the value is above 0, Unity samples the history buffer with a bicubic filter that sharpens the result of TAA. This helps to produce a sharper image during motion. Be aware that high values can cause ringing issues (dark lines along the edges of geometry).Note that if you set this value to 0, it increases the performance of TAA because Unity simplifies the history buffer sampling.
This property is only visible when **TAA Quality Preset** is set to a value above **Low**. |
+| **- TAA Anti-flickering** | The strength of TAA's anti-flickering effort. Increasing this value may reduce some cases of flickering. However, increasing this value also brings the risk of [ghosting](Glossary.md#Ghosting) or [disocclusion](Glossary.md#Disocclusion) artifacts.
This property is only visible when **TAA Quality Preset** is set to a value above **Low**. |
+| **- TAA Speed rejection** | Controls the threshold at which Unity rejects history buffer contribution for TAA. Increasing this value can help to remove ghosting artifacts because Unity rejects history buffer contribution when a GameObject's current speed and reprojected speed history are very different. While this can be effective in reducing ghosting, it might also reintroduce some aliasing for fast-moving GameObject.
Note that if you set this value to 0, it increases the performance of TAA because Unity does not process speed rejection.
This property is only visible when **TAA Quality Preset** is set to **High**. |
+| **- TAA Anti-ringing** | Enable this option to reduce the ringing artifacts caused by high history sharpening values. Be aware that enabling this slightly reduces the effect of the history sharpening.
This property is only visible when **TAA Quality Preset** is set to **High**. |
| **Dithering** | Enable the checkbox to apply 8-bit dithering to the final render. This can help reduce banding on wide gradients and low light areas. |
| **Stop NaNs** | Enable the checkbox to make this Camera replace values that are not a number (NaN) with a black pixel. This stops certain effects from breaking, but is a resource-intensive process. Only enable this feature if you experience NaN issues that you can not fix. |
| **Allow Dynamic Resolution** | Enable the checkbox to make this Camera support dynamic resolution for buffers linked to it. |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Config-Package.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Config-Package.md
index 0648cf7f790..7bb0541b893 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Config-Package.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Config-Package.md
@@ -6,7 +6,6 @@ For example, you can use it to:
* Enable [ray tracing](Ray-Tracing-Getting-Started.html).
* Enable [camera-relative rendering](Camera-Relative-Rendering.html).
-* Control the shadow filtering mode for deferred rendering.
## Using the HDRP Config package
@@ -36,7 +35,7 @@ To ensure that the two files are synchronized, you should follow the first metho
### Example
-You can use the method described above to change the shadow filtering mode for the [Lit Shader](Lit-Shader.html) in deferred mode:
+You can use the method described above to disable [Camera-Relative rendering](Camera-Relative-Rendering.html):
-1. In the **ShaderConfig.cs** file, set **DeferredShadowFiltering** to **HDShadowFilteringQuality.High**.
-2. Generate the **ShaderConfig.cs.hlsl** file (**Edit > RenderPipeline > Generate Include Files**). Now, in the **ShaderConfig.cs.hlsl** file, the **SHADEROPTIONS_DEFERRED_SHADOW_FILTERING** define should be set to **2** (**#define SHADEROPTIONS_DEFERRED_SHADOW_FILTERING (2)**).
\ No newline at end of file
+1. In the **ShaderConfig.cs** file, set **CameraRelativeRendering** to **0**.
+2. Generate the **ShaderConfig.cs.hlsl** file (**Edit > RenderPipeline > Generate Include Files**). Now, in the **ShaderConfig.cs.hlsl** file, the **SHADEROPTIONS_CAMERA_RELATIVE_RENDERING** define should be set to **0**
\ No newline at end of file
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md
index f1a6b51ca45..08239ae0b3b 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md
@@ -18,16 +18,6 @@ Additional Post-Processing Data gives you access to Textures you can use with po
- Spectral Look-up Textures (designed for use in [Chromatic Aberrations](Post-Processing-Chromatic-Aberration.html)).
- Look-Up Textures.
-## Shader Graph Samples
-
-This Sample includes example Shader Graphs that show you how to use the following Master Nodes:
-
-* [Fabric Master Node](Master-Node-Fabric.html).
-* [Hair Master Node](Master-Node-Hair.html).
-* [Decal Master Node](Master-Node-Decal.html).
-
-The Fabric and Hair Master Nodes usually require various work from artists inside the Shader Graph and the Samples are a good head start.
-
## Procedural Sky
The [Procedural Sky](Override-Procedural-Sky.html) is a deprecated sky type from older versions of HDRP which you can use for compatibility. This Sample also includes an example of how to create a custom sky in your Project that is compatible with HDRP's [Volume framework](Volumes.html). HDRP will remove the Procedural Sky in a future version because it behaves incorrectly with HDRP's physically based light units.
@@ -40,5 +30,5 @@ This Sample includes various examples of lit and unlit particle effects.

-This Sample includes various examples of Materials that use the [Lit Shader](Lit-Shader.html). The included Materials use effects such as subsurface scattering, displacement, and anisotropy. The **MaterialSamples** Scene requires Text Mesh Pro to display the text explanations.
-
+This Sample includes various examples of Materials. It includes Materials that use the [Lit Shader](Lit-Shader.html), [Fabric Master Node](Master-Node-Fabric.html), [Hair Master Node](Master-Node-Hair.html), and [Decal Master Node](Master-Node-Decal.html). The included Materials use effects such as subsurface scattering, displacement, and anisotropy. The **MaterialSamples** Scene requires Text Mesh Pro to display the text explanations.
+The Fabric and Hair Master Nodes usually require various work from artists inside the Shader Graph and the Samples are a good head start.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Compositor-CompositorSimpleGraph.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Compositor-CompositorSimpleGraph.png
new file mode 100644
index 00000000000..d122e8fde78
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Compositor-CompositorSimpleGraph.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:6e57bf0939ab9385bde56857910f34b4bb86bb292033b43b416cf38c31724c95
+size 108405
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Compositor-HDRPTemplateWithLogo.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Compositor-HDRPTemplateWithLogo.png
new file mode 100644
index 00000000000..21bd40f600b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Compositor-HDRPTemplateWithLogo.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:716cb8a3d9718c4e0aa4cd04cf55807f10754a56e75166e34a6bf773b7443704
+size 1384707
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png
index 471cef78b6e..f99a790234f 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:504ed4dc738c16bf4bbc227d0a30438c05fabe2847f3278dfbac74bcee8a8e87
-size 20392
+oid sha256:1a422374528d2c7b1aa36a22bef66d6b1c08938da684a8f40d8f3e92a41c8f1b
+size 17389
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/TAA.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/TAA.png
new file mode 100644
index 00000000000..fb1b772390a
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/TAA.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:ff509a6585c3cec8e6833d2adfd9fbfabdba417db8ec1b889b7afca391696670
+size 10140
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Layered-Lit-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Layered-Lit-Shader.md
index 9e7ab33fa51..2674e556af5 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Layered-Lit-Shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Layered-Lit-Shader.md
@@ -125,7 +125,7 @@ Unity exposes up to four Material layers for you to use in your Layered Material
| ------------------------------- | ------------------------------------------------------------ |
| **Use Emission Intensity** | Enable the checkbox to use a separate LDR color and intensity value to set the emission color for this Material. Disable this checkbox to only use an HDR color to handle the color and emission color intensity. When enabled, this exposes the **Emission Intensity** property. |
| **Emission Map** | Assign a Texture that this Material uses for emission. You can also use the color picker to select a color that HDRP multiplies by the Texture. If you do not set an emission texture then HDRP only uses the HDR color to calculate the final emissive color of the Material. You can set the intensity of the HDR color within the HDR color picker. |
-| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.• **Planar:** A planar projection from top to bottom.• **Triplanar**: A planar projection in three directions:X-axis: Left to rightY-axis: Top to bottomZ-axis: Front to back Unity blends these three projections together to produce the final result. |
+| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom.
• **Triplanar**: A planar projection in three directions:
X-axis: Left to right
Y-axis: Top to bottom
Z-axis: Front to back
Unity blends these three projections together to produce the final result.
• **Same as Base**: Unity will use the **Base UV Mapping** selected in the **Surface Inputs**. If the Surface has **Pixel displacement** enabled, this option will apply displacement on the emissive map too. |
| **- Tiling** | Set an **X** and **Y** tile rate for the **Emission Map** UV. HDRP uses the **X** and **Y** values to tile the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
| **- Offset** | Set an **X** and **Y** offset for the **Emission Map** UV. HDRP uses the **X** and **Y** values to offset the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
| **Emission Intensity** | Set the overall strength of the emission effect for this Material.Use the drop-down to select one of the following [physical light units](Physical-Light-Units.html) to use for intensity:• [Nits](Physical-Light-Units.html#Nits)• [EV100](Physical-Light-Units.html#EV) |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
index f5029e94aaa..ea857ebb349 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md
@@ -77,7 +77,7 @@ These settings define the area this Light affects. Each Light **Type** has its o
| **Property** | **Description** |
| ------------------- | ------------------------------------------------------------ |
-| **Shape** | HDRP Spot Lights can use three shapes.
• **Cone** : Projects light from a single point at the GameObject’s position, out to a circular base, like a cone. Alter the radius of the circular base by changing the **Outer Angle** and the **Range**.
• **Pyramid** : Projects light from a single point at the GameObject’s position onto a base that is a square with its side length equal to the diameter of the **Cone**.
• **Box** : Projects light evenly across a rectangular area defined by a horizontal and vertical size. |
+| **Shape** | HDRP Spot Lights can use three shapes.
• **Cone** : Projects light from a single point at the GameObject’s position, out to a circular base, like a cone. Alter the radius of the circular base by changing the **Outer Angle** and the **Range**.
• **Pyramid** : Projects light from a single point at the GameObject’s position onto a base that is a square with its side length equal to the diameter of the **Cone**.
• **Box** : Projects light evenly across a rectangular area defined by a horizontal and vertical size. This light has no attenuation unless **Range Attenuation** is checked. |
| **Outer Angle** | The angle in degrees at the base of a Spot Light’s cone. This property is only for Lights with a **Cone Shape**. |
| **Inner Angle (%)** | Determines where the attenuation between the inner cone and the outer cone starts. Higher values cause the light at the edges of the Spot Light to fade out. Lower values stop the light from fading at the edges. This property is only for Lights with a **Cone Shape**. |
| **Spot Angle** | The angle in degrees used to determine the size of a Spot Light using a **Pyramid** shape. |
@@ -184,7 +184,7 @@ These settings define the volumetric behavior of this Light. Alter these setting
### **Shadows**
-Use this section to adjust the Shadows cast by this Light. Note that Area Lights can't currently cast shadows for GameObjects that use a **StackLit** Material.
+Use this section to adjust the Shadows cast by this Light.
Unity exposes extra properties in this section depending on the **Mode** you set in the [General](#GeneralProperties) section. Unity also exposes extra properties depending on the **Filtering Quality** set in your Unity Project’s [HDRP Asset](HDRP-Asset.html).
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md
index 28a8fb207c0..5f48a72190a 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md
@@ -24,7 +24,7 @@ To create a new Lit Material, navigate to your Project's Asset window, right-cli
| **Receive Decals** | Enable the checkbox to allow HDRP to draw decals on this Material’s surface. |
| **Receive SSR** | Enable the checkbox to make HDRP include this Material when it processes the screen space reflection pass. |
| **Geometric Specular AA** | Enable the checkbox to make HDRP perform geometric anti-aliasing on this Material. This modifies the smoothness values on surfaces of curved geometry in order to remove specular artifacts. For more information about the feature and for the list of properties this feature exposes, see the [Geometric Specular Anti-aliasing documentation](Geometric-Specular-Anti-Aliasing.html). |
-| **Displacement Mode** | Use this drop-down to select the method that HDRP uses to alter the height of the Material’s surface. For more information about the feature and for the list of properties each **Displacement Mode ** exposes, see the [Displacement Mode documentation](Displacement-Mode.html). |
+| **Displacement Mode** | Use this drop-down to select the method that HDRP uses to alter the height of the Material’s surface. For more information about the feature and for the list of properties each **Displacement Mode** exposes, see the [Displacement Mode documentation](Displacement-Mode.html). |
### Vertex Animation
@@ -77,7 +77,7 @@ Unity exposes this section if you select **Transparent** from the **Surface Type
| ------------------------------- | ------------------------------------------------------------ |
| **Use Emission Intensity** | Enable the checkbox to use a separate LDR color and intensity value to set the emission color for this Material. Disable this checkbox to only use an HDR color to handle the color and emission color intensity. When enabled, this exposes the **Emission Intensity** property. |
| **Emission Map** | Assign a Texture that this Material uses for emission. You can also use the color picker to select a color that HDRP multiplies by the Texture. If you do not set an emission texture then HDRP only uses the HDR color to calculate the final emissive color of the Material. You can set the intensity of the HDR color within the HDR color picker. |
-| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom.
• **Triplanar**: A planar projection in three directions:
X-axis: Left to right
Y-axis: Top to bottom
Z-axis: Front to back
Unity blends these three projections together to produce the final result. |
+| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom.
• **Triplanar**: A planar projection in three directions:
X-axis: Left to right
Y-axis: Top to bottom
Z-axis: Front to back
Unity blends these three projections together to produce the final result.
• **Same as Base**: Unity will use the **Base UV Mapping** selected in the **Surface Inputs**. If the Surface has **Pixel displacement** enabled, this option will apply displacement on the emissive map too. |
| **- Tiling** | Set an **X** and **Y** tile rate for the **Emission Map** UV. HDRP uses the **X** and **Y** values to tile the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
| **- Offset** | Set an **X** and **Y** offset for the **Emission Map** UV. HDRP uses the **X** and **Y** values to offset the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
| **Emission Intensity** | Set the overall strength of the emission effect for this Material.
Use the drop-down to select one of the following [physical light units](Physical-Light-Units.html) to use for intensity:
• [Nits](Physical-Light-Units.html#Nits)
• [EV100](Physical-Light-Units.html#EV) |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md
index 6b22dddb8c1..00de0cfcf4f 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md
@@ -25,8 +25,10 @@ Only one Light can cast Contact Shadows at a time. This means that, if you have
| __Enable__ | Enable the checkbox to make HDRP process Contact Shadows for this [Volume](Volumes.html). |
| __Length__ | Use the slider to set the length of the rays, in meters, that HDRP uses for tracing. It also functions as the maximum distance at which the rays can captures details. |
| __Distance Scale Factor__ | HDRP scales Contact Shadows up with distance. Use the slider to set the value that HDRP uses to dampen the scale to avoid biasing artifacts with distance. |
+| __Min Distance__ | The distance from the Camera, in meters, at which HDRP begins to fade in Contact Shadows. |
| __Max Distance__ | The distance from the Camera, in meters, at which HDRP begins to fade Contact Shadows out to zero. |
-| __Fade Distance__ | The distance, in meters, over which HDRP fades Contact Shadows out when at the __Max Distance__. |
+| __Fade In Distance__ | The distance, in meters, over which HDRP fades Contact Shadows in when past the **Min Distance**. |
+| __Fade Out Distance__ | The distance, in meters, over which HDRP fades Contact Shadows out when at the __Max Distance__. |
| __Sample Count__ | Use the slider to set the number of samples HDRP uses for ray casting. Increasing this increases quality at the cost of performance. |
| __Opacity__ | Use the slider to set the opacity of the Contact Shadows. Lower values result in softer, less prominent shadows. |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md
index 18b7f293bef..475caf675b9 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md
@@ -65,6 +65,9 @@ To configure **Automatic Mode**, select the **Metering Mode**. This tells the Ca

+- **Mask Weighted**: The Camera applies a weight to every pixel in the buffer then uses the weights to measure the exposure. To specify the weighting, this technique uses the Texture set in the **Weight Texture Mask** field. Note that, if you do not provide a Texture, this metering mode is equivalent to **Average**.
+
+
Next, set the **Limit Min** and **Limit Max** to define the minimum and maximum exposure values respectively. Move between light and dark areas of your Scene and alter each property until you find the perfect values for your Scene.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md
index 2dede000014..d9ccbca8c3c 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md
@@ -53,10 +53,8 @@ Using high shadow bias values may result in light "leaking" through Meshes. This
After HDRP captures a shadow map, it processes filtering on the map in order to decrease the aliasing effect that occurs on low resolution shadow maps. Different filters affect the perceived sharpness of shadows.
-To change which filter HDRP uses, the method depends on which filter quality you want to use and whether your HDRP Project uses [forward or deferred rendering](Forward-And-Deferred-Rendering.md).
-
-* **Forward rendering**: Change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). This method works for every filter quality. There are currently three filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities).
-* **Deferred rendering**: For **Low** and **Medium** filter qualities, use the same method as forward rendering. If you want to use **High** quality (PCSS) filtering, you need to enable it in the [HDRP Config package](HDRP-Config-Package.html). For information on how to do this, see the [Example section](HDRP-Config-Package.html#Example) of the Config package documentation.
+To change which shadow filter quality to use, change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). Higher quality have impact on GPU performance.
+There are currently three filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities).
## Shadowmasks
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md b/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md
index 96ac363bab4..515b4103616 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md
@@ -15,6 +15,7 @@
* [2019.1 to 2019.2](Upgrading-from-2019.1-to-2019.2)
* [2019.2 to 2019.3](Upgrading-from-2019.2-to-2019.3)
* [2019.3 to 2020.1](Upgrading-from-2019.3-to-2020.1)
+ * [2020.1 to 2020.2](Upgrading-from-2020.1-to-2020.2)
* Volume Framework
* [Volumes](Volumes)
* [Volume Profiles](Volume-Profile)
@@ -143,6 +144,9 @@
* Look Dev
* [Look Dev Window](Look-Dev)
* [Environment Library](Look-Dev-Environment-Library)
+ * [Compositor](Compositor-Main)
+ * [User Guide](Compositor-User-Guide)
+ * [User Options](Compositor-User-Options)
* Debugging
* [MatCap](MatCap)
* [Render Pipeline Debug Window](Render-Pipeline-Debug-Window)
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 8742701deb8..6cd48c9c77a 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
@@ -5,3 +5,7 @@ In the High Definition Render Pipeline (HDRP), some features work differently be
## Scene View Camera Settings
From Unity 2020.1, the HDRP-specific settings of the scene view camera (anti-aliasing mode and stop NaNs) can be found in the same pop-up window as the standard scene camera settings, which are accessible by clicking the scene camera button on the toolbar of the scene window. These settings were previously in the HDRP preferences window (Edit > Preferences).
+
+## Cookie baking
+
+From Unity 2020.1, Cookie on light are not taken into account for the lightmaps / Lightprobes. This support is always enable with HDRP.
\ No newline at end of file
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
new file mode 100644
index 00000000000..1c53f78fed6
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2020.1-to-2020.2.md
@@ -0,0 +1,8 @@
+# Upgrading HDRP from Unity 2020.1 to Unity 2020.2
+
+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.
+
+## 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.
+
diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs
index faa6b466496..14e5443ecf8 100644
--- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs
@@ -58,13 +58,13 @@ static void OnShaderGraphSaved(Shader shader, object saveContext)
// Free the materials every 200 iterations, on big project loading all materials in memory can lead to a crash
if ((i % 200 == 0) && i != 0)
- EditorUtility.UnloadUnusedAssetsImmediate(false);
+ EditorUtility.UnloadUnusedAssetsImmediate(true);
}
}
finally
{
EditorUtility.ClearProgressBar();
- EditorUtility.UnloadUnusedAssetsImmediate(false);
+ EditorUtility.UnloadUnusedAssetsImmediate(true);
}
}
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs b/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs
index 1a3b323330a..c48a9c654a5 100644
--- a/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs
@@ -19,6 +19,8 @@ public CommonShaderPreprocessor() { }
protected override bool DoShadersStripper(HDRenderPipelineAsset hdrpAsset, Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData)
{
+ // TODO: We need to perform compute shader stripping as soon as it is possible. Most egregious case would be the shadow filtering quality for Deferred.compute
+
// Strip every useless shadow configs
var shadowInitParams = hdrpAsset.currentPlatformRenderPipelineSettings.hdShadowInitParams;
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor.meta
new file mode 100644
index 00000000000..69e491ecff7
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: f7f337714b5b3bb48a2008caabd4d1a0
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs
new file mode 100644
index 00000000000..2dd751cbb54
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs
@@ -0,0 +1,49 @@
+using UnityEditor;
+using UnityEngine;
+using UnityEngine.Rendering.HighDefinition.Compositor;
+
+namespace UnityEditor.Rendering.HighDefinition.Compositor
+{
+ internal class CompositionFilterUI
+ {
+ static partial class Styles
+ {
+ static public readonly GUIContent k_ChromaKeing = EditorGUIUtility.TrTextContent("Chroma Keying", "Performs chroma keying in the input frame before any other composition operations are performed.");
+ static public readonly GUIContent k_KeyColor = EditorGUIUtility.TrTextContent("Key Color", "Use this parameter to smooth-out the edges of the generated mask. A value of 0 corresponds to sharp edges.");
+ static public readonly GUIContent k_Threshold = EditorGUIUtility.TrTextContent("Key Threshold", "Indicates the areas of the image that will be masked (or in other words, the areas that are transparent.");
+ static public readonly GUIContent k_Tolerance = EditorGUIUtility.TrTextContent("Key Tolerance", "Controls the sensitivity of the mask color parameter. Increasing this value will include more pixels (with a value close to the mask color) in the masked areas.");
+ static public readonly GUIContent k_SpillRemoval = EditorGUIUtility.TrTextContent("Spill Removal", "Use this parameter to change the tint of non-masked areas.");
+ static public readonly GUIContent k_AlphaMask = EditorGUIUtility.TrTextContent("Alpha Mask", "A static texture that overrides the alpha mask of the sub-layer. Post-processing is then applied only on the masked frame regions.");
+ }
+ public static void Draw(Rect rect, SerializedCompositionFilter serialized)
+ {
+ rect.height = CompositorStyle.k_SingleLineHeight;
+ float spacing = rect.height * 1.1f;
+
+ if (serialized.filterType.GetEnumValue() == CompositionFilter.FilterType.CHROMA_KEYING)
+ {
+ SerializedProperty keyColor = serialized.maskColor;
+ SerializedProperty keyThreshold = serialized.keyThreshold;
+ SerializedProperty keyTolerance = serialized.keyTolerance;
+ SerializedProperty spillRemoval = serialized.spillRemoval;
+
+ EditorGUI.LabelField(rect, Styles.k_ChromaKeing);
+ rect.y += spacing;
+ rect.x += 20;
+ rect.width -= 20;
+ EditorGUI.PropertyField(rect, keyColor, Styles.k_KeyColor);
+ rect.y += spacing;
+ EditorGUI.PropertyField(rect, keyThreshold, Styles.k_Threshold);
+ rect.y += spacing;
+ EditorGUI.PropertyField(rect, keyTolerance, Styles.k_Tolerance);
+ rect.y += spacing;
+ EditorGUI.PropertyField(rect, spillRemoval, Styles.k_SpillRemoval);
+ }
+ else
+ {
+ SerializedProperty alphaMask = serialized.alphaMask;
+ EditorGUI.PropertyField(rect, alphaMask, Styles.k_AlphaMask);
+ }
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs.meta
new file mode 100644
index 00000000000..17d057c54c5
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionFilterUI.Drawer.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8f393c6e782c57549a08efa424ed6eb0
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs
new file mode 100644
index 00000000000..533ab72799b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs
@@ -0,0 +1,211 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+using UnityEngine.Rendering.HighDefinition.Attributes;
+using UnityEngine.Rendering.HighDefinition.Compositor;
+
+using UnityEditor;
+using UnityEditorInternal;
+
+namespace UnityEditor.Rendering.HighDefinition.Compositor
+{
+ internal class CompositionLayerUI
+ {
+ static partial class Styles
+ {
+ // main layer
+ static public readonly GUIContent k_Resolution = EditorGUIUtility.TrTextContent("Resolution", "Specifies the resolution of this layer's render target. Lower resolution increases the performance at the expense of visual quality.");
+ static public readonly GUIContent k_BufferFormat = EditorGUIUtility.TrTextContent("Format", "Specifies the color buffer format of this layer. ");
+ static public readonly GUIContent k_OutputRenderer = EditorGUIUtility.TrTextContent("Output Renderer", "Redirects the output of this layer to the surface which is drawn by the selected mesh renderer. ");
+ static public readonly GUIContent k_AOVs = EditorGUIUtility.TrTextContent("AOVs", "Specifies the Arbitrary Output Variable (AOV) that will be drawn on this layer. This option affects all cameras that are stacked on this layer.");
+
+ // Sub layer
+ static public readonly GUIContent k_NameContent = EditorGUIUtility.TrTextContent("Layer Name", "Specifies the name of this layer.");
+ static public readonly GUIContent k_Camera = EditorGUIUtility.TrTextContent("Source Camera", "Specifies the camera of the scene that will provide the content for this layer.");
+ static public readonly GUIContent k_Image = EditorGUIUtility.TrTextContent("Source Image", "Specifies the image that will provide the content for this layer.");
+ static public readonly GUIContent k_Video = EditorGUIUtility.TrTextContent("Source Video", "Specifies the video that will provide the content for this layer.");
+ static public readonly GUIContent k_ClearDepth = EditorGUIUtility.TrTextContent("Clear Depth", "If enabled, the depth buffer will be cleared before rendering this layer.");
+ static public readonly GUIContent k_ClearAlpha = EditorGUIUtility.TrTextContent("Clear Alpha", "If enabled, the alpha channel will be cleared before rendering this layer. If enabled, post processing will affect only the objects of this layer");
+ static public readonly GUIContent k_ClearMode = EditorGUIUtility.TrTextContent("Clear Color", "To override the clear mode of this layer, activate the option by clicking on the check-box and then select the desired value.");
+ static public readonly GUIContent k_AAMode = EditorGUIUtility.TrTextContent("Anti Aliasing", "To override the anti-aliasing mode, activate the option by clicking on the check-box and then select the desired value.");
+ static public readonly GUIContent k_CullingMask = EditorGUIUtility.TrTextContent("Culling Mask", "To override the culling mask, activate the option by clicking on the check-box and then select the desired value.");
+ static public readonly GUIContent k_VolumeMask = EditorGUIUtility.TrTextContent("Volume Mask", "To override the volume mask, activate the option by clicking on the check-box and then select the desired value.");
+ }
+
+ public static void DrawItemInList(Rect rect, SerializedCompositionLayer serialized, RenderTexture thumbnail, float aspectRatio, bool isAlphaEnbaled)
+ {
+ bool isCameraStack = serialized.outTarget.intValue == (int)CompositorLayer.OutputTarget.CameraStack;
+
+ // Compute the desired indentation
+ {
+ const float listBorder = 2.0f;
+ rect.x = isCameraStack ? rect.x + CompositorStyle.k_ListItemStackPading + listBorder : rect.x + listBorder;
+ rect.width = isCameraStack ? rect.width - CompositorStyle.k_ListItemStackPading - listBorder : rect.width - listBorder;
+ rect.y += CompositorStyle.k_ListItemPading;
+ rect.height = EditorGUIUtility.singleLineHeight;
+ }
+
+ if (thumbnail)
+ {
+ Rect newRect = rect;
+ newRect.width = EditorGUIUtility.singleLineHeight;
+ EditorGUI.PropertyField(newRect, serialized.show, GUIContent.none);
+ rect.x += CompositorStyle.k_CheckboxSpacing;
+ Rect previewRect = rect;
+ previewRect.width = CompositorStyle.k_ThumbnailSize * aspectRatio;
+ previewRect.height = CompositorStyle.k_ThumbnailSize;
+ EditorGUI.DrawPreviewTexture(previewRect, thumbnail);
+ previewRect.x += previewRect.width + CompositorStyle.k_ThumbnailDivider;
+ rect.x += previewRect.width + CompositorStyle.k_ThumbnailSpacing;
+ rect.width -= previewRect.width + CompositorStyle.k_ThumbnailSpacing;
+
+ if (isAlphaEnbaled
+ && (thumbnail.format == RenderTextureFormat.ARGBHalf
+ || thumbnail.format == RenderTextureFormat.ARGBFloat
+ || thumbnail.format == RenderTextureFormat.ARGB64))
+ {
+ EditorGUI.DrawTextureAlpha(previewRect, thumbnail);
+ rect.x += previewRect.width + CompositorStyle.k_ThumbnailSpacing;
+ rect.width -= previewRect.width + CompositorStyle.k_ThumbnailSpacing;
+ }
+
+ rect.y += CompositorStyle.k_LabelVerticalOffset;
+ EditorGUI.LabelField(rect, serialized.layerName.stringValue);
+ }
+ else
+ {
+ Rect newRect = rect;
+ newRect.width = EditorGUIUtility.singleLineHeight;
+ EditorGUI.PropertyField(newRect, serialized.show, GUIContent.none);
+ newRect.x += CompositorStyle.k_CheckboxSpacing;
+ if (isCameraStack)
+ {
+ Rect iconRect = newRect;
+ iconRect.width = CompositorStyle.k_IconSize;
+ iconRect.height = CompositorStyle.k_IconSize;
+ iconRect.y -= CompositorStyle.k_IconVerticalOffset;
+ switch (serialized.inputLayerType.enumValueIndex)
+ {
+ case (int)CompositorLayer.LayerType.Camera:
+ GUI.DrawTexture(iconRect, EditorGUIUtility.ObjectContent(null, typeof(Camera)).image);
+ break;
+ case (int)CompositorLayer.LayerType.Video:
+ GUI.DrawTexture(iconRect, EditorGUIUtility.ObjectContent(null, typeof(UnityEngine.Video.VideoClip)).image);
+ break;
+ case (int)CompositorLayer.LayerType.Image:
+ GUI.DrawTexture(iconRect, EditorGUIUtility.ObjectContent(null, typeof(Texture)).image);
+ break;
+ default:
+ // This will happen if someone adds a new layer type and does not update this switch statement
+ Debug.Log("Unknown layer type: Please add code here to draw this type of layer.");
+ break;
+ }
+ newRect.x += CompositorStyle.k_IconSize + CompositorStyle.k_IconSpacing;
+ }
+
+ newRect.width = rect.width - newRect.x;
+ EditorGUI.LabelField(newRect, serialized.layerName.stringValue);
+ }
+ }
+
+ public static void DrawOutputLayerProperties(Rect rect, SerializedCompositionLayer serializedProperties, System.Action resetRenderTargetCallback)
+ {
+ rect.y += CompositorStyle.k_ListItemPading;
+ rect.height = CompositorStyle.k_SingleLineHeight;
+
+ EditorGUI.PropertyField(rect, serializedProperties.colorFormat, Styles.k_BufferFormat);
+ rect.y += CompositorStyle.k_Spacing;
+
+ EditorGUI.BeginChangeCheck();
+ EditorGUI.PropertyField(rect, serializedProperties.resolutionScale, Styles.k_Resolution);
+
+ if (EditorGUI.EndChangeCheck())
+ {
+ // if the resolution changes, reset the RTs
+ resetRenderTargetCallback();
+ }
+ rect.y += CompositorStyle.k_Spacing;
+
+ EditorGUI.PropertyField(rect, serializedProperties.outputRenderer, Styles.k_OutputRenderer);
+ rect.y += CompositorStyle.k_Spacing;
+
+ EditorGUI.PropertyField(rect, serializedProperties.aovBitmask, Styles.k_AOVs);
+
+ rect.y += CompositorStyle.k_Spacing;
+ }
+
+ public static void DrawStackedLayerProperties(Rect rect, SerializedCompositionLayer serializedProperties, ReorderableList filterList)
+ {
+ rect.y += CompositorStyle.k_ListItemPading;
+ rect.height = CompositorStyle.k_SingleLineHeight;
+
+ EditorGUI.PropertyField(rect, serializedProperties.layerName, Styles.k_NameContent);
+ rect.y += CompositorStyle.k_Spacing;
+
+ switch (serializedProperties.inputLayerType.enumValueIndex)
+ {
+ case (int)CompositorLayer.LayerType.Camera:
+ EditorGUI.PropertyField(rect, serializedProperties.inputCamera, Styles.k_Camera);
+ break;
+ case (int)CompositorLayer.LayerType.Video:
+ EditorGUI.PropertyField(rect, serializedProperties.inputVideo, Styles.k_Video);
+ break;
+ case (int)CompositorLayer.LayerType.Image:
+ EditorGUI.PropertyField(rect, serializedProperties.inputTexture, Styles.k_Image);
+ rect.y += CompositorStyle.k_Spacing;
+ EditorGUI.PropertyField(rect, serializedProperties.fitType);
+ break;
+ default:
+ // This will happen if someone adds a new layer type and does not update this switch statement
+ Debug.Log("Unknown layer type: Please add code here to handle this type of layer.");
+ break;
+ }
+ rect.y += 1.5f * CompositorStyle.k_Spacing;
+
+ EditorGUI.PropertyField(rect, serializedProperties.clearDepth, Styles.k_ClearDepth);
+ rect.y += CompositorStyle.k_Spacing;
+
+ EditorGUI.PropertyField(rect, serializedProperties.clearAlpha, Styles.k_ClearAlpha);
+ rect.y += 1.5f * CompositorStyle.k_Spacing;
+
+ // The clear mode should be visible / configurable only for the first layer in the stack. For the other layers we set a camera-stacking specific clear-mode .
+ if (serializedProperties.positionInStack.intValue == 0)
+ {
+ DrawPropertyHelper(rect, Styles.k_ClearMode, serializedProperties.overrideClearMode, serializedProperties.clearMode);
+ rect.y += CompositorStyle.k_Spacing;
+ }
+
+ DrawPropertyHelper(rect, Styles.k_AAMode, serializedProperties.overrideAA, serializedProperties.aaMode);
+ rect.y += CompositorStyle.k_Spacing;
+
+ DrawPropertyHelper(rect, Styles.k_CullingMask, serializedProperties.overrideCulling, serializedProperties.cullingMaskProperty);
+ rect.y += CompositorStyle.k_Spacing;
+
+ DrawPropertyHelper(rect, Styles.k_VolumeMask, serializedProperties.overrideVolume, serializedProperties.volumeMask);
+ rect.y += CompositorStyle.k_Spacing;
+
+ Rect filterRect = rect;
+ filterRect.y += 0.5f * CompositorStyle.k_Spacing;
+ filterList.DoList(filterRect);
+ }
+
+ static void DrawPropertyHelper(Rect rect, GUIContent label, SerializedProperty checkBox, SerializedProperty serializedProperty)
+ {
+ Rect rectCopy = rect;
+ rectCopy.width = EditorGUIUtility.singleLineHeight;
+ EditorGUI.PropertyField(rectCopy, checkBox, GUIContent.none);
+
+ rectCopy.x += EditorGUIUtility.singleLineHeight;
+ rectCopy.width = EditorGUIUtility.labelWidth - EditorGUIUtility.singleLineHeight;
+ EditorGUI.LabelField(rectCopy, label);
+
+ using (new EditorGUI.DisabledScope(!checkBox.boolValue))
+ {
+ float pad = EditorGUIUtility.labelWidth;
+ rect.x += pad;
+ rect.width -= rect.x;
+ EditorGUI.PropertyField(rect, serializedProperty, GUIContent.none);
+ }
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs.meta
new file mode 100644
index 00000000000..ca5b4ea3e21
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 99c4c84d9ed96d94c8f24691b92a6b7e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.Styles.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.Styles.cs
new file mode 100644
index 00000000000..fb4a5f1afa9
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.Styles.cs
@@ -0,0 +1,27 @@
+using UnityEngine;
+using UnityEditor;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+using System;
+
+namespace UnityEditor.Rendering.HighDefinition.Compositor
+{
+ static internal class CompositorStyle
+ {
+ internal static readonly int k_ThumbnailSize = 32;
+ internal static readonly int k_ThumbnailDivider = 5; // the horizontal space in between the thumbnails
+ internal static readonly int k_ThumbnailSpacing = 10; // the horizontal space after the thumbnail
+ internal static readonly int k_IconSpacing = 5; // the horizontal space after an icon
+ internal static readonly int k_CheckboxSpacing = 20; // the horizontal space for a checkbox
+
+ internal static readonly int k_IconVerticalOffset = 5; // used to center the icons vertically
+ internal static readonly int k_LabelVerticalOffset = 6; // used to center the labels vertically
+
+
+ internal static readonly int k_IconSize = 28;
+ internal static readonly int k_ListItemPading = 4;
+ internal static readonly int k_ListItemStackPading = 20;
+ internal static readonly float k_SingleLineHeight = EditorGUIUtility.singleLineHeight;
+ internal static readonly float k_Spacing = k_SingleLineHeight * 1.1f;
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.Styles.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.Styles.cs.meta
new file mode 100644
index 00000000000..98a02b7821b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.Styles.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2954ec6f6455886418d8a01d4df3ebe4
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs
new file mode 100644
index 00000000000..7a72583c2da
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs
@@ -0,0 +1,387 @@
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+using UnityEngine.Rendering.HighDefinition.Attributes;
+using UnityEngine.Rendering.HighDefinition.Compositor;
+using UnityEngine.Video;
+
+using UnityEditor;
+using UnityEditorInternal;
+
+namespace UnityEditor.Rendering.HighDefinition.Compositor
+{
+ // Responsible for drawing the inspector UI of the composition manager
+ [CustomEditor(typeof(CompositionManager))]
+ internal class CompositionManagerEditor : Editor
+ {
+ static partial class Styles
+ {
+ static public readonly GUIContent k_CompositionGraph = EditorGUIUtility.TrTextContent("Composition Graph", "Specifies the Shader Graph that will be used to produce the final composited output.");
+ static public readonly GUIContent k_OutputCamera = EditorGUIUtility.TrTextContent("Output Camera", "Specifies the camera that will output the final composited image.");
+ static public readonly GUIContent k_EnablePreview = EditorGUIUtility.TrTextContent("Enable Preview", "When enabled, the compositor will generate the final composed frame even in edit mode.");
+ static public readonly GUIContent k_InputFilters = EditorGUIUtility.TrTextContent("Input Filters", "A list of color filters that will be executed before composing the frame.");
+ static public readonly GUIContent k_Properties = EditorGUIUtility.TrTextContent("Properties", "The properties of a layer or sub-layer.");
+ static public readonly GUIContent k_RenderSchedule = EditorGUIUtility.TrTextContent("Render Schedule", "A list of layers and sub-layers in the scene. Layers are drawn from top to bottom.");
+ static public readonly string k_AlphaWarningPipeline = "The rendering pipeline was not configured to output an alpha channel. You can select a color buffer format that supports alpha in the HDRP quality settings.";
+ static public readonly string k_AlphaWarningPost = "The post processing system was not configured to process the alpha channel. You can select a buffer format that supports alpha in the HDRP quality settings.";
+ }
+
+ ReorderableList m_layerList;
+ ReorderableList m_filterList;
+
+ // Cached serialized properties
+ SerializedCompositionManager m_SerializedProperties;
+ List m_SerializedLayerProperties;
+ List m_SerializedShaderProperties;
+
+ bool m_IsEditorDirty = true;
+ bool m_EnablePreview;
+ bool layerListChange;
+ CompositionManager m_compositionManager;
+
+ public bool isDirty => m_IsEditorDirty;
+
+ void AddLayerOfTypeCallback(object type)
+ {
+ m_compositionManager.AddNewLayer(m_layerList.index + 1, (CompositorLayer.LayerType)type);
+ m_SerializedProperties.layerList.serializedObject.Update();
+ m_compositionManager.UpdateLayerSetup();
+ }
+
+ void AddFilterOfTypeCallback(object type)
+ {
+ m_compositionManager.AddInputFilterAtLayer(CompositionFilter.Create((CompositionFilter.FilterType)type), m_layerList.index);
+ m_SerializedProperties.layerList.serializedObject.Update();
+ CacheSerializedObjects();
+ }
+
+ void DrawCompositionParameters()
+ {
+ ShaderPropertyUI.Draw(m_SerializedShaderProperties);
+ }
+
+ bool CacheSerializedObjects()
+ {
+ try
+ {
+ m_SerializedProperties = new SerializedCompositionManager(serializedObject);
+ }
+ catch (Exception)
+ {
+ return false;
+ }
+
+ m_SerializedLayerProperties = new List();
+ m_SerializedShaderProperties = new List();
+
+ var serializedLayerList = m_SerializedProperties.layerList;
+ for (int layerIndex = 0; layerIndex < serializedLayerList.arraySize; layerIndex++)
+ {
+ var serializedLayer = serializedLayerList.GetArrayElementAtIndex(layerIndex);
+ m_SerializedLayerProperties.Add(new SerializedCompositionLayer(serializedLayer));
+ }
+
+ var serializedPropertyList = m_SerializedProperties.shaderProperties;
+ if (m_SerializedProperties.shaderProperties == null)
+ {
+ return false;
+ }
+ for (int pIndex = 0; pIndex < serializedPropertyList.arraySize; pIndex++)
+ {
+ var serializedProperty = serializedPropertyList.GetArrayElementAtIndex(pIndex);
+ m_SerializedShaderProperties.Add(new SerializedShaderProperty(serializedProperty));
+ }
+
+ return true;
+ }
+
+ void OnEnable()
+ {
+ CacheSerializedObjects();
+ m_IsEditorDirty = false;
+ }
+
+ public override void OnInspectorGUI()
+ {
+ m_compositionManager = (CompositionManager)target;
+
+ if (m_compositionManager == null)
+ {
+ Debug.LogError("Compositor target was null");
+ return;
+ }
+
+ var headerStyle = EditorStyles.helpBox;
+ headerStyle.fontSize = 14;
+
+ // Cache the serialized property fields
+ if (m_IsEditorDirty || m_SerializedProperties == null)
+ {
+ if (CacheSerializedObjects())
+ {
+ m_IsEditorDirty = false;
+ }
+ else
+ {
+ return;
+ }
+ }
+ m_SerializedProperties.Update();
+
+ m_EnablePreview = EditorGUILayout.Toggle(Styles.k_EnablePreview, m_compositionManager.enableOutput);
+ {
+ m_compositionManager.enableOutput = m_EnablePreview;
+ }
+
+ bool cameraChange = false;
+ EditorGUI.BeginChangeCheck();
+ EditorGUILayout.PropertyField(m_SerializedProperties.outputCamera, Styles.k_OutputCamera);
+ if (EditorGUI.EndChangeCheck())
+ {
+ cameraChange = true;
+ }
+
+ EditorGUI.BeginChangeCheck();
+ EditorGUILayout.PropertyField(m_SerializedProperties.compositionShader, Styles.k_CompositionGraph);
+
+ bool shaderChange = false;
+ if (EditorGUI.EndChangeCheck())
+ {
+ // Clear the existing shader (the new shader will be loaded in the next Update)
+ m_IsEditorDirty = true;
+ shaderChange = true;
+ }
+
+ EditorGUILayout.PropertyField(m_SerializedProperties.displayNumber);
+
+ // Draw some warnings in case alpha is not fully supported
+ if (m_compositionManager.alphaSupport == CompositionManager.AlphaChannelSupport.None)
+ {
+ EditorGUILayout.Space(5);
+ EditorGUILayout.HelpBox(Styles.k_AlphaWarningPipeline, MessageType.Warning);
+ }
+ else if (m_compositionManager.alphaSupport == CompositionManager.AlphaChannelSupport.Rendering)
+ {
+ EditorGUILayout.Space(5);
+ EditorGUILayout.HelpBox(Styles.k_AlphaWarningPost, MessageType.Warning);
+ }
+
+ // Now draw the composition shader properties
+ DrawCompositionParameters();
+
+ // Now draw the list of layers
+ EditorGUILayout.Separator();
+
+ layerListChange = false;
+ if (m_layerList == null)
+ {
+ var serializedLayerList = m_SerializedProperties.layerList;
+ m_layerList = new ReorderableList(m_SerializedProperties.compositorSO, serializedLayerList, true, false, true, true);
+
+ m_layerList.drawHeaderCallback = (Rect rect) =>
+ {
+ };
+
+ m_layerList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
+ {
+ if (index < m_SerializedLayerProperties.Count)
+ {
+ var serializedProperties = m_SerializedLayerProperties[index];
+ CompositionLayerUI.DrawItemInList(rect, serializedProperties, m_compositionManager.GetRenderTarget(index), m_compositionManager.aspectRatio, m_compositionManager.alphaSupport != CompositionManager.AlphaChannelSupport.None);
+ }
+ };
+
+ m_layerList.onReorderCallbackWithDetails += (list, oldIndex, newIndex) =>
+ {
+ layerListChange = true;
+ m_IsEditorDirty = true;
+
+ m_compositionManager.ReorderChildren(oldIndex, newIndex);
+ m_compositionManager.ValidateLayerListOrder(oldIndex, newIndex);
+ };
+
+ m_layerList.elementHeightCallback = (index) =>
+ {
+ if (index < m_SerializedLayerProperties.Count)
+ {
+ return m_SerializedLayerProperties[index].GetListItemHeight();
+ }
+ return 0;
+ };
+
+ m_layerList.onAddCallback = (list) =>
+ {
+ var menu = new GenericMenu();
+ menu.AddItem(new GUIContent("Image"), false, AddLayerOfTypeCallback, CompositorLayer.LayerType.Image);
+ menu.AddItem(new GUIContent("Video"), false, AddLayerOfTypeCallback, CompositorLayer.LayerType.Video);
+ menu.AddItem(new GUIContent("Camera"), false, AddLayerOfTypeCallback, CompositorLayer.LayerType.Camera);
+ menu.ShowAsContext();
+ m_IsEditorDirty = true;
+
+ m_SerializedProperties.layerList.serializedObject.Update();
+ EditorUtility.SetDirty(m_compositionManager.profile);
+ };
+
+ m_layerList.onRemoveCallback = (list) =>
+ {
+ m_compositionManager.RemoveLayerAtIndex(list.index);
+ m_IsEditorDirty = true;
+ EditorUtility.SetDirty(m_compositionManager.profile);
+ };
+
+ m_layerList.onSelectCallback = (index) =>
+ {
+ m_filterList = null;
+ };
+
+ m_layerList.onCanRemoveCallback = (list) =>
+ {
+ return !m_compositionManager.IsOutputLayer(list.index);
+ };
+ m_layerList.onCanAddCallback = (list) =>
+ {
+ return list.index >= 0;
+ };
+ m_layerList.headerHeight = 0;
+ }
+
+ EditorGUI.BeginChangeCheck();
+ EditorGUILayout.BeginVertical();
+ EditorGUILayout.LabelField(Styles.k_RenderSchedule, headerStyle);
+ m_layerList.DoLayoutList();
+ EditorGUILayout.EndVertical();
+ if (EditorGUI.EndChangeCheck())
+ {
+ layerListChange = true;
+ }
+
+ float height = EditorGUIUtility.singleLineHeight;
+ if (m_layerList.index >= 0)
+ {
+ height += m_SerializedLayerProperties[m_layerList.index].GetPropertiesHeight();
+ }
+
+ var rectagle = EditorGUILayout.BeginVertical(GUILayout.Height(height));
+
+ EditorGUI.BeginChangeCheck();
+ if (m_layerList.index >= 0)
+ {
+ EditorGUILayout.LabelField(Styles.k_Properties, headerStyle);
+
+ rectagle.y += EditorGUIUtility.singleLineHeight * 1.5f;
+ rectagle.x += 5;
+ rectagle.width -= 10;
+ var serializedProperties = m_SerializedLayerProperties[m_layerList.index];
+ DrawLayerProperties(rectagle, serializedProperties, m_layerList.index, null);
+ }
+ EditorGUILayout.EndVertical();
+ if (EditorGUI.EndChangeCheck())
+ {
+ // Also the layers might need to be re-initialized
+ layerListChange = true;
+ }
+
+ if (m_SerializedProperties != null)
+ {
+ m_SerializedProperties.ApplyModifiedProperties();
+ }
+
+ if (m_compositionManager.shader == null)
+ {
+ CompositionUtils.LoadDefaultCompositionGraph(m_compositionManager);
+ shaderChange = true;
+ }
+
+ if (shaderChange)
+ {
+ // This needs to run after m_SerializedProperties.ApplyModifiedProperties
+ CompositionUtils.LoadOrCreateCompositionProfileAsset(m_compositionManager);
+ }
+
+ if (cameraChange)
+ {
+ m_compositionManager.DropCompositorCamera();
+ m_compositionManager.Init();
+ }
+
+ if (layerListChange)
+ {
+ // Some properties were changed, mark the profile as dirty so it can be saved if the user saves the scene
+ EditorUtility.SetDirty(m_compositionManager);
+ EditorUtility.SetDirty(m_compositionManager.profile);
+ m_compositionManager.UpdateLayerSetup();
+ }
+ }
+
+ void DrawLayerProperties(Rect rect, SerializedCompositionLayer serializedProperties, int layerIndex, RenderTexture preview = null)
+ {
+ if (serializedProperties == null)
+ {
+ return;
+ }
+
+ if (serializedProperties.outTarget.intValue != (int)CompositorLayer.OutputTarget.CameraStack)
+ {
+ CompositionLayerUI.DrawOutputLayerProperties(rect, serializedProperties, m_compositionManager.DeleteLayerRTs);
+ }
+ else
+ {
+ if (m_filterList == null)
+ {
+ m_filterList = new ReorderableList(serializedProperties.inputFilters.serializedObject, serializedProperties.inputFilters, true, true, true, true);
+ m_filterList.onAddCallback = (list) =>
+ {
+ var menu = new GenericMenu();
+ menu.AddItem(new GUIContent("Chroma Keying"), false, AddFilterOfTypeCallback, 0);
+ menu.AddItem(new GUIContent("Alpha Mask"), false, AddFilterOfTypeCallback, 1);
+ menu.ShowAsContext();
+
+ EditorUtility.SetDirty(m_compositionManager.profile);
+ EditorUtility.SetDirty(m_compositionManager);
+ };
+
+ m_filterList.drawElementCallback = (Rect r, int index, bool isActive, bool isFocused) =>
+ {
+ if (index < m_SerializedLayerProperties[m_layerList.index].filterList.Count)
+ {
+ var serializedFilter = m_SerializedLayerProperties[m_layerList.index].filterList[index];
+ CompositionFilterUI.Draw(r, serializedFilter);
+ }
+ };
+
+ m_filterList.drawNoneElementCallback = (Rect r) =>
+ {
+ using (new EditorGUI.DisabledScope(true))
+ {
+ EditorGUI.LabelField(r, "List Is Empty", EditorStyles.label);
+ }
+ };
+
+ m_filterList.drawHeaderCallback = (Rect r) =>
+ {
+ EditorGUI.LabelField(r, Styles.k_InputFilters, EditorStyles.largeLabel);
+ };
+
+ m_filterList.elementHeightCallback = (index) =>
+ {
+ if (index < m_SerializedLayerProperties[m_layerList.index].filterList.Count)
+ {
+ var filter = m_SerializedLayerProperties[m_layerList.index].filterList[index];
+ return filter.GetHeight();
+ }
+ return 0;
+ };
+ }
+
+ CompositionLayerUI.DrawStackedLayerProperties(rect, serializedProperties, m_filterList);
+ }
+ }
+
+ }
+}
+
+
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs.meta
new file mode 100644
index 00000000000..7eb1676be96
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 39ecc4f4a5207484fa49c64ebe827a38
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionUtils.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionUtils.cs
new file mode 100644
index 00000000000..32b24fc035c
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionUtils.cs
@@ -0,0 +1,117 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+using UnityEngine.Rendering.HighDefinition.Compositor;
+
+using UnityEditor;
+
+namespace UnityEditor.Rendering.HighDefinition.Compositor
+{
+ internal class CompositionUtils
+ {
+ public static readonly string k_DefaultCameraName = "MainCompositorCamera";
+
+ static public void LoadDefaultCompositionGraph(CompositionManager compositor)
+ {
+ if (!AssetDatabase.IsValidFolder("Assets/Compositor"))
+ {
+ AssetDatabase.CreateFolder("Assets", "Compositor");
+ AssetDatabase.SaveAssets();
+ AssetDatabase.Refresh();
+ }
+
+ string path = "Assets/Compositor/DefaultCompositionGraph.shadergraph";
+ path = AssetDatabase.GenerateUniqueAssetPath(path);
+ bool ret1 = AssetDatabase.CopyAsset(HDUtils.GetHDRenderPipelinePath() + "Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.shadergraph", path);
+ if (ret1 == false)
+ {
+ Debug.LogError("Error creating default shader graph");
+ return;
+ }
+ AssetDatabase.SaveAssets();
+ AssetDatabase.Refresh();
+
+ compositor.shader = AssetDatabase.LoadAssetAtPath(path);
+
+ string profilePath;
+ {
+ var fullpath = AssetDatabase.GetAssetPath(compositor.shader);
+ profilePath = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(fullpath), System.IO.Path.GetFileNameWithoutExtension(compositor.shader.name)) + ".asset";
+ profilePath = AssetDatabase.GenerateUniqueAssetPath(profilePath);
+ }
+
+ bool ret2 = AssetDatabase.CopyAsset(HDUtils.GetHDRenderPipelinePath() + "Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.asset", profilePath);
+ if (ret2 == false)
+ {
+ Debug.LogError("Error creating default profile");
+ return;
+ }
+ AssetDatabase.SaveAssets();
+ AssetDatabase.Refresh();
+ }
+
+ static public void RemoveAudioListeners(Camera camera)
+ {
+ var listener = camera.GetComponent();
+ if (listener)
+ {
+ CoreUtils.Destroy(listener);
+ }
+ }
+
+ static public void SetDefaultCamera(CompositionManager compositor)
+ {
+ var camera = CompositionManager.GetSceceCamera();
+ if (camera != null)
+ {
+ var outputCamera = Object.Instantiate(camera);
+ RemoveAudioListeners(outputCamera);
+ outputCamera.name = k_DefaultCameraName;
+ outputCamera.tag = "Untagged";
+ outputCamera.cullingMask = 0; // we don't want to render any 3D objects on the compositor camera
+ compositor.outputCamera = outputCamera;
+ }
+ }
+
+ static public void SetDefaultLayers(CompositionManager compositor)
+ {
+ for (int i = compositor.numLayers - 1; i>=0; --i)
+ {
+ if (compositor.layers[i].outputTarget == CompositorLayer.OutputTarget.CompositorLayer)
+ {
+ if ((i+i < compositor.numLayers - 1) && (compositor.layers[i+1].outputTarget == CompositorLayer.OutputTarget.CameraStack))
+ {
+ continue;
+ }
+ compositor.AddNewLayer(i + 1);
+ }
+ }
+ }
+
+ static public void LoadOrCreateCompositionProfileAsset(CompositionManager compositor)
+ {
+ var shader = compositor.shader;
+ var fullpath = AssetDatabase.GetAssetPath(shader);
+ var path = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(fullpath), System.IO.Path.GetFileNameWithoutExtension(shader.name)) + ".asset";
+
+ CompositionProfile newProfile = AssetDatabase.LoadAssetAtPath(path);
+
+ if (newProfile == null)
+ {
+ Debug.Log($"Creating new composition profile asset at path: {path}");
+
+ newProfile = ScriptableObject.CreateInstance();
+
+ //Note: no need to GenerateUniqueAssetPath(path), since we know that LoadAssetAtPath failed at this path
+ AssetDatabase.CreateAsset(newProfile, path);
+ AssetDatabase.SaveAssets();
+ AssetDatabase.Refresh();
+ }
+ else
+ {
+ Debug.Log($"Loading composition profile from {path}");
+ }
+ compositor.profile = newProfile;
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionUtils.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionUtils.cs.meta
new file mode 100644
index 00000000000..9e31ad5b266
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionUtils.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b9aec9adc3699b44e8516cecc87c1b8b
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs
new file mode 100644
index 00000000000..d9e8e9555c7
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs
@@ -0,0 +1,159 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+using UnityEngine.Rendering.HighDefinition.Compositor;
+
+using UnityEditor;
+using UnityEditorInternal;
+using UnityEditor.ShaderGraph;
+using UnityEditor.SceneManagement;
+
+namespace UnityEditor.Rendering.HighDefinition.Compositor
+{
+ internal class CompositorWindow : EditorWindow
+ {
+ static partial class Styles
+ {
+ static public readonly GUIContent k_EnableCompositor = EditorGUIUtility.TrTextContent("Enable Compositor", "Enabled the compositor and creates a default composition profile.");
+ static public readonly GUIContent k_RemoveCompositor = EditorGUIUtility.TrTextContent("Remove compositor from scene", "Removes the compositor and any composition settings from the scene.");
+ }
+
+ static CompositorWindow s_Window;
+ CompositionManagerEditor m_Editor;
+ Vector2 m_ScrollPosition = Vector2.zero;
+ bool m_RequiresRedraw = false;
+
+ [MenuItem("Window/Render Pipeline/HD Render Pipeline Compositor", false, 10400)]
+ static void Init()
+ {
+ // Get existing open window or if none, make a new one:
+ s_Window = (CompositorWindow)EditorWindow.GetWindow(typeof(CompositorWindow));
+ s_Window.titleContent = new GUIContent("HDRP Compositor (Preview)");
+ s_Window.Show();
+ }
+
+ void Update()
+ {
+ // This ensures that layer thumbnails are updated every frame (for video layers)
+ Repaint();
+ }
+
+ void OnGUI()
+ {
+ CompositionManager compositor = CompositionManager.GetInstance();
+ bool enableCompositor = false;
+ if (compositor)
+ {
+ enableCompositor = compositor.enabled;
+ }
+
+ bool enableCompositorCached = enableCompositor;
+ enableCompositor = EditorGUILayout.Toggle(Styles.k_EnableCompositor, enableCompositor);
+
+ // Track if the user changed the compositor enable state and mark the scene dirty if necessary
+ if (enableCompositorCached != enableCompositor && compositor != null)
+ {
+ EditorUtility.SetDirty(compositor);
+ }
+
+ if (compositor == null && enableCompositor)
+ {
+ Debug.Log("The scene does not have a compositor. Creating a new one with the default configuration.");
+ GameObject go = new GameObject("HDRP Compositor") { hideFlags = HideFlags.HideInHierarchy };
+ compositor = go.AddComponent();
+
+ // Mark as dirty, so if the user closes the scene right away, the change will be saved.
+ EditorUtility.SetDirty(compositor);
+
+ // Now add the default configuration
+ CompositionUtils.LoadDefaultCompositionGraph(compositor);
+ CompositionUtils.LoadOrCreateCompositionProfileAsset(compositor);
+ compositor.SetupCompositionMaterial();
+ CompositionUtils.SetDefaultCamera(compositor);
+ CompositionUtils.SetDefaultLayers(compositor);
+ }
+
+ if (compositor)
+ {
+ compositor.enabled = enableCompositor;
+ }
+ else
+ {
+ return;
+ }
+
+ if (compositor && !compositor.enabled)
+ {
+ if (GUILayout.Button(new GUIContent(Styles.k_RemoveCompositor)))
+ {
+ if (compositor.outputCamera)
+ {
+ if(compositor.outputCamera.name == CompositionUtils.k_DefaultCameraName)
+ {
+ var cameraData = compositor.outputCamera.GetComponent();
+ if (cameraData != null)
+ {
+ CoreUtils.Destroy(cameraData);
+ }
+ CoreUtils.Destroy(compositor.outputCamera.gameObject);
+ CoreUtils.Destroy(compositor.outputCamera);
+ EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
+ }
+ }
+
+ CoreUtils.Destroy(compositor);
+ return;
+ }
+ }
+
+ if (compositor.profile == null)
+ {
+ // The compositor was loaded, but there was no profile (someone deleted the asset from disk?), so create a new one
+ CompositionUtils.LoadOrCreateCompositionProfileAsset(compositor);
+ compositor.SetupCompositionMaterial();
+ return;
+ }
+
+ if (compositor.shader != null)
+ {
+ // keep track of shader graph changes: when the user saves a graph, we should load/reflect any new shader properties
+ GraphData.onSaveGraph += MarkShaderAsDirty;
+ }
+
+ if (m_Editor == null || m_Editor.target == null || m_Editor.isDirty || m_RequiresRedraw)
+ {
+ m_Editor = (CompositionManagerEditor)Editor.CreateEditor(compositor);
+ m_RequiresRedraw = false;
+ }
+
+ m_ScrollPosition = GUILayout.BeginScrollView(m_ScrollPosition);
+ using (new EditorGUI.DisabledScope(!compositor.enabled))
+ {
+ if (m_Editor)
+ {
+ m_Editor.OnInspectorGUI();
+ }
+ }
+ GUILayout.EndScrollView();
+ }
+
+ void MarkShaderAsDirty(Shader shader, object context)
+ {
+ CompositionManager compositor = CompositionManager.GetInstance();
+ compositor.shaderPropertiesAreDirty = true;
+ m_RequiresRedraw = true;
+
+ EditorUtility.SetDirty(compositor);
+ EditorUtility.SetDirty(compositor.profile);
+ }
+
+ private void OnDestroy()
+ {
+ CompositionManager compositor = CompositionManager.GetInstance();
+ if (compositor && compositor.shader != null)
+ {
+ GraphData.onSaveGraph -= MarkShaderAsDirty;
+ }
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs.meta
new file mode 100644
index 00000000000..d436ef307be
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 47305bd173a0c8b4eb7c8c5c2b8e080a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionFilter.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionFilter.cs
new file mode 100644
index 00000000000..3316ffb34b3
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionFilter.cs
@@ -0,0 +1,36 @@
+using UnityEditor;
+
+namespace UnityEditor.Rendering.HighDefinition.Compositor
+{
+ internal class SerializedCompositionFilter
+ {
+ public SerializedProperty filterType;
+ public SerializedProperty maskColor;
+ public SerializedProperty keyThreshold;
+ public SerializedProperty keyTolerance;
+ public SerializedProperty spillRemoval;
+ public SerializedProperty alphaMask;
+
+ public SerializedCompositionFilter(SerializedProperty root)
+ {
+ filterType = root.FindPropertyRelative("filterType");
+ maskColor = root.FindPropertyRelative("maskColor");
+ keyThreshold = root.FindPropertyRelative("keyThreshold");
+ keyTolerance = root.FindPropertyRelative("keyTolerance");
+ spillRemoval = root.FindPropertyRelative("spillRemoval");
+ alphaMask = root.FindPropertyRelative("alphaMask");
+ }
+
+ public float GetHeight()
+ {
+ if (filterType.intValue == 0)
+ {
+ return 5 * CompositorStyle.k_Spacing;
+ }
+ else
+ {
+ return CompositorStyle.k_Spacing;
+ }
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionFilter.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionFilter.cs.meta
new file mode 100644
index 00000000000..20dd33d97d2
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionFilter.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e8327178c39deb6488624ffb0ff1a659
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionLayer.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionLayer.cs
new file mode 100644
index 00000000000..9a88b20f6dd
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionLayer.cs
@@ -0,0 +1,119 @@
+using System.Collections.Generic;
+using UnityEngine.Rendering.HighDefinition.Compositor;
+
+namespace UnityEditor.Rendering.HighDefinition.Compositor
+{
+ internal class SerializedCompositionLayer
+ {
+ public SerializedProperty layerName;
+ public SerializedProperty show;
+ public SerializedProperty resolutionScale;
+ public SerializedProperty expandLayer;
+ public SerializedProperty outTarget;
+ public SerializedProperty outputRenderer;
+ public SerializedProperty clearDepth;
+ public SerializedProperty clearAlpha;
+ public SerializedProperty inputLayerType;
+ public SerializedProperty inputCamera;
+ public SerializedProperty inputVideo;
+ public SerializedProperty inputTexture;
+ public SerializedProperty fitType;
+ public SerializedProperty colorFormat;
+ public SerializedProperty overrideAA;
+ public SerializedProperty aaMode;
+ public SerializedProperty overrideClearMode;
+ public SerializedProperty clearMode;
+ public SerializedProperty overrideCulling;
+ public SerializedProperty cullingMaskProperty;
+ public SerializedProperty overrideVolume;
+ public SerializedProperty volumeMask;
+ public SerializedProperty aovBitmask;
+ public SerializedProperty inputFilters;
+ public SerializedProperty positionInStack;
+
+ public List filterList = new List();
+
+ public SerializedCompositionLayer(SerializedProperty root)
+ {
+ layerName = root.FindPropertyRelative("m_LayerName");
+ show = root.FindPropertyRelative("m_Show");
+ resolutionScale = root.FindPropertyRelative("m_ResolutionScale");
+ expandLayer = root.FindPropertyRelative("m_ExpandLayer");
+ outTarget = root.FindPropertyRelative("m_OutputTarget");
+ clearDepth = root.FindPropertyRelative("m_ClearDepth");
+ clearAlpha = root.FindPropertyRelative("m_ClearAlpha");
+ outputRenderer = root.FindPropertyRelative("m_OutputRenderer");
+ inputLayerType = root.FindPropertyRelative("m_Type");
+ inputCamera = root.FindPropertyRelative("m_Camera");
+ inputVideo = root.FindPropertyRelative("m_InputVideo");
+ inputTexture = root.FindPropertyRelative("m_InputTexture");
+ fitType = root.FindPropertyRelative("m_BackgroundFit");
+ colorFormat = root.FindPropertyRelative("m_ColorBufferFormat");
+ overrideClearMode = root.FindPropertyRelative("m_OverrideClearMode");
+ clearMode = root.FindPropertyRelative("m_ClearMode");
+ overrideAA = root.FindPropertyRelative("m_OverrideAntialiasing");
+ aaMode = root.FindPropertyRelative("m_Antialiasing");
+ overrideCulling = root.FindPropertyRelative("m_OverrideCullingMask");
+ cullingMaskProperty = root.FindPropertyRelative("m_CullingMask");
+ overrideVolume = root.FindPropertyRelative("m_OverrideVolumeMask");
+ volumeMask = root.FindPropertyRelative("m_VolumeMask");
+ aovBitmask = root.FindPropertyRelative("m_AOVBitmask");
+ inputFilters = root.FindPropertyRelative("m_InputFilters");
+ positionInStack = root.FindPropertyRelative("m_LayerPositionInStack");
+
+ for (int index = 0; index < inputFilters.arraySize; index++)
+ {
+ var serializedFilter = inputFilters.GetArrayElementAtIndex(index);
+ filterList.Add(new SerializedCompositionFilter(serializedFilter));
+ }
+ }
+
+ public float GetPropertiesHeight()
+ {
+ if (outTarget.intValue != (int)CompositorLayer.OutputTarget.CameraStack)
+ {
+ return
+ EditorGUI.GetPropertyHeight(outputRenderer, null) +
+ EditorGUI.GetPropertyHeight(colorFormat, null) +
+ EditorGUI.GetPropertyHeight(aovBitmask, null) +
+ EditorGUI.GetPropertyHeight(resolutionScale, null) +
+ 2 * EditorGUIUtility.singleLineHeight; //for the heading and pading
+ }
+ else
+ {
+ float height =
+ EditorGUI.GetPropertyHeight(layerName, null) +
+ EditorGUI.GetPropertyHeight(inputCamera, null) +
+ EditorGUI.GetPropertyHeight(clearDepth, null) +
+ EditorGUI.GetPropertyHeight(clearAlpha, null) +
+ EditorGUI.GetPropertyHeight(clearMode, null) +
+ EditorGUI.GetPropertyHeight(aaMode, null) +
+ EditorGUI.GetPropertyHeight(cullingMaskProperty, null) +
+ EditorGUI.GetPropertyHeight(volumeMask, null) +
+ EditorGUI.GetPropertyHeight(inputFilters, null) +
+ EditorGUIUtility.singleLineHeight * 7; //for the heading and pading
+
+ if (inputFilters.arraySize > 0)
+ {
+ // add extra height for the list of filters
+ height += inputFilters.arraySize * EditorGUIUtility.singleLineHeight * 5;
+ }
+
+ return height;
+ }
+ }
+
+ public float GetListItemHeight()
+ {
+ int pading = 10;
+ if (outTarget.intValue != (int)CompositorLayer.OutputTarget.CameraStack)
+ {
+ return CompositorStyle.k_ThumbnailSize + pading;
+ }
+ else
+ {
+ return EditorGUIUtility.singleLineHeight + pading;
+ }
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionLayer.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionLayer.cs.meta
new file mode 100644
index 00000000000..54d55be7358
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionLayer.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 15ca2503b903ba94fae8c342a299cc0a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionManager.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionManager.cs
new file mode 100644
index 00000000000..b82b729de5b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionManager.cs
@@ -0,0 +1,50 @@
+using UnityEditor;
+
+namespace UnityEditor.Rendering.HighDefinition.Compositor
+{
+ internal class SerializedCompositionManager
+ {
+ public SerializedProperty compositionProfile;
+ public SerializedProperty layerList;
+ public SerializedProperty shaderProperties;
+ public SerializedProperty displayNumber;
+ public SerializedProperty compositionShader;
+ public SerializedProperty outputCamera;
+
+ public SerializedObject compositionProfileSO;
+ public SerializedObject compositorSO;
+
+ public SerializedCompositionManager(SerializedObject root)
+ {
+ compositorSO = root;
+ {
+ compositionProfile = compositorSO.FindProperty("m_CompositionProfile");
+ displayNumber = compositorSO.FindProperty("m_OutputDisplay");
+ compositionShader = compositorSO.FindProperty("m_Shader");
+ outputCamera = compositorSO.FindProperty("m_OutputCamera");
+ layerList = compositorSO.FindProperty("m_InputLayers");
+ }
+
+ // Work around to find property on scriptable object
+ if (compositionProfile.objectReferenceValue)
+ {
+ compositionProfileSO = new SerializedObject(compositionProfile.objectReferenceValue);
+ {
+ shaderProperties = compositionProfileSO.FindProperty("m_ShaderProperties");
+ }
+ }
+ }
+
+ public void Update()
+ {
+ compositionProfileSO.Update();
+ compositorSO.Update();
+ }
+
+ public void ApplyModifiedProperties()
+ {
+ compositionProfileSO.ApplyModifiedProperties();
+ compositorSO.ApplyModifiedProperties();
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionManager.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionManager.cs.meta
new file mode 100644
index 00000000000..8a3ef5ea16d
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/SerializedCompositionManager.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a2c99a250cc4cad4190066209934d2cd
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/SeriallizedShaderProperty.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/SeriallizedShaderProperty.cs
new file mode 100644
index 00000000000..18377776184
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/SeriallizedShaderProperty.cs
@@ -0,0 +1,20 @@
+using UnityEditor;
+
+namespace UnityEditor.Rendering.HighDefinition.Compositor
+{
+ internal class SerializedShaderProperty
+ {
+ public SerializedProperty propertyName;
+ public SerializedProperty propertyType;
+ public SerializedProperty propertyValue;
+ public SerializedProperty rangeLimits;
+
+ public SerializedShaderProperty(SerializedProperty root)
+ {
+ propertyName = root.FindPropertyRelative("propertyName");
+ propertyType = root.FindPropertyRelative("propertyType");
+ propertyValue = root.FindPropertyRelative("value");
+ rangeLimits = root.FindPropertyRelative("rangeLimits");
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/SeriallizedShaderProperty.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor/SeriallizedShaderProperty.cs.meta
new file mode 100644
index 00000000000..412e127ae27
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/SeriallizedShaderProperty.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: cc7713c03abe2124c9c74aa782e8ee37
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/ShaderPropertyUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/ShaderPropertyUI.Drawers.cs
new file mode 100644
index 00000000000..bbfe379b784
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/ShaderPropertyUI.Drawers.cs
@@ -0,0 +1,75 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEditor;
+
+using System.Collections.Generic;
+
+namespace UnityEditor.Rendering.HighDefinition.Compositor
+{
+ internal class ShaderPropertyUI
+ {
+ public static void Draw(List propertyList)
+ {
+ int index = propertyList.FindIndex(x => x.propertyType.GetEnumValue() != ShaderPropertyType.Texture);
+ if (index >= 0)
+ {
+ EditorGUILayout.Separator();
+ var headerStyle = EditorStyles.helpBox;
+ headerStyle.fontSize = 14;
+ EditorGUILayout.LabelField("Composition Parameters", headerStyle);
+ }
+
+ foreach (var property in propertyList)
+ {
+ Draw(property);
+ }
+ }
+
+ public static void Draw(SerializedShaderProperty prop)
+ {
+ int columnWidth = (int)EditorGUIUtility.labelWidth; // Set a fixed length for all labels, so everything in the UI is nicely aligned
+
+ switch ((ShaderPropertyType)prop.propertyType.intValue)
+ {
+ case ShaderPropertyType.Range:
+ {
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField(prop.propertyName.stringValue, GUILayout.Width(columnWidth));
+ Vector2 rangeLimits = prop.rangeLimits.vector2Value;
+ float val = EditorGUILayout.Slider(prop.propertyValue.vector4Value.x, rangeLimits.x, rangeLimits.y);
+ prop.propertyValue.vector4Value = new Vector4(val, 0, 0, 0);
+ EditorGUILayout.EndHorizontal();
+ }
+ break;
+ case ShaderPropertyType.Float:
+ {
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField(prop.propertyName.stringValue, GUILayout.Width(columnWidth));
+ float val = EditorGUILayout.FloatField(prop.propertyValue.vector4Value.x);
+ prop.propertyValue.vector4Value = new Vector4(val, 0, 0, 0);
+ EditorGUILayout.EndHorizontal();
+ }
+ break;
+ case ShaderPropertyType.Vector:
+ {
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField(prop.propertyName.stringValue, GUILayout.Width(columnWidth));
+ Vector4 val = EditorGUILayout.Vector4Field(GUIContent.none, prop.propertyValue.vector4Value);
+ prop.propertyValue.vector4Value = val;
+ EditorGUILayout.EndHorizontal();
+ }
+ break;
+ case ShaderPropertyType.Color:
+ {
+ EditorGUILayout.BeginHorizontal();
+ EditorGUILayout.LabelField(prop.propertyName.stringValue, GUILayout.Width(columnWidth));
+ Color val = prop.propertyValue.vector4Value;
+ val = EditorGUILayout.ColorField(GUIContent.none, val);
+ prop.propertyValue.vector4Value = val;
+ EditorGUILayout.EndHorizontal();
+ }
+ break;
+ }
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/ShaderPropertyUI.Drawers.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Compositor/ShaderPropertyUI.Drawers.cs.meta
new file mode 100644
index 00000000000..46c881fdb0a
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/ShaderPropertyUI.Drawers.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 50e466354f3d88f4fac33942f3ffd724
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs
index 2c301b272bc..614da9582a7 100644
--- a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs
@@ -544,19 +544,22 @@ HelpBox CreateHdrpVersionChecker()
{
m_UsedPackageRetriever.ProcessAsync(k_HdrpPackageName, (installed, packageInfo) =>
{
- // installed is not used because this one will be always installed
+ // With recent introduction of preview srp version, our HDRP wizard don't work with Version() call
+ // patch it for now until this is solve.
+ bool compatibleWithVersionCall = version.ToString().Contains("preview") ? false : true;
+ // installed is not used because this one will be always installed
if (packageInfo.source == PackageManager.PackageSource.Local)
{
helpBox.kind = HelpBox.Kind.Info;
helpBox.text = String.Format(Style.hdrpVersionWithLocalPackage, packageInfo.version, version);
}
- else if(new Version(packageInfo.version) < new Version(version))
+ else if(compatibleWithVersionCall && (new Version(packageInfo.version) < new Version(version)))
{
helpBox.kind = HelpBox.Kind.Warning;
helpBox.text = String.Format(Style.hdrpVersionNotLast, packageInfo.version, version);
}
- else if (new Version(packageInfo.version) == new Version(version))
+ else if (compatibleWithVersionCall && (new Version(packageInfo.version) == new Version(version)))
{
helpBox.kind = HelpBox.Kind.Info;
helpBox.text = String.Format(Style.hdrpVersionLast, version);
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 3065fe989de..8ae052f9be6 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
@@ -42,6 +42,7 @@ sealed class Styles
public readonly GUIContent cookieTextureTypeError = new GUIContent("HDRP does not support the Cookie Texture type, only Default is supported.", EditorGUIUtility.IconContent("console.warnicon").image);
public readonly string cookieNonPOT = "HDRP does not support non power of two cookie textures.";
public readonly string cookieTooSmall = "Min texture size for cookies is 2x2 pixels.";
+ public readonly string cookieBaking = "Light Baking for cookies disabled on the Project Settings.";
// Additional light data
diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs
index 59447bf80f7..f50088760ca 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs
@@ -410,7 +410,7 @@ static void DrawShapeContent(SerializedHDLight serialized, Editor owner)
case AreaLightShape.Disc:
//draw the built-in area light control at the moment as everything is handled by built-in
serialized.settings.DrawArea();
- serialized.displayAreaLightEmissiveMesh.boolValue = false; //force deactivate emissive mesh for Disc (not supported)
+ serialized.displayAreaLightEmissiveMesh.boolValue = false; //force deactivate emissive mesh for Disc (not supported)
break;
case (AreaLightShape)(-1): //multiple different values
using (new EditorGUI.DisabledScope(true))
@@ -722,12 +722,12 @@ static void DrawEmissionContent(SerializedHDLight serialized, Editor owner)
EditorGUI.indentLevel--;
}
- ShowCookieTextureWarnings(serialized.settings.cookie);
+ ShowCookieTextureWarnings(serialized.settings.cookie, serialized.settings.isCompletelyBaked || serialized.settings.isBakedOrMixed);
}
else if (serialized.areaLightShape == AreaLightShape.Rectangle || serialized.areaLightShape == AreaLightShape.Disc)
{
EditorGUILayout.ObjectField( serialized.areaLightCookie, s_Styles.areaLightCookie );
- ShowCookieTextureWarnings(serialized.areaLightCookie.objectReferenceValue as Texture);
+ ShowCookieTextureWarnings(serialized.areaLightCookie.objectReferenceValue as Texture, serialized.settings.isCompletelyBaked || serialized.settings.isBakedOrMixed);
}
if (EditorGUI.EndChangeCheck())
@@ -737,7 +737,7 @@ static void DrawEmissionContent(SerializedHDLight serialized, Editor owner)
}
}
- static void ShowCookieTextureWarnings(Texture cookie)
+ static void ShowCookieTextureWarnings(Texture cookie, bool useBaking)
{
if (cookie == null)
return;
@@ -767,12 +767,18 @@ static void ShowCookieTextureWarnings(Texture cookie)
}
}
+ #if UNITY_2020_2_OR_NEWER
+ if (useBaking && !UnityEditor.EditorSettings.enableCookiesInLightmapper)
+ #else
+ if (useBaking && UnityEditor.EditorSettings.disableCookiesInLightmapper)
+ #endif
+ EditorGUILayout.HelpBox(s_Styles.cookieBaking, MessageType.Warning);
if (cookie.width != cookie.height)
EditorGUILayout.HelpBox(s_Styles.cookieNonPOT, MessageType.Warning);
if (cookie.width < LightCookieManager.k_MinCookieSize || cookie.height < LightCookieManager.k_MinCookieSize)
EditorGUILayout.HelpBox(s_Styles.cookieTooSmall, MessageType.Warning);
}
-
+
static void DrawEmissionAdvancedContent(SerializedHDLight serialized, Editor owner)
{
HDLightType lightType = serialized.type;
@@ -785,14 +791,12 @@ static void DrawEmissionAdvancedContent(SerializedHDLight serialized, Editor own
EditorGUILayout.PropertyField(serialized.affectSpecular, s_Styles.affectSpecular);
if (lightType != HDLightType.Directional)
{
- if (serialized.spotLightShape.GetEnumValue() != SpotLightShape.Box)
- EditorGUILayout.PropertyField(serialized.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
+ EditorGUILayout.PropertyField(serialized.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
EditorGUILayout.PropertyField(serialized.fadeDistance, s_Styles.fadeDistance);
}
EditorGUILayout.PropertyField(serialized.lightDimmer, s_Styles.lightDimmer);
}
- else if (lightType == HDLightType.Point
- || lightType == HDLightType.Spot && serialized.spotLightShape.GetEnumValue() != SpotLightShape.Box)
+ else if (lightType == HDLightType.Point || lightType == HDLightType.Spot)
EditorGUILayout.PropertyField(serialized.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
// Emissive mesh for area light only (and not supported on Disc currently)
@@ -808,7 +812,7 @@ static void DrawEmissionAdvancedContent(SerializedHDLight serialized, Editor own
bool showSubArea = serialized.displayAreaLightEmissiveMesh.boolValue && !serialized.displayAreaLightEmissiveMesh.hasMultipleDifferentValues;
++EditorGUI.indentLevel;
-
+
Rect lineRect = EditorGUILayout.GetControlRect();
ShadowCastingMode newCastShadow;
EditorGUI.showMixedValue = serialized.areaLightEmissiveMeshCastShadow.hasMultipleDifferentValues;
diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs
index b82a3d45ab0..21df4435662 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs
@@ -232,7 +232,11 @@ public override Texture2D RenderStaticPreview(string assetPath, Object[] subAsse
m_PreviewUtility.ambientColor = Color.black;
m_PreviewUtility.BeginStaticPreview(new Rect(0, 0, width, height));
m_PreviewUtility.DrawMesh(sphereMesh, Matrix4x4.identity, previewMaterial, 0);
- m_PreviewUtility.camera.Render();
+ // TODO: For now we comment this line as it cause out of memory on both DX12 and Vulkan API.
+ // We will need to invest time to understand what is happening
+ // For now priority is to enable Yamato platform automation
+ // This mean that cubemap icon will render incorrectly
+ //m_PreviewUtility.camera.Render();
var outTexture = m_PreviewUtility.EndStaticPreview();
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 f41d2bd5458..cd3d7eeb01f 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
@@ -100,25 +100,39 @@ public override void OnInspectorGUI()
PropertyField(m_LayerMask, EditorGUIUtility.TrTextContent("Layer Mask", "Layer mask used to include the objects for screen space reflection."));
PropertyField(m_RayLength, EditorGUIUtility.TrTextContent("Ray Length", "Controls the length of reflection rays."));
PropertyField(m_ClampValue, EditorGUIUtility.TrTextContent("Clamp Value", "Clamps the exposed intensity."));
- PropertyField(m_Mode, EditorGUIUtility.TrTextContent("Mode", "Controls which version of the effect should be used."));
- EditorGUI.indentLevel++;
- switch (m_Mode.value.GetEnumValue())
+ if (currentAsset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Both)
{
- case RayTracingMode.Performance:
- {
- PropertyField(m_UpscaleRadius, EditorGUIUtility.TrTextContent("Upscale Radius", "Controls the size of the upscale radius."));
- PropertyField(m_FullResolution, EditorGUIUtility.TrTextContent("Full Resolution", "Enables full resolution mode."));
- }
- break;
- case RayTracingMode.Quality:
+ PropertyField(m_Mode, EditorGUIUtility.TrTextContent("Mode", "Controls which version of the effect should be used."));
+ EditorGUI.indentLevel++;
+ switch (m_Mode.value.GetEnumValue())
{
- PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Number of samples for reflections."));
- PropertyField(m_BounceCount, EditorGUIUtility.TrTextContent("Bounce Count", "Number of bounces for reflection rays."));
+ case RayTracingMode.Performance:
+ {
+ PropertyField(m_UpscaleRadius, EditorGUIUtility.TrTextContent("Upscale Radius", "Controls the size of the upscale radius."));
+ PropertyField(m_FullResolution, EditorGUIUtility.TrTextContent("Full Resolution", "Enables full resolution mode."));
+ }
+ break;
+ case RayTracingMode.Quality:
+ {
+ PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Number of samples for reflections."));
+ PropertyField(m_BounceCount, EditorGUIUtility.TrTextContent("Bounce Count", "Number of bounces for reflection rays."));
+ }
+ break;
}
- break;
+ EditorGUI.indentLevel--;
+ }
+ else if (currentAsset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Quality)
+ {
+ PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Number of samples for reflections."));
+ PropertyField(m_BounceCount, EditorGUIUtility.TrTextContent("Bounce Count", "Number of bounces for reflection rays."));
+ }
+ else
+ {
+ PropertyField(m_UpscaleRadius, EditorGUIUtility.TrTextContent("Upscale Radius", "Controls the size of the upscale radius."));
+ PropertyField(m_FullResolution, EditorGUIUtility.TrTextContent("Full Resolution", "Enables full resolution mode."));
}
- EditorGUI.indentLevel--;
+
PropertyField(m_Denoise, EditorGUIUtility.TrTextContent("Denoise", "Enable denoising on the ray traced reflections."));
{
EditorGUI.indentLevel++;
diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
index 3e49aee4062..8f365d80abc 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs
@@ -11,11 +11,12 @@ class ContactShadowsEditor : VolumeComponentWithQualityEditor
SerializedDataParameter m_Length;
SerializedDataParameter m_DistanceScaleFactor;
SerializedDataParameter m_MaxDistance;
+ SerializedDataParameter m_MinDistance;
SerializedDataParameter m_FadeDistance;
+ SerializedDataParameter m_FadeInDistance;
SerializedDataParameter m_SampleCount;
SerializedDataParameter m_Opacity;
-
public override void OnEnable()
{
base.OnEnable();
@@ -26,7 +27,9 @@ public override void OnEnable()
m_Length = Unpack(o.Find(x => x.length));
m_DistanceScaleFactor = Unpack(o.Find(x => x.distanceScaleFactor));
m_MaxDistance = Unpack(o.Find(x => x.maxDistance));
+ m_MinDistance = Unpack(o.Find(x => x.minDistance));
m_FadeDistance = Unpack(o.Find(x => x.fadeDistance));
+ m_FadeInDistance = Unpack(o.Find(x => x.fadeInDistance));
m_SampleCount = Unpack(o.Find(x => x.sampleCount));
m_Opacity = Unpack(o.Find(x => x.opacity));
}
@@ -41,8 +44,12 @@ public override void OnInspectorGUI()
{
PropertyField(m_Length, EditorGUIUtility.TrTextContent("Length", "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters."));
PropertyField(m_DistanceScaleFactor, EditorGUIUtility.TrTextContent("Distance Scale Factor", "Dampens the scale up effect HDRP process with distance from the Camera."));
- PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets The distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters."));
- PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters."));
+ m_MinDistance.value.floatValue = Mathf.Clamp(m_MinDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
+ PropertyField(m_MinDistance, EditorGUIUtility.TrTextContent("Min Distance", "Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters."));
+ PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters."));
+ m_FadeInDistance.value.floatValue = Mathf.Clamp(m_FadeInDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue);
+ PropertyField(m_FadeInDistance, EditorGUIUtility.TrTextContent("Fade In Distance", "Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters."));
+ PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Out Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters."));
PropertyField(m_Opacity, EditorGUIUtility.TrTextContent("Opacity", "Controls the opacity of the Contact Shadow."));
base.OnInspectorGUI();
GUI.enabled = useCustomValue;
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileMaterialUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileMaterialUI.cs
index 726379b1193..5e179d4d04d 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileMaterialUI.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/DiffusionProfile/DiffusionProfileMaterialUI.cs
@@ -18,7 +18,7 @@ public static bool IsSupported(MaterialEditor materialEditor)
});
}
- public static void OnGUI(MaterialProperty diffusionProfileAsset, MaterialProperty diffusionProfileHash)
+ public static void OnGUI(MaterialEditor materialEditor, MaterialProperty diffusionProfileAsset, MaterialProperty diffusionProfileHash, int profileIndex)
{
// We can't cache these fields because of several edge cases like undo/redo or pressing escape in the object picker
string guid = HDUtils.ConvertVector4ToGUID(diffusionProfileAsset.vectorValue);
@@ -42,6 +42,13 @@ public static void OnGUI(MaterialProperty diffusionProfileAsset, MaterialPropert
// encode back GUID and it's hash
diffusionProfileAsset.vectorValue = newGuid;
diffusionProfileHash.floatValue = hash;
+
+ // Update external reference.
+ foreach (var target in materialEditor.targets)
+ {
+ MaterialExternalReferences matExternalRefs = MaterialExternalReferences.GetMaterialExternalReferences(target as Material);
+ matExternalRefs.SetDiffusionProfileReference(profileIndex, diffusionProfile);
+ }
}
DrawDiffusionProfileWarning(diffusionProfile);
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs
index f915cd7dbde..7fbef7fe79d 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs
@@ -198,8 +198,9 @@ static public void SetupMaterialKeywordsAndPass(Material material)
CoreUtils.SetKeyword(material, "_INFLUENCEMASK_MAP", material.GetTexture(kLayerInfluenceMaskMap) && material.GetFloat(kkUseMainLayerInfluence) != 0.0f);
- CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Planar && material.GetTexture(kEmissiveColorMap));
- CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Planar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_BASE", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.SameAsBase && material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
// For migration of specular occlusion to specular mode we remove previous keyword
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs
index b55130901c0..90d8cc5c33b 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/LitGUI.cs
@@ -136,8 +136,9 @@ static public void SetupMaterialKeywordsAndPass(Material material)
if (material.HasProperty(kUVEmissive) && material.HasProperty(kEmissiveColorMap))
{
- CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Planar && material.GetTexture(kEmissiveColorMap));
- CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVEmissive)) == UVBaseMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_PLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Planar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_TRIPLANAR", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.Triplanar && material.GetTexture(kEmissiveColorMap));
+ CoreUtils.SetKeyword(material, "_EMISSIVE_MAPPING_BASE", ((UVEmissiveMapping)material.GetFloat(kUVEmissive)) == UVEmissiveMapping.SameAsBase && material.GetTexture(kEmissiveColorMap));
CoreUtils.SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/MaterialExternalReferences.cs b/com.unity.render-pipelines.high-definition/Editor/Material/MaterialExternalReferences.cs
new file mode 100644
index 00000000000..4466369d138
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/MaterialExternalReferences.cs
@@ -0,0 +1,70 @@
+using UnityEngine;
+using UnityEngine.Rendering.HighDefinition;
+
+namespace UnityEditor.Rendering.HighDefinition
+{
+ // This class only purpose is to be used as a sub-asset to a material and store references to other assets.
+ // The goal is to be able to export the material as a package and not miss those referenced assets.
+ class MaterialExternalReferences : ScriptableObject
+ {
+ [SerializeField]
+ DiffusionProfileSettings[] m_DiffusionProfileReferences = new DiffusionProfileSettings[0];
+ [SerializeField]
+ Material[] m_MaterialReferences = new Material[0];
+
+ public void SetDiffusionProfileReference(int index, DiffusionProfileSettings profile)
+ {
+ if (index >= m_DiffusionProfileReferences.Length)
+ {
+ var newList = new DiffusionProfileSettings[index + 1];
+ for (int i = 0; i < m_DiffusionProfileReferences.Length; ++i)
+ newList[i] = m_DiffusionProfileReferences[i];
+
+ m_DiffusionProfileReferences = newList;
+ }
+
+ m_DiffusionProfileReferences[index] = profile;
+ EditorUtility.SetDirty(this);
+ }
+
+ public void SetMaterialReference(int index, Material mat)
+ {
+ if (index >= m_MaterialReferences.Length)
+ {
+ var newList = new Material[index + 1];
+ for (int i = 0; i < m_MaterialReferences.Length; ++i)
+ newList[i] = m_MaterialReferences[i];
+
+ m_MaterialReferences = newList;
+ }
+
+ m_MaterialReferences[index] = mat;
+ EditorUtility.SetDirty(this);
+ }
+
+ public static MaterialExternalReferences GetMaterialExternalReferences(Material material)
+ {
+ var subAssets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(material));
+ MaterialExternalReferences matExternalRefs = null;
+ foreach (var subAsset in subAssets)
+ {
+ if (subAsset.GetType() == typeof(MaterialExternalReferences))
+ {
+ matExternalRefs = subAsset as MaterialExternalReferences;
+ break;
+ }
+ }
+
+ if (matExternalRefs == null)
+ {
+ matExternalRefs = CreateInstance();
+ matExternalRefs.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector | HideFlags.NotEditable;
+ AssetDatabase.AddObjectToAsset(matExternalRefs, material);
+ EditorUtility.SetDirty(matExternalRefs);
+ EditorUtility.SetDirty(material);
+ }
+
+ return matExternalRefs;
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/MaterialExternalReferences.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/MaterialExternalReferences.cs.meta
new file mode 100644
index 00000000000..30af94f1846
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/MaterialExternalReferences.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: aa486462e6be1764e89c788ba30e61f7
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs
index 8e793ffd2d4..5ebe1d51237 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs
@@ -8,7 +8,7 @@ class HDPBRLitGUI : ShaderGUI
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
{
materialEditor.PropertiesDefaultGUI(props);
-
+
EmissionUIBlock.BakedEmissionEnabledProperty(materialEditor);
// Make sure all selected materials are initialized.
@@ -40,7 +40,7 @@ public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] pro
}
if (DiffusionProfileMaterialUI.IsSupported(materialEditor))
- DiffusionProfileMaterialUI.OnGUI(FindProperty("_DiffusionProfileAsset", props), FindProperty("_DiffusionProfileHash", props));
+ DiffusionProfileMaterialUI.OnGUI(materialEditor, FindProperty("_DiffusionProfileAsset", props), FindProperty("_DiffusionProfileHash", props), 0);
}
}
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/PBRSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/PBRSubTarget.cs
index 151239b87c5..57e843f48c0 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/PBRSubTarget.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/PBRSubTarget.cs
@@ -277,7 +277,8 @@ static class PBRRenderStates
public static RenderStateCollection GBuffer = new RenderStateCollection
{
{ RenderState.Cull(Cull.Off), new FieldCondition(Fields.DoubleSided, true) },
- { RenderState.ZTest(CoreRenderStates.Uniforms.zTestGBuffer) },
+ { RenderState.ZTest(ZTest.Equal), new FieldCondition(Fields.AlphaClip, true) },
+ { RenderState.ZTest(ZTest.LEqual), new FieldCondition(Fields.AlphaClip, false) },
{ RenderState.Stencil(new StencilDescriptor()
{
WriteMask = $"{ 0 | (int)StencilUsage.RequiresDeferredLighting | (int)StencilUsage.SubsurfaceScattering | (int)StencilUsage.TraceReflectionRay}",
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs
index 08eeee01db4..1314a93a27d 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs
@@ -207,23 +207,24 @@ void DoEmissiveTextureProperty(MaterialProperty color)
if (UVEmissive != null) // Unlit does not have UVEmissive
{
materialEditor.ShaderProperty(UVEmissive, Styles.UVEmissiveMappingText);
- UVBaseMapping uvEmissiveMapping = (UVBaseMapping)UVEmissive.floatValue;
+ UVEmissiveMapping uvEmissiveMapping = (UVEmissiveMapping)UVEmissive.floatValue;
float X, Y, Z, W;
- X = (uvEmissiveMapping == UVBaseMapping.UV0) ? 1.0f : 0.0f;
- Y = (uvEmissiveMapping == UVBaseMapping.UV1) ? 1.0f : 0.0f;
- Z = (uvEmissiveMapping == UVBaseMapping.UV2) ? 1.0f : 0.0f;
- W = (uvEmissiveMapping == UVBaseMapping.UV3) ? 1.0f : 0.0f;
+ X = (uvEmissiveMapping == UVEmissiveMapping.UV0) ? 1.0f : 0.0f;
+ Y = (uvEmissiveMapping == UVEmissiveMapping.UV1) ? 1.0f : 0.0f;
+ Z = (uvEmissiveMapping == UVEmissiveMapping.UV2) ? 1.0f : 0.0f;
+ W = (uvEmissiveMapping == UVEmissiveMapping.UV3) ? 1.0f : 0.0f;
UVMappingMaskEmissive.colorValue = new Color(X, Y, Z, W);
- if ((uvEmissiveMapping == UVBaseMapping.Planar) || (uvEmissiveMapping == UVBaseMapping.Triplanar))
+ if ((uvEmissiveMapping == UVEmissiveMapping.Planar) || (uvEmissiveMapping == UVEmissiveMapping.Triplanar))
{
materialEditor.ShaderProperty(TexWorldScaleEmissive, Styles.texWorldScaleText);
}
}
- materialEditor.TextureScaleOffsetProperty(emissiveColorMap);
+ if (UVEmissive == null || (UVEmissiveMapping)UVEmissive.floatValue != UVEmissiveMapping.SameAsBase)
+ materialEditor.TextureScaleOffsetProperty(emissiveColorMap);
EditorGUI.indentLevel--;
}
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs
index 2053093ebfe..caf388419b6 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs
@@ -154,8 +154,15 @@ void DrawLayerListGUI()
Undo.RecordObjects(new UnityEngine.Object[] { material, m_MaterialImporter }, "Change layer material");
LayeredLitGUI.SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex, true);
layersChanged = true;
+
+ // Update external reference.
+ foreach (var target in materialEditor.targets)
+ {
+ MaterialExternalReferences matExternalRefs = MaterialExternalReferences.GetMaterialExternalReferences(target as Material);
+ matExternalRefs.SetMaterialReference(layerIndex, m_MaterialLayers[layerIndex]);
+ }
}
-
+
EditorGUI.DrawRect(colorRect, kLayerColors[layerIndex]);
m_WithUV[layerIndex] = EditorGUI.Toggle(uvRect, m_WithUV[layerIndex]);
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs
index 2dfda3f8b14..004228f7c63 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs
@@ -557,7 +557,7 @@ void ShaderSSSAndTransmissionInputGUI()
if (hdPipeline == null)
return;
- DiffusionProfileMaterialUI.OnGUI(diffusionProfileAsset[m_LayerIndex], diffusionProfileHash[m_LayerIndex]);
+ DiffusionProfileMaterialUI.OnGUI(materialEditor, diffusionProfileAsset[m_LayerIndex], diffusionProfileHash[m_LayerIndex], m_LayerIndex);
// TODO: does not work with multi-selection
if ((int)materialID.floatValue == (int)MaterialId.LitSSS && materials[0].GetSurfaceType() != SurfaceType.Transparent)
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/ShaderGraphUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/ShaderGraphUIBlock.cs
index 12b758968ec..5111809ebd0 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/ShaderGraphUIBlock.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/ShaderGraphUIBlock.cs
@@ -97,7 +97,7 @@ void DrawShaderGraphGUI()
// Filter out properties we don't want to draw:
PropertiesDefaultGUI(properties);
- // If we change a property in a shadergraph, we trigger a material keyword reset
+ // If we change a property in a shadergraph, we trigger a material keyword reset
if (CheckPropertyChanged(properties))
{
foreach (var material in materials)
@@ -219,7 +219,7 @@ void DrawShadowMatteToggle()
void DrawDiffusionProfileUI()
{
if (DiffusionProfileMaterialUI.IsSupported(materialEditor))
- DiffusionProfileMaterialUI.OnGUI(FindProperty("_DiffusionProfileAsset"), FindProperty("_DiffusionProfileHash"));
+ DiffusionProfileMaterialUI.OnGUI(materialEditor, FindProperty("_DiffusionProfileAsset"), FindProperty("_DiffusionProfileHash"), 0);
}
}
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template
index 3e24948e532..53d024438ac 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template
@@ -48,7 +48,6 @@ Pass
#if defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#define HAS_LIGHTLOOP
- #define SHADOW_OPTIMIZE_REGISTER_USAGE 1
#endif
// Dots Instancing
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs
index 64fdfb7b6f0..0ec0d65f66b 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs
@@ -1,4 +1,4 @@
-using UnityEngine.Rendering.HighDefinition;
+using UnityEngine.Rendering.HighDefinition;
using UnityEditor.ShaderGraph;
namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
@@ -500,6 +500,7 @@ static class UnlitKeywords
{
{ CoreKeywords.HDBase },
{ CoreKeywordDescriptors.DebugDisplay },
+ { CoreKeywordDescriptors.Shadow, new FieldCondition(HDFields.EnableShadowMatte, true) },
};
}
#endregion
@@ -551,8 +552,6 @@ static class UnlitIncludes
{ CoreIncludes.kUnlit, IncludeLocation.Pregraph },
{ CoreIncludes.CoreUtility },
{ CoreIncludes.kShaderGraphFunctions, IncludeLocation.Pregraph },
- { CoreIncludes.kCommonLighting, IncludeLocation.Pregraph, new FieldCondition(HDFields.EnableShadowMatte, true) },
- { CoreIncludes.kShadowContext, IncludeLocation.Pregraph, new FieldCondition(HDFields.EnableShadowMatte, true) },
{ CoreIncludes.kHDShadow, IncludeLocation.Pregraph, new FieldCondition(HDFields.EnableShadowMatte, true) },
{ CoreIncludes.kLightLoopDef, IncludeLocation.Pregraph, new FieldCondition(HDFields.EnableShadowMatte, true) },
{ CoreIncludes.kPunctualLightCommon, IncludeLocation.Pregraph, new FieldCondition(HDFields.EnableShadowMatte, true) },
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitSubTarget.cs
index cda904e70d2..69f4cbaae38 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitSubTarget.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/UnlitSubTarget.cs
@@ -1,4 +1,4 @@
-using UnityEngine.Rendering.HighDefinition;
+using UnityEngine.Rendering.HighDefinition;
using UnityEditor.ShaderGraph;
namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
@@ -341,7 +341,6 @@ static class UnlitIncludes
{ CoreIncludes.CoreUtility },
{ CoreIncludes.kShaderGraphFunctions, IncludeLocation.Pregraph },
{ CoreIncludes.kCommonLighting, IncludeLocation.Pregraph, new FieldCondition(HDFields.EnableShadowMatte, true) },
- { CoreIncludes.kShadowContext, IncludeLocation.Pregraph, new FieldCondition(HDFields.EnableShadowMatte, true) },
{ CoreIncludes.kHDShadow, IncludeLocation.Pregraph, new FieldCondition(HDFields.EnableShadowMatte, true) },
{ CoreIncludes.kLightLoopDef, IncludeLocation.Pregraph, new FieldCondition(HDFields.EnableShadowMatte, true) },
{ CoreIncludes.kPunctualLightCommon, IncludeLocation.Pregraph, new FieldCondition(HDFields.EnableShadowMatte, true) },
diff --git a/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs b/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs
index 783223d4d49..a08652ed5d8 100644
--- a/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs
@@ -20,6 +20,8 @@ sealed class ExposureEditor : VolumeComponentEditor
SerializedDataParameter m_AdaptationSpeedDarkToLight;
SerializedDataParameter m_AdaptationSpeedLightToDark;
+ SerializedDataParameter m_WeightTextureMask;
+
public override void OnEnable()
{
var o = new PropertyFetcher(serializedObject);
@@ -37,6 +39,8 @@ public override void OnEnable()
m_AdaptationMode = Unpack(o.Find(x => x.adaptationMode));
m_AdaptationSpeedDarkToLight = Unpack(o.Find(x => x.adaptationSpeedDarkToLight));
m_AdaptationSpeedLightToDark = Unpack(o.Find(x => x.adaptationSpeedLightToDark));
+
+ m_WeightTextureMask = Unpack(o.Find(x => x.weightTextureMask));
}
public override void OnInspectorGUI()
@@ -58,6 +62,9 @@ public override void OnInspectorGUI()
EditorGUILayout.Space();
PropertyField(m_MeteringMode);
+ if(m_MeteringMode.value.intValue == (int)MeteringMode.MaskWeighted)
+ PropertyField(m_WeightTextureMask);
+
PropertyField(m_LuminanceSource);
if (m_LuminanceSource.value.intValue == (int)LuminanceSource.LightingBuffer)
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs
index 370876746e3..cdea45fe56a 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs
@@ -109,6 +109,7 @@ public class GeneralSection
public static readonly GUIContent supportTransparentDepthPrepass = EditorGUIUtility.TrTextContent("Transparent Depth Prepass", "When disabled, HDRP removes all transparent depth prepass Shader variants when you build for the Unity Player. This decreases build time.");
public static readonly GUIContent supportTransparentDepthPostpass = EditorGUIUtility.TrTextContent("Transparent Depth Postpass", "When disabled, HDRP removes all transparent depth postpass Shader variants when you build for the Unity Player. This decreases build time.");
public static readonly GUIContent supportRaytracing = EditorGUIUtility.TrTextContent("Realtime Raytracing (Preview)");
+ public static readonly GUIContent supportedRayTracingMode = EditorGUIUtility.TrTextContent("Supported Ray Tracing Mode (Preview)");
public static readonly GUIContent rayTracingUnsupportedWarning = EditorGUIUtility.TrTextContent("Ray tracing is not supported on your device. Please refer to the documentation.");
public static readonly GUIContent maximumLODLevel = EditorGUIUtility.TrTextContent("Maximum LOD Level");
public static readonly GUIContent LODBias = EditorGUIUtility.TrTextContent("LOD Bias");
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs
index 9b897510d66..bd6dd2387bd 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs
@@ -349,14 +349,7 @@ static void Drawer_SectionShadows(SerializedHDRenderPipelineAsset serialized, Ed
if (!serialized.renderPipelineSettings.supportedLitShaderMode.hasMultipleDifferentValues)
{
- bool isDeferredOnly = serialized.renderPipelineSettings.supportedLitShaderMode.intValue == (int)RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly;
-
- // Deferred Only mode does not allow to change filtering quality, but rather it is hardcoded.
- if (isDeferredOnly)
- serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality.intValue = (int)ShaderConfig.s_DeferredShadowFiltering;
-
- using (new EditorGUI.DisabledScope(isDeferredOnly))
- EditorGUILayout.PropertyField(serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality, Styles.filteringQuality);
+ EditorGUILayout.PropertyField(serialized.renderPipelineSettings.hdShadowInitParams.shadowFilteringQuality, Styles.filteringQuality);
}
else
{
@@ -845,10 +838,13 @@ static void Drawer_SectionRenderingUnsorted(SerializedHDRenderPipelineAsset seri
EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportRayTracing, Styles.supportRaytracing);
using (new EditorGUI.DisabledScope(!serialized.renderPipelineSettings.supportRayTracing.boolValue))
{
+ ++EditorGUI.indentLevel;
+ EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportedRayTracingMode, Styles.supportedRayTracingMode);
if (serialized.renderPipelineSettings.supportRayTracing.boolValue && !UnityEngine.SystemInfo.supportsRayTracing)
{
EditorGUILayout.HelpBox(Styles.rayTracingUnsupportedWarning.text, MessageType.Warning, wide: true);
}
+ --EditorGUI.indentLevel;
}
serialized.renderPipelineSettings.lodBias.ValueGUI(Styles.LODBias);
@@ -862,13 +858,6 @@ static void Drawer_SectionLightingUnsorted(SerializedHDRenderPipelineAsset seria
EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportSSAO, Styles.supportSSAOContent);
EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportVolumetrics, Styles.supportVolumetricContent);
- using (new EditorGUI.DisabledScope(serialized.renderPipelineSettings.supportVolumetrics.hasMultipleDifferentValues
- || !serialized.renderPipelineSettings.supportVolumetrics.boolValue))
- {
- ++EditorGUI.indentLevel;
- EditorGUILayout.PropertyField(serialized.renderPipelineSettings.increaseResolutionOfVolumetrics, Styles.volumetricResolutionContent);
- --EditorGUI.indentLevel;
- }
EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportProbeVolume, Styles.supportProbeVolumeContent);
using (new EditorGUI.DisabledScope(!serialized.renderPipelineSettings.supportProbeVolume.boolValue))
@@ -1011,6 +1000,7 @@ static void SupportedSettingsInfoSection(SerializedHDRenderPipelineAsset seriali
AppendSupport(builder, serialized.renderPipelineSettings.supportTransparentDepthPostpass, Styles.supportTransparentDepthPostpass);
AppendSupport(builder, serialized.renderPipelineSettings.supportRayTracing, Styles.supportRaytracing);
AppendSupport(builder, serialized.renderPipelineSettings.supportProbeVolume, Styles.supportProbeVolumeContent);
+ AppendSupport(builder, serialized.renderPipelineSettings.supportedRayTracingMode, Styles.supportedRayTracingMode);
EditorGUILayout.HelpBox(builder.ToString(), MessageType.Info, wide: true);
}
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 29d549abe84..0c739f690d0 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
@@ -76,25 +76,38 @@ public override void OnInspectorGUI()
PropertyField(m_LayerMask);
PropertyField(m_RayLength);
PropertyField(m_ClampValue);
- PropertyField(m_Mode);
- EditorGUI.indentLevel++;
- switch (m_Mode.value.GetEnumValue())
+ if (currentAsset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Both)
{
- case RayTracingMode.Performance:
- {
- PropertyField(m_FullResolution);
- PropertyField(m_UpscaleRadius);
- }
- break;
- case RayTracingMode.Quality:
- {
- PropertyField(m_SampleCount);
- PropertyField(m_BounceCount);
- }
- break;
+ PropertyField(m_Mode);
+ EditorGUI.indentLevel++;
+ switch (m_Mode.value.GetEnumValue())
+ {
+ case RayTracingMode.Performance:
+ {
+ PropertyField(m_FullResolution);
+ PropertyField(m_UpscaleRadius);
+ }
+ break;
+ case RayTracingMode.Quality:
+ {
+ PropertyField(m_SampleCount);
+ PropertyField(m_BounceCount);
+ }
+ break;
+ }
+ EditorGUI.indentLevel--;
+ }
+ else if (currentAsset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Quality)
+ {
+ PropertyField(m_SampleCount);
+ PropertyField(m_BounceCount);
+ }
+ else
+ {
+ PropertyField(m_FullResolution);
+ PropertyField(m_UpscaleRadius);
}
- EditorGUI.indentLevel--;
PropertyField(m_Denoise);
{
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingShaderPreprocessor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingShaderPreprocessor.cs
index f941761fa8c..83cef8e78eb 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingShaderPreprocessor.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingShaderPreprocessor.cs
@@ -21,6 +21,18 @@ protected override bool DoShadersStripper(HDRenderPipelineAsset hdrpAsset, Shade
|| snippet.passName == "SubSurfaceDXR")
return true;
}
+ else
+ {
+ // If we only support Performance mode, we do not want the indirectDXR shader
+ if (hdrpAsset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Performance
+ && snippet.passName == "IndirectDXR")
+ return true;
+
+ // If we only support Quality mode, we do not want the indirectDXR shader
+ if (hdrpAsset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Quality
+ && snippet.passName == "GBufferDXR")
+ return true;
+ }
return false;
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/DefaultSettingsPanel.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/DefaultSettingsPanel.cs
index b244d14d284..35167715150 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/DefaultSettingsPanel.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/DefaultSettingsPanel.cs
@@ -45,7 +45,7 @@ public class Styles
ReorderableList m_BeforeTransparentCustomPostProcesses;
ReorderableList m_BeforePostProcessCustomPostProcesses;
ReorderableList m_AfterPostProcessCustomPostProcesses;
- int m_CurrentVolumeProfileHash;
+ int m_CurrentVolumeProfileInstanceID;
public void OnGUI(string searchContext)
{
@@ -209,9 +209,9 @@ void Draw_VolumeInspector()
EditorGUILayout.EndHorizontal();
// The state of the profile can change without the asset reference changing so in this case we need to reset the editor.
- if (m_CurrentVolumeProfileHash != asset.GetHashCode() && m_CachedDefaultVolumeProfileEditor != null)
+ if (m_CurrentVolumeProfileInstanceID != asset.GetInstanceID() && m_CachedDefaultVolumeProfileEditor != null)
{
- m_CurrentVolumeProfileHash = asset.GetHashCode();
+ m_CurrentVolumeProfileInstanceID = asset.GetInstanceID();
m_CachedDefaultVolumeProfileEditor = null;
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs
index ea8e73621c9..7a98ef3a26d 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs
@@ -104,8 +104,11 @@ internal static CED.IDrawer InspectorInnerbox(bool withOverride = true) => CED.G
RenderPipelineSettings hdrpSettings = GetHDRPAssetFor(owner).currentPlatformRenderPipelineSettings;
if (hdrpSettings.supportRayTracing)
{
- if (serialized.IsEnabled(FrameSettingsField.AsyncCompute) ?? false)
- EditorGUILayout.HelpBox("With Raytracing, the Asynchronous Execution will be forced to false", MessageType.Warning);
+ bool rtEffectUseAsync = (serialized.IsEnabled(FrameSettingsField.SSRAsync) ?? false) || (serialized.IsEnabled(FrameSettingsField.SSAOAsync) ?? false)
+ //|| (serialized.IsEnabled(FrameSettingsField.ContactShadowsAsync) ?? false) // Contact shadow async is not visible in the UI for now and defaults to true.
+ ;
+ if (rtEffectUseAsync)
+ EditorGUILayout.HelpBox("Asynchronous execution of Raytracing effects is not supported. Asynchronous Execution will be forced to false for them", MessageType.Warning);
}
}));
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs
index fdaac0b8c4c..e5cef881cb6 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs
@@ -26,7 +26,6 @@ class SerializedRenderPipelineSettings
public SerializedScalableSetting sssSampleBudget;
[FormerlySerializedAs("supportVolumetric")]
public SerializedProperty supportVolumetrics;
- public SerializedProperty increaseResolutionOfVolumetrics;
public SerializedProperty supportLightLayers;
public SerializedProperty lightLayerName0;
public SerializedProperty lightLayerName1;
@@ -49,6 +48,7 @@ class SerializedRenderPipelineSettings
public SerializedProperty supportDitheringCrossFade;
public SerializedProperty supportTerrainHole;
public SerializedProperty supportRayTracing;
+ public SerializedProperty supportedRayTracingMode;
public SerializedProperty supportDistortion;
public SerializedProperty supportTransparentBackface;
public SerializedProperty supportTransparentDepthPrepass;
@@ -87,7 +87,6 @@ public SerializedRenderPipelineSettings(SerializedProperty root)
supportSubsurfaceScattering = root.Find((RenderPipelineSettings s) => s.supportSubsurfaceScattering);
sssSampleBudget = new SerializedScalableSetting(root.Find((RenderPipelineSettings s) => s.sssSampleBudget));
supportVolumetrics = root.Find((RenderPipelineSettings s) => s.supportVolumetrics);
- increaseResolutionOfVolumetrics = root.Find((RenderPipelineSettings s) => s.increaseResolutionOfVolumetrics);
supportLightLayers = root.Find((RenderPipelineSettings s) => s.supportLightLayers);
lightLayerName0 = root.Find((RenderPipelineSettings s) => s.lightLayerName0);
lightLayerName1 = root.Find((RenderPipelineSettings s) => s.lightLayerName1);
@@ -115,6 +114,7 @@ public SerializedRenderPipelineSettings(SerializedProperty root)
supportProbeVolume = root.Find((RenderPipelineSettings s) => s.supportProbeVolume);
supportRayTracing = root.Find((RenderPipelineSettings s) => s.supportRayTracing);
+ supportedRayTracingMode = root.Find((RenderPipelineSettings s) => s.supportedRayTracingMode);
lightLoopSettings = new SerializedGlobalLightLoopSettings(root.Find((RenderPipelineSettings s) => s.lightLoopSettings));
hdShadowInitParams = new SerializedHDShadowInitParameters(root.Find((RenderPipelineSettings s) => s.hdShadowInitParams));
diff --git a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDTarget.cs b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDTarget.cs
index 1ad6541e5f7..2a4db79adbf 100644
--- a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDTarget.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDTarget.cs
@@ -1,4 +1,4 @@
-using System;
+using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Rendering;
@@ -541,6 +541,15 @@ static class CoreKeywords
{ CoreKeywordDescriptors.AlphaTest, new FieldCondition(Fields.AlphaTest, true) },
};
+ public static KeywordCollection HDBaseNoCrossFade = new KeywordCollection
+ {
+ { CoreKeywordDescriptors.SurfaceTypeTransparent },
+ { CoreKeywordDescriptors.BlendMode },
+ { CoreKeywordDescriptors.DoubleSided, new FieldCondition(HDFields.SubShader.Unlit, false) },
+ { CoreKeywordDescriptors.FogOnTransparent },
+ { CoreKeywordDescriptors.AlphaTest, new FieldCondition(Fields.AlphaTest, true) },
+ };
+
public static KeywordCollection Lightmaps = new KeywordCollection
{
{ CoreKeywordDescriptors.Lightmap },
@@ -578,14 +587,13 @@ static class CoreKeywords
public static KeywordCollection RaytracingIndirect = new KeywordCollection
{
- { HDBase },
- { CoreKeywordDescriptors.DiffuseLightingOnly },
+ { HDBaseNoCrossFade },
{ Lightmaps },
};
public static KeywordCollection RaytracingGBufferForward = new KeywordCollection
{
- { HDBase },
+ { HDBaseNoCrossFade },
{ Lightmaps },
};
}
@@ -666,7 +674,6 @@ static class CoreIncludes
// Public Pregraph Function
public const string kCommonLighting = "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl";
- public const string kShadowContext = "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl";
public const string kHDShadow = "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl";
public const string kLightLoopDef = "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl";
public const string kPunctualLightCommon = "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl";
@@ -871,15 +878,6 @@ static class CoreKeywordDescriptors
scope = KeywordScope.Global,
};
- public static KeywordDescriptor DiffuseLightingOnly = new KeywordDescriptor()
- {
- displayName = "Diffuse Lighting Only",
- referenceName = "DIFFUSE_LIGHTING_ONLY",
- type = KeywordType.Boolean,
- definition = KeywordDefinition.MultiCompile,
- scope = KeywordScope.Global,
- };
-
public static KeywordDescriptor LightLayers = new KeywordDescriptor()
{
displayName = "Light Layers",
diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs
index ce918bb696b..9626b33834f 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs
@@ -25,6 +25,8 @@ class FogEditor : VolumeComponentEditor
protected SerializedDataParameter m_EnableVolumetricFog;
protected SerializedDataParameter m_DepthExtent;
protected SerializedDataParameter m_SliceDistributionUniformity;
+ protected SerializedDataParameter m_ScreenResolutionPercentage;
+ protected SerializedDataParameter m_VolumeSliceCount;
protected SerializedDataParameter m_Filter;
static GUIContent s_Enabled = new GUIContent("Enable", "Check this to enable fog in your scene.");
@@ -61,6 +63,8 @@ public override void OnEnable()
m_EnableVolumetricFog = Unpack(o.Find(x => x.enableVolumetricFog));
m_DepthExtent = Unpack(o.Find(x => x.depthExtent));
m_SliceDistributionUniformity = Unpack(o.Find(x => x.sliceDistributionUniformity));
+ m_ScreenResolutionPercentage = Unpack(o.Find(x => x.screenResolutionPercentage));
+ m_VolumeSliceCount = Unpack(o.Find(x => x.volumeSliceCount));
m_Filter = Unpack(o.Find(x => x.filter));
}
@@ -117,6 +121,8 @@ public override void OnInspectorGUI()
{
PropertyField(m_DepthExtent);
PropertyField(m_SliceDistributionUniformity);
+ PropertyField(m_ScreenResolutionPercentage);
+ PropertyField(m_VolumeSliceCount);
PropertyField(m_Filter);
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor.meta
new file mode 100644
index 00000000000..7c37f968d8f
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 8d1e6e8a33362094d823f5a987b64542
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/AdditionalCompositorData.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/AdditionalCompositorData.cs
new file mode 100644
index 00000000000..972c946cb10
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/AdditionalCompositorData.cs
@@ -0,0 +1,41 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace UnityEngine.Rendering.HighDefinition.Compositor
+{
+ internal enum BackgroundFitMode
+ {
+ Stretch,
+ FitHorizontally,
+ FitVertically
+ };
+
+ // This class store some additional per-camera data (filters, custom clear modes, etc) that are used by the compositor.
+ internal class AdditionalCompositorData : MonoBehaviour
+ {
+ public Texture clearColorTexture = null;
+ public bool clearAlpha = true; // Clearing the alpha allows the post process to run only on the pixels covered by a stacked camera (and not the previous ones).
+ public BackgroundFitMode imageFitMode = BackgroundFitMode.Stretch;
+ public List layerFilters;
+
+ public void Init(List layerFilters, bool clearAlpha)
+ {
+ this.layerFilters = new List(layerFilters);
+ this.clearAlpha = clearAlpha;
+ }
+
+ public void ResetData()
+ {
+ clearColorTexture = null;
+ clearAlpha = true;
+ imageFitMode = BackgroundFitMode.Stretch;
+
+ if (layerFilters !=null)
+ {
+ layerFilters.Clear();
+ layerFilters = null;
+ }
+
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/AdditionalCompositorData.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/AdditionalCompositorData.cs.meta
new file mode 100644
index 00000000000..3128b6cb73d
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/AdditionalCompositorData.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 1ae910c312a6a6c419b4ff762c33fd95
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/AlphaInjection.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/AlphaInjection.cs
new file mode 100644
index 00000000000..0b1e98db01e
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/AlphaInjection.cs
@@ -0,0 +1,62 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+using System;
+
+namespace UnityEngine.Rendering.HighDefinition.Compositor
+{
+ [Serializable]
+ internal sealed class AlphaInjection : CustomPostProcessVolumeComponent, IPostProcessComponent
+ {
+ internal class ShaderIDs
+ {
+ public static readonly int k_AlphaTexture = Shader.PropertyToID("_AlphaTexture");
+ public static readonly int k_InputTexture = Shader.PropertyToID("_InputTexture");
+ }
+
+ Material m_Material;
+
+ public bool IsActive() => m_Material != null;
+
+ public override CustomPostProcessInjectionPoint injectionPoint => CustomPostProcessInjectionPoint.BeforePostProcess;
+
+ public override void Setup()
+ {
+ var hdrpAsset = HDRenderPipeline.defaultAsset;
+ if (hdrpAsset != null)
+ m_Material = CoreUtils.CreateEngineMaterial(hdrpAsset.renderPipelineResources.shaders.alphaInjectionPS);
+ }
+
+ public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
+ {
+ Debug.Assert(m_Material != null);
+
+ //TODO: can we detect this before we get here?
+ AdditionalCompositorData layerData = camera.camera.gameObject.GetComponent();
+ if (layerData == null || layerData.layerFilters == null)
+ {
+ HDUtils.BlitCameraTexture(cmd, source, destination);
+ return;
+ }
+
+ int index = layerData.layerFilters.FindIndex(x => x.filterType == CompositionFilter.FilterType.ALPHA_MASK);
+ if (index < 0)
+ {
+ HDUtils.BlitCameraTexture(cmd, source, destination);
+ return;
+ }
+
+ var filter = layerData.layerFilters[index];
+ m_Material.SetTexture(ShaderIDs.k_InputTexture, source);
+ m_Material.SetTexture(ShaderIDs.k_AlphaTexture, filter.alphaMask);
+
+ HDUtils.DrawFullScreen(cmd, m_Material, destination);
+ }
+
+ public override void Cleanup()
+ {
+ CoreUtils.Destroy(m_Material);
+ }
+ }
+
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/AlphaInjection.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/AlphaInjection.cs.meta
new file mode 100644
index 00000000000..ef5f23f798d
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/AlphaInjection.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: da907761ad48a684aa45e5dc639d9304
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/ChromaKeying.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ChromaKeying.cs
new file mode 100644
index 00000000000..667c21728c0
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ChromaKeying.cs
@@ -0,0 +1,71 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+using System;
+
+namespace UnityEngine.Rendering.HighDefinition.Compositor
+{
+ // Custom post-processing pass that performs chroma keying
+ // Shader adapted from: https://github.com/keijiro/ProcAmp
+ [Serializable]
+ internal sealed class ChromaKeying : CustomPostProcessVolumeComponent, IPostProcessComponent
+ {
+ internal class ShaderIDs
+ {
+ public static readonly int k_KeyColor = Shader.PropertyToID("_KeyColor");
+ public static readonly int k_KeyParams = Shader.PropertyToID("_KeyParams");
+ public static readonly int k_InputTexture = Shader.PropertyToID("_InputTexture");
+ }
+
+ public BoolParameter activate = new BoolParameter(false);
+ Material m_Material;
+
+ public bool IsActive() => m_Material != null;
+
+ public override CustomPostProcessInjectionPoint injectionPoint => CustomPostProcessInjectionPoint.BeforePostProcess;
+
+ public override void Setup()
+ {
+ var hdrpAsset = HDRenderPipeline.defaultAsset;
+ if (hdrpAsset != null)
+ m_Material = CoreUtils.CreateEngineMaterial(hdrpAsset.renderPipelineResources.shaders.chromaKeyingPS);
+ }
+
+ public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
+ {
+ Debug.Assert(m_Material != null);
+
+ AdditionalCompositorData layerData = camera.camera.gameObject.GetComponent();
+
+ if (activate.value == false || layerData == null || layerData.layerFilters == null)
+ {
+ HDUtils.BlitCameraTexture(cmd, source, destination);
+ return;
+ }
+
+ int index = layerData.layerFilters.FindIndex(x => x.filterType == CompositionFilter.FilterType.CHROMA_KEYING);
+ if (index < 0)
+ {
+ HDUtils.BlitCameraTexture(cmd, source, destination);
+ return;
+ }
+
+ var filter = layerData.layerFilters[index];
+ Vector4 keyParams;
+ keyParams.x = filter.keyThreshold;
+ keyParams.y = filter.keyTolerance;
+ keyParams.z = filter.spillRemoval;
+ keyParams.w = 1.0f;
+
+ m_Material.SetVector(ShaderIDs.k_KeyColor, filter.maskColor);
+ m_Material.SetVector(ShaderIDs.k_KeyParams, keyParams);
+ m_Material.SetTexture(ShaderIDs.k_InputTexture, source);
+ HDUtils.DrawFullScreen(cmd, m_Material, destination);
+ }
+
+ public override void Cleanup()
+ {
+ CoreUtils.Destroy(m_Material);
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/ChromaKeying.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ChromaKeying.cs.meta
new file mode 100644
index 00000000000..788a6af4e2c
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ChromaKeying.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: cf4ca3f87079ba246a93410400bb24c4
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionFilter.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionFilter.cs
new file mode 100644
index 00000000000..c84fb524782
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionFilter.cs
@@ -0,0 +1,30 @@
+using UnityEngine;
+
+namespace UnityEngine.Rendering.HighDefinition.Compositor
+{
+ [System.Serializable]
+ internal class CompositionFilter
+ {
+ public enum FilterType
+ {
+ CHROMA_KEYING = 0,
+ ALPHA_MASK
+ }
+
+ // TODO: idealy we should allow the use of arbitrary custom passes instead of hand-picked filters.
+
+ public FilterType filterType;
+ public Color maskColor;
+ public float keyThreshold = 0.8f;
+ public float keyTolerance = 0.5f;
+ public float spillRemoval = 0.0f;
+ public Texture alphaMask;
+
+ static public CompositionFilter Create(FilterType type)
+ {
+ var newFilter = new CompositionFilter();
+ newFilter.filterType = type;
+ return newFilter;
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionFilter.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionFilter.cs.meta
new file mode 100644
index 00000000000..5caa49af7bf
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionFilter.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 9352d7542a49cd9498b3cf2accb8f066
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionLayer.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionLayer.cs
new file mode 100644
index 00000000000..19211c933a3
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionLayer.cs
@@ -0,0 +1,639 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.Reflection;
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+using UnityEngine.Rendering.HighDefinition.Attributes;
+using UnityEngine.Video;
+
+using UnityEngine.Experimental.Rendering;
+
+namespace UnityEngine.Rendering.HighDefinition.Compositor
+{
+ // Defines a single compositor layer and it's runtime properties. These are scene specific and are not saved in the asset file.
+ [System.Serializable]
+ internal class CompositorLayer
+ {
+ public enum LayerType
+ {
+ Camera = 0,
+ Video = 1,
+ Image = 2
+ };
+
+ // The graphics format options exposed in the UI
+ public enum UIColorBufferFormat
+ {
+ R11G11B10 = GraphicsFormat.B10G11R11_UFloatPack32,
+ R16G16B16A16 = GraphicsFormat.R16G16B16A16_UNorm,
+ R32G32B32A32 = GraphicsFormat.R32G32B32A32_SFloat
+ };
+
+ // Specifies if this layer will be used in the compositor or a camera stack
+ public enum OutputTarget
+ {
+ CompositorLayer = 0,
+ CameraStack
+ }
+
+ public enum ResolutionScale
+ {
+ Full = 1,
+ Half = 2,
+ Quarter = 4
+ }
+ public string name => m_LayerName;
+
+ [SerializeField] string m_LayerName;
+
+ public OutputTarget outputTarget => m_OutputTarget;
+
+ [SerializeField] OutputTarget m_OutputTarget; // Specifies if this layer will be used in the compositor or a camera stack
+ [SerializeField] bool m_ClearDepth = false; // Specifies if the depth will be cleared when stacking this camera over the previous one (for overlays)
+ [SerializeField] bool m_ClearAlpha = true; // Specifies if the Alpha channel will be cleared when stacking this camera over the previous one (for overlays)
+ [SerializeField] Renderer m_OutputRenderer = null; // Specifies the output surface/renderer
+ [SerializeField] LayerType m_Type;
+ [SerializeField] Camera m_Camera = null; // The source camera for the layer (were we get the default properties). The actual rendering, with overridden properties is done by the m_LayerCamera
+ [SerializeField] VideoPlayer m_InputVideo = null;
+ [SerializeField] Texture m_InputTexture = null;
+ [SerializeField] BackgroundFitMode m_BackgroundFit = BackgroundFitMode.Stretch;
+ [SerializeField] ResolutionScale m_ResolutionScale = ResolutionScale.Full;
+ [SerializeField] UIColorBufferFormat m_ColorBufferFormat = UIColorBufferFormat.R16G16B16A16;
+
+ // Layer overrides
+ [SerializeField] bool m_OverrideAntialiasing = false;
+ [SerializeField] HDAdditionalCameraData.AntialiasingMode m_Antialiasing;
+
+ [SerializeField] bool m_OverrideClearMode = false;
+ [SerializeField] HDAdditionalCameraData.ClearColorMode m_ClearMode = HDAdditionalCameraData.ClearColorMode.Color;
+
+ [SerializeField] bool m_OverrideCullingMask = false;
+ [SerializeField] LayerMask m_CullingMask;
+
+ [SerializeField] bool m_OverrideVolumeMask = false;
+ [SerializeField] LayerMask m_VolumeMask;
+
+ [SerializeField] int m_LayerPositionInStack = 0;
+
+ // Layer filters
+ [SerializeField] List m_InputFilters = new List();
+
+ // AOVs
+ [SerializeField] MaterialSharedProperty m_AOVBitmask = 0;
+
+ [SerializeField] Dictionary m_AOVMap;
+
+ List m_AOVHandles;
+
+ [SerializeField] List m_AOVRenderTargets;
+
+ RTHandle m_RTHandle;
+
+ [SerializeField] RenderTexture m_RenderTarget;
+
+ [SerializeField] RTHandle m_AOVTmpRTHandle;
+
+ [SerializeField] bool m_ClearsBackGround = false;
+
+ static readonly string[] k_AOVNames = System.Enum.GetNames(typeof(MaterialSharedProperty));
+
+ public bool enabled
+ {
+ get => m_Show;
+ set
+ {
+ m_Show = value;
+ }
+ }
+
+ [SerializeField] bool m_Show = true; // Used to toggle visibility of layers
+
+ public float aspectRatio
+ {
+ get
+ {
+ if (m_Camera != null)
+ {
+ return (float)m_Camera.pixelWidth / m_Camera.pixelHeight;
+ }
+ return 1.0f;
+ }
+ }
+
+ public Camera camera => m_LayerCamera;
+
+ [SerializeField] Camera m_LayerCamera;
+
+ private CompositorLayer()
+ {
+ }
+
+ public static CompositorLayer CreateStackLayer(LayerType type = CompositorLayer.LayerType.Camera, string layerName = "New Layer")
+ {
+ var newLayer = new CompositorLayer();
+ newLayer.m_LayerName = layerName;
+ newLayer.m_Type = type;
+ newLayer.m_OverrideCullingMask = true;
+ newLayer.m_CullingMask = 0; //LayerMask.GetMask("None");
+ newLayer.m_Camera = CompositionManager.GetSceceCamera();
+ newLayer.m_OutputTarget = CompositorLayer.OutputTarget.CameraStack;
+ newLayer.m_ClearDepth = true;
+
+ if (newLayer.m_Type == LayerType.Image || newLayer.m_Type == LayerType.Video)
+ {
+ newLayer.m_OverrideVolumeMask = true;
+ newLayer.m_VolumeMask = 0;
+ newLayer.m_ClearAlpha = false;
+ newLayer.m_OverrideAntialiasing = true;
+ newLayer.m_Antialiasing = HDAdditionalCameraData.AntialiasingMode.None;
+ }
+
+ return newLayer;
+ }
+
+ public static CompositorLayer CreateOutputLayer(string layerName)
+ {
+ var newLayer = new CompositorLayer();
+ newLayer.m_LayerName = layerName;
+ newLayer.m_OutputTarget = CompositorLayer.OutputTarget.CompositorLayer;
+
+ return newLayer;
+ }
+
+ static float EnumToScale(ResolutionScale scale)
+ {
+ return 1.0f / (int)scale;
+ }
+
+ public int pixelWidth
+ {
+ get
+ {
+ if (m_Camera)
+ {
+ float resScale = EnumToScale(m_ResolutionScale);
+ return (int)(resScale * m_Camera.pixelWidth);
+ }
+ return 0;
+ }
+ }
+ public int pixelHeight
+ {
+ get
+ {
+ if (m_Camera)
+ {
+ float resScale = EnumToScale(m_ResolutionScale);
+ return (int)(resScale * m_Camera.pixelHeight);
+ }
+ return 0;
+ }
+ }
+ public void Init(string layerID = "")
+ {
+ if (m_LayerName == "")
+ {
+ m_LayerName = layerID;
+ }
+
+ // Compositor output layers (that allocate the render targets) also need a reference camera, just to get the reference pixel width/height
+ // Note: Movie & image layers are rendered at the output resolution (and not the movie/image resolution). This is required to have post-processing effects like film grain at full res.
+ if (m_Camera == null)
+ {
+ m_Camera = CompositionManager.GetSceceCamera();
+ }
+
+ // Create a new camera if necessary or use the one specified by the user
+ if (m_LayerCamera == null && m_OutputTarget == OutputTarget.CameraStack)
+ {
+ m_LayerCamera = Object.Instantiate(m_Camera);
+
+ // delete any audio listeners from the clone camera
+ var listener = m_LayerCamera.GetComponent();
+ if (listener)
+ {
+ CoreUtils.Destroy(listener);
+ }
+ m_LayerCamera.name = "Compositor" + layerID;
+ m_LayerCamera.gameObject.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy | HideFlags.HideAndDontSave;
+ if(m_LayerCamera.tag == "MainCamera")
+ {
+ m_LayerCamera.tag = "Untagged";
+ }
+
+ // Remove the compositor copy (if exists) from the cloned camera. This will happen if the compositor script was attached to the camera we are cloning
+ var compositionManager = m_LayerCamera.GetComponent();
+ if (compositionManager != null)
+ {
+ CoreUtils.Destroy(compositionManager);
+ }
+
+ var cameraData = m_LayerCamera.GetComponent();
+ if (cameraData == null)
+ {
+ m_LayerCamera.gameObject.AddComponent(typeof(HDAdditionalCameraData));
+ }
+
+ }
+ m_ClearsBackGround = false;
+ m_LayerPositionInStack = 0; // will be set in SetupLayerCamera
+
+ if (m_OutputTarget != OutputTarget.CameraStack && m_RenderTarget == null)
+ {
+ m_RenderTarget = new RenderTexture(pixelWidth, pixelHeight, 24, (GraphicsFormat)m_ColorBufferFormat);
+ }
+
+ // check and fix RT handle
+ if (m_OutputTarget != OutputTarget.CameraStack && m_RTHandle == null)
+ {
+ m_RTHandle = RTHandles.Alloc(m_RenderTarget);
+ }
+
+ if (m_OutputTarget != OutputTarget.CameraStack && m_AOVBitmask != MaterialSharedProperty.None)
+ {
+ int aovMask = (1 << (int)m_AOVBitmask);
+ if (aovMask > 1)
+ {
+ m_AOVMap = new Dictionary();
+ m_AOVRenderTargets = new List();
+ m_AOVHandles = new List();
+
+ var aovNames = System.Enum.GetNames(typeof(MaterialSharedProperty));
+ int NUM_AOVs = aovNames.Length;
+ int outputIndex = 0;
+ for (int i = 0; i < NUM_AOVs; ++i)
+ {
+ if ((aovMask & (1 << i)) != 0)
+ {
+ m_AOVMap[aovNames[i]] = outputIndex;
+ m_AOVRenderTargets.Add(new RenderTexture(pixelWidth, pixelHeight, 24, (GraphicsFormat)m_ColorBufferFormat));
+ m_AOVHandles.Add(RTHandles.Alloc(m_AOVRenderTargets[outputIndex]));
+ outputIndex++;
+ }
+ }
+ }
+ }
+ else
+ {
+ if (m_AOVRenderTargets != null)
+ {
+ foreach (var rt in m_AOVRenderTargets)
+ {
+ CoreUtils.Destroy(rt);
+ }
+ m_AOVRenderTargets.Clear();
+ }
+ if(m_AOVMap != null)
+ {
+ m_AOVMap.Clear();
+ m_AOVMap = null;
+ }
+ }
+
+ var compositor = CompositionManager.GetInstance();
+ if (m_OutputRenderer != null && Application.IsPlaying(compositor.gameObject))
+ {
+ MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock();
+ propertyBlock.SetTexture("_BaseColorMap", m_RenderTarget);
+ m_OutputRenderer.SetPropertyBlock(propertyBlock);
+ }
+
+ if (m_LayerCamera)
+ {
+ m_LayerCamera.enabled = m_Show;
+ var cameraData = m_LayerCamera.GetComponent();
+ var layerData = m_LayerCamera.GetComponent();
+ {
+ // create the component if it is required and does not exist
+ if (layerData == null)
+ {
+ layerData = m_LayerCamera.gameObject.AddComponent();
+ layerData.hideFlags = HideFlags.HideAndDontSave;
+ }
+ // Reset the layer params (in case we cloned a camera which already had AdditionalCompositorData)
+ if (layerData != null)
+ {
+ layerData.ResetData();
+ }
+ }
+
+ // layer overrides
+ SetLayerMaskOverrides();
+
+ if (m_Type == LayerType.Video && m_InputVideo != null)
+ {
+ m_InputVideo.targetCamera = m_LayerCamera;
+ m_InputVideo.renderMode = VideoRenderMode.CameraNearPlane;
+ }
+ else if (m_Type == LayerType.Image && m_InputTexture != null)
+ {
+ cameraData.clearColorMode = HDAdditionalCameraData.ClearColorMode.None;
+
+ layerData.clearColorTexture = m_InputTexture;
+ layerData.imageFitMode = m_BackgroundFit;
+ }
+
+ // Custom pass to inject an alpha mask
+ SetAdditionalLayerData();
+
+ if (m_InputFilters == null)
+ {
+ m_InputFilters = new List();
+ }
+ }
+ }
+
+ public bool Validate()
+ {
+ if ((m_OutputTarget != OutputTarget.CameraStack && m_RenderTarget == null)
+ || (m_OutputTarget != OutputTarget.CameraStack && m_RTHandle == null))
+ {
+ Init();
+ }
+
+ if (m_OutputTarget == OutputTarget.CameraStack && m_LayerCamera == null)
+ {
+ Init();
+ }
+
+ return true;
+ }
+
+ public void DestroyRT()
+ {
+ if (m_LayerCamera != null)
+ {
+ var cameraData = m_LayerCamera.GetComponent();
+ if (cameraData)
+ {
+ CoreUtils.Destroy(cameraData);
+ }
+ m_LayerCamera.targetTexture = null;
+ CoreUtils.Destroy(m_LayerCamera);
+ m_LayerCamera = null;
+ }
+
+ if (m_RTHandle != null)
+ {
+ RTHandles.Release(m_RTHandle);
+ m_RTHandle = null;
+ }
+
+ if (m_RenderTarget != null)
+ {
+ CoreUtils.Destroy(m_RenderTarget);
+ m_RenderTarget = null;
+ }
+
+ if (m_AOVHandles != null)
+ {
+ foreach (var handle in m_AOVHandles)
+ {
+ CoreUtils.Destroy(handle);
+ }
+ }
+ if (m_AOVRenderTargets != null)
+ {
+ foreach (var rt in m_AOVRenderTargets)
+ {
+ CoreUtils.Destroy(rt);
+ }
+ }
+ m_AOVMap?.Clear();
+ m_AOVMap = null;
+ }
+
+ public void Destroy()
+ {
+ DestroyRT();
+ }
+
+ public void SetLayerMaskOverrides()
+ {
+ if (m_OverrideCullingMask && m_LayerCamera)
+ {
+ m_LayerCamera.cullingMask = m_ClearsBackGround ? (LayerMask)0 : m_CullingMask;
+ }
+
+ if (m_LayerCamera)
+ {
+ var cameraData = m_LayerCamera.GetComponent();
+ if (cameraData)
+ {
+ if (m_OverrideVolumeMask && m_LayerCamera)
+ {
+ cameraData.volumeLayerMask = m_VolumeMask;
+ }
+ cameraData.volumeLayerMask |= 1 << 31;
+
+ if (m_OverrideAntialiasing)
+ {
+ cameraData.antialiasing = m_Antialiasing;
+ }
+
+ if (m_OverrideClearMode)
+ {
+ cameraData.clearColorMode = m_ClearMode;
+ }
+ }
+ }
+ }
+
+ public void SetAdditionalLayerData()
+ {
+ if (m_LayerCamera)
+ {
+ var layerData = m_LayerCamera.GetComponent();
+ if (layerData != null)
+ {
+ layerData.Init(m_InputFilters, m_ClearAlpha);
+ }
+ }
+ }
+
+ public void UpdateOutputCamera()
+ {
+ if (m_LayerCamera == null)
+ {
+ return;
+ }
+
+ var compositor = CompositionManager.GetInstance();
+ m_LayerCamera.enabled = (m_Show || m_ClearsBackGround) && compositor.enableOutput;
+
+ if (m_Type == LayerType.Image)
+ {
+ var compositorData = m_LayerCamera.GetComponent();
+ if(compositorData)
+ compositorData.clearColorTexture = m_Show ? m_InputTexture : Texture2D.blackTexture;
+ }
+
+ if (m_LayerCamera.enabled)
+ {
+ // Refresh the camera data
+ m_LayerCamera.CopyFrom(m_Camera);
+ var cameraDataOrig = m_Camera.GetComponent();
+ var cameraData = m_LayerCamera.GetComponent();
+ if (cameraDataOrig)
+ {
+ cameraDataOrig.CopyTo(cameraData);
+ }
+ }
+
+ }
+
+ public void Update()
+ {
+ UpdateOutputCamera();
+ SetLayerMaskOverrides();
+ SetAdditionalLayerData();
+ }
+
+ public void SetPriotiry(float priority)
+ {
+ if (m_LayerCamera)
+ {
+ m_LayerCamera.depth = priority;
+ }
+ }
+
+ public RenderTexture GetRenderTarget(bool allowAOV = true, bool alwaysShow = false)
+ {
+ if (m_Show || alwaysShow)
+ {
+ if (m_AOVMap != null && allowAOV)
+ {
+ foreach (var aov in m_AOVMap)
+ {
+ return m_AOVRenderTargets[aov.Value];
+ }
+ }
+
+ return m_RenderTarget;
+ }
+ return null;
+ }
+
+ public bool ValidateRTSize(int referenceWidth, int referenceHeight)
+ {
+ if (m_RenderTarget == null)
+ {
+ return true;
+ }
+
+ float scale = EnumToScale(m_ResolutionScale);
+ return ((m_RenderTarget.width == referenceWidth * scale) && (m_RenderTarget.height == referenceHeight * scale));
+ }
+
+ public void SetupClearColor()
+ {
+ m_LayerCamera.enabled = true;
+ m_LayerCamera.cullingMask = 0;
+ var cameraData = m_LayerCamera.GetComponent();
+ var cameraDataOrig = m_Camera.GetComponent();
+
+ cameraData.clearColorMode = cameraDataOrig.clearColorMode;
+ cameraData.clearDepth = true;
+
+ m_ClearsBackGround = true;
+ }
+
+ public void AddInputFilter(CompositionFilter filter)
+ {
+ // avoid duplicate filters
+ foreach (var f in m_InputFilters)
+ {
+ if (f.filterType == filter.filterType)
+ {
+ return;
+ }
+ }
+ m_InputFilters.Add(filter);
+ }
+
+ public void SetupLayerCamera(CompositorLayer targetLayer, int layerPositionInStack)
+ {
+ if (!m_LayerCamera || (targetLayer == null))
+ {
+ return;
+ }
+
+ if (targetLayer.GetRenderTarget() == null)
+ {
+ m_LayerCamera.enabled = false;
+ return;
+ }
+
+ m_LayerPositionInStack = layerPositionInStack;
+
+ var cameraData = m_LayerCamera.GetComponent();
+ m_LayerCamera.targetTexture = targetLayer.GetRenderTarget(false);
+
+ if (targetLayer.m_AOVBitmask == 0)
+ {
+ if (layerPositionInStack != 0)
+ {
+ // The next layer in the stack should clear with the texture of the previous layer: this will copy the content of the target RT to the RTHandle and preserve post process
+ cameraData.clearColorMode = HDAdditionalCameraData.ClearColorMode.None;
+ var compositorData = m_LayerCamera.GetComponent();
+ if (!compositorData)
+ {
+ compositorData = m_LayerCamera.gameObject.AddComponent();
+ }
+ if (m_Type != LayerType.Image)
+ {
+ compositorData.clearColorTexture = targetLayer.GetRenderTarget(false);
+ }
+ cameraData.volumeLayerMask |= 1 << 31;
+ }
+ else
+ {
+ m_ClearDepth = true;
+ }
+ }
+ cameraData.clearDepth = m_ClearDepth;
+
+ // The target layer expects AOVs, so this stacked layer should also generate AOVs
+ int aovMask = (1 << (int)targetLayer.m_AOVBitmask);
+ if (aovMask > 1)
+ {
+ var aovRequestBuilder = new AOVRequestBuilder();
+
+ int outputIndex = 0;
+ for (int i = 0; i < k_AOVNames.Length; ++i)
+ {
+ if ((aovMask & (1 << i)) != 0)
+ {
+ int aovType = i;
+
+ var aovRequest = new AOVRequest(AOVRequest.NewDefault());
+ aovRequest.SetFullscreenOutput((MaterialSharedProperty)aovType);
+
+ int indexLocalCopy = outputIndex; //< required to properly capture the variable in the lambda
+ aovRequestBuilder.Add(
+ aovRequest,
+ bufferId => targetLayer.m_AOVTmpRTHandle ?? (targetLayer.m_AOVTmpRTHandle = RTHandles.Alloc(targetLayer.pixelWidth, targetLayer.pixelHeight)),
+ null,
+ new[] { AOVBuffers.Color },
+ (cmd, textures, properties) =>
+ {
+ // copy result to the output buffer
+ cmd.Blit(textures[0], targetLayer.m_AOVRenderTargets[indexLocalCopy]);
+ }
+ );
+ outputIndex++;
+ }
+ }
+
+ cameraData.SetAOVRequests(aovRequestBuilder.Build());
+ m_LayerCamera.enabled = true;
+ }
+ else
+ {
+ cameraData.SetAOVRequests(null);
+ }
+ }
+
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionLayer.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionLayer.cs.meta
new file mode 100644
index 00000000000..9e0bc5352f4
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionLayer.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 286d4ca5d0426934b91c7b6c89e09127
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs
new file mode 100644
index 00000000000..aa18eec73a9
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs
@@ -0,0 +1,731 @@
+using System.Collections.Generic;
+using System.Reflection;
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+using UnityEngine.Rendering.HighDefinition.Attributes;
+using UnityEngine.Video;
+
+using UnityEngine.Experimental.Rendering;
+
+namespace UnityEngine.Rendering.HighDefinition.Compositor
+{
+ // The main entry point for the compositing operations. Manages the list of layers, output displays, etc.
+ [ExecuteAlways]
+ internal class CompositionManager : MonoBehaviour
+ {
+ public enum OutputDisplay
+ {
+ Display1 = 0,
+ Display2,
+ Display3,
+ Display4,
+ Display5,
+ Display6,
+ Display7,
+ Display8
+ }
+
+ public enum AlphaChannelSupport
+ {
+ None = 0,
+ Rendering,
+ RenderingAndPostProcessing
+ }
+
+ [SerializeField] Material m_Material;
+
+ [SerializeField] OutputDisplay m_OutputDisplay = OutputDisplay.Display1;
+
+ public List layers => m_InputLayers;
+
+ [SerializeField] List m_InputLayers = new List();
+
+ public AlphaChannelSupport alphaSupport => m_AlphaSupport;
+
+ internal AlphaChannelSupport m_AlphaSupport = AlphaChannelSupport.RenderingAndPostProcessing;
+
+ public bool enableOutput
+ {
+ get
+ {
+ if (m_OutputCamera)
+ {
+ return m_OutputCamera.enabled;
+ }
+ return false;
+ }
+ set
+ {
+ if (m_OutputCamera)
+ {
+ m_OutputCamera.enabled = value;
+
+ // also change the layers
+ foreach(var layer in m_InputLayers)
+ {
+ if (layer.camera)
+ {
+ layer.camera.enabled = value;
+ }
+ }
+
+ }
+ }
+ }
+
+ public int numLayers => m_InputLayers.Count;
+
+ public Shader shader
+ {
+ get => m_Shader;
+ set
+ {
+ m_Shader = value;
+ }
+ }
+
+ [SerializeField] Shader m_Shader;
+
+ public CompositionProfile profile
+ {
+ get => m_CompositionProfile;
+ set => m_CompositionProfile = value;
+ }
+
+ [HideInInspector, SerializeField] CompositionProfile m_CompositionProfile;
+ public Camera outputCamera
+ {
+ get => m_OutputCamera;
+ set => m_OutputCamera = value;
+ }
+
+ [SerializeField] Camera m_OutputCamera;
+
+ public float aspectRatio
+ {
+ get
+ {
+ if (m_InputLayers.Count > 0)
+ {
+ return m_InputLayers[0].aspectRatio;
+ }
+ return 1.0f;
+ }
+ }
+
+ public bool shaderPropertiesAreDirty
+ {
+ set
+ {
+ m_ShaderPropertiesAreDirty = true;
+ }
+ }
+
+ internal bool m_ShaderPropertiesAreDirty = false;
+
+ internal Matrix4x4 m_ViewProjMatrix;
+ internal Matrix4x4 m_ViewProjMatrixFlipped;
+ internal GameObject m_CompositorGameObject;
+
+ ShaderVariablesGlobal m_ShaderVariablesGlobalCB = new ShaderVariablesGlobal();
+
+ static private CompositionManager s_CompositorInstance;
+
+ #region Validation
+ public void ValidateLayerListOrder(int oldIndex, int newIndex)
+ {
+ if (m_InputLayers.Count > 1)
+ {
+ if (m_InputLayers[0].outputTarget == CompositorLayer.OutputTarget.CameraStack)
+ {
+ var tmp = m_InputLayers[newIndex];
+ m_InputLayers.RemoveAt(newIndex);
+ m_InputLayers.Insert(oldIndex, tmp);
+ }
+ }
+ }
+
+ public bool RuntimeCheck()
+ {
+ for (int i = 0; i < m_InputLayers.Count; ++i)
+ {
+ if (!m_InputLayers[i].Validate())
+ {
+ return false;
+ }
+ }
+ return true;
+ }
+
+
+ // Validates the rendering pipeline and fixes potential issues
+ bool ValidatePipeline()
+ {
+ var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
+ if (hdPipeline != null)
+ {
+ m_AlphaSupport = AlphaChannelSupport.RenderingAndPostProcessing;
+ if (hdPipeline.asset.currentPlatformRenderPipelineSettings.colorBufferFormat == RenderPipelineSettings.ColorBufferFormat.R11G11B10)
+ {
+ m_AlphaSupport = AlphaChannelSupport.None;
+ }
+ else if (hdPipeline.asset.currentPlatformRenderPipelineSettings.postProcessSettings.bufferFormat == PostProcessBufferFormat.R11G11B10)
+ {
+ m_AlphaSupport = AlphaChannelSupport.Rendering;
+ }
+
+ int indx = hdPipeline.asset.beforePostProcessCustomPostProcesses.FindIndex(x => x == typeof(ChromaKeying).AssemblyQualifiedName);
+ if (indx < 0)
+ {
+ Debug.Log("Registering chroma keying pass for the HDRP pipeline");
+ hdPipeline.asset.beforePostProcessCustomPostProcesses.Add(typeof(ChromaKeying).AssemblyQualifiedName);
+ }
+
+ indx = hdPipeline.asset.beforePostProcessCustomPostProcesses.FindIndex(x => x == typeof(AlphaInjection).AssemblyQualifiedName);
+ if (indx < 0)
+ {
+ Debug.Log("Registering alpha injection pass for the HDRP pipeline");
+ hdPipeline.asset.beforePostProcessCustomPostProcesses.Add(typeof(AlphaInjection).AssemblyQualifiedName);
+ }
+ return true;
+ }
+ return false;
+ }
+
+ bool ValidateCompositionShader()
+ {
+ if (m_Shader == null)
+ {
+ return false;
+ }
+
+ if (m_CompositionProfile == null)
+ {
+ Debug.Log("A composition profile was not found. Set the composition graph from the Compositor window to create one.");
+ return false;
+ }
+
+ return true;
+ }
+
+ bool ValidateProfile()
+ {
+ if (m_CompositionProfile)
+ {
+ return true;
+ }
+ else
+ {
+ Debug.LogError("No composition profile was found! Use the compositor tool to create one.");
+ return false;
+ }
+ }
+
+ bool ValidateMainCompositorCamera()
+ {
+ if (m_OutputCamera == null)
+ {
+ return false;
+ }
+
+ var cameraData = m_OutputCamera.GetComponent();
+ if (cameraData == null)
+ {
+ m_OutputCamera.gameObject.AddComponent(typeof(HDAdditionalCameraData));
+ cameraData = m_OutputCamera.GetComponent();
+ }
+
+ // Setup custom rendering (we don't want HDRP to compute anything in this camera)
+ if (cameraData)
+ {
+ cameraData.customRender += CustomRender;
+ }
+ else
+ {
+ Debug.Log("Null additional data in compositor output");
+ }
+ return true;
+ }
+
+ bool ValidateAndFixRuntime()
+ {
+ if (m_OutputCamera == null)
+ {
+ Debug.Log("No camera was found");
+ return false;
+ }
+
+ if (m_Shader == null)
+ {
+ Debug.Log("The composition shader graph must be set");
+ return false;
+ }
+
+ if (m_CompositionProfile == null)
+ {
+ Debug.Log("The composition profile was not set at runtime");
+ return false;
+ }
+
+ if (m_Material == null)
+ {
+ Debug.Log("The composition material was Null");
+ SetupCompositionMaterial();
+ }
+
+ var cameraData = m_OutputCamera.GetComponent();
+ if (cameraData && !cameraData.hasCustomRender)
+ {
+ cameraData.customRender += CustomRender;
+ }
+
+ return true;
+ }
+ #endregion
+
+ // This is called when we change camera, to remove the custom draw callback from the old camera before we set the new one
+ public void DropCompositorCamera()
+ {
+ if (m_OutputCamera)
+ {
+ var cameraData = m_OutputCamera.GetComponent();
+ if (cameraData && cameraData.hasCustomRender)
+ {
+ cameraData.customRender -= CustomRender;
+ }
+ }
+ }
+
+ public void Init()
+ {
+ if (ValidateCompositionShader() && ValidateProfile() && ValidateMainCompositorCamera())
+ {
+ UpdateDisplayNumber();
+
+ SetupCompositionMaterial();
+
+ SetupCompositorLayers();
+
+ SetupGlobalCompositorVolume();
+
+ SetupCompositorConstants();
+
+ SetupLayerPriorities();
+ }
+ else
+ {
+ Debug.LogError("The compositor was disabled due to a validation error in the configuration.");
+ enabled = false;
+ }
+ }
+
+ // Start is called before the first frame update
+ void Start()
+ {
+ Init();
+ }
+
+ void OnValidate()
+ {
+
+ }
+
+ public void OnEnable()
+ {
+ enableOutput = true;
+ s_CompositorInstance = null;
+#if UNITY_EDITOR
+ //This is a work-around, to make edit and continue work when editing source code
+ UnityEditor.AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
+#endif
+ }
+
+ public void DeleteLayerRTs()
+ {
+ // delete the layer from last to first, in order to release first the camera and then the associated RT
+ for (int i = m_InputLayers.Count - 1; i >= 0; --i)
+ {
+ m_InputLayers[i].DestroyRT();
+ }
+ }
+
+ public bool IsOutputLayer(int layerID)
+ {
+ if (layerID >= 0 && layerID < m_InputLayers.Count)
+ {
+ if (m_InputLayers[layerID].outputTarget == CompositorLayer.OutputTarget.CameraStack)
+ {
+ return false;
+ }
+ }
+ return true;
+ }
+
+ public void UpdateDisplayNumber()
+ {
+ if (m_OutputCamera)
+ {
+ m_OutputCamera.targetDisplay = (int)m_OutputDisplay;
+ }
+ }
+
+ void SetupCompositorLayers()
+ {
+ for (int i = 0; i < m_InputLayers.Count; ++i)
+ {
+ m_InputLayers[i].Init($"Layer{i}");
+ }
+
+ SetLayerRenderTargets();
+ }
+
+ public void SetNewCompositionShader()
+ {
+ // When we load a new shader, we need to clear the serialized material.
+ m_Material = null;
+ SetupCompositionMaterial();
+ }
+
+ public void SetupCompositionMaterial()
+ {
+ // Create the composition material
+ if (m_Shader)
+ {
+ if (m_Material == null)
+ {
+ m_Material = new Material(m_Shader);
+ }
+
+ m_CompositionProfile.AddPropertiesFromShaderAndMaterial(this, m_Shader, m_Material);
+ }
+ else
+ {
+ Debug.LogError("Cannot find the default composition graph. Was the installation folder corrupted?");
+ m_Material = null;
+ }
+ }
+
+ public void SetupLayerPriorities()
+ {
+ int count = 0;
+ foreach (var layer in m_InputLayers)
+ {
+ // Set camera priority (camera's at the beginning of the list should be rendered first)
+ layer.SetPriotiry(count * 1.0f);
+ count++;
+ }
+ }
+
+ public void OnAfterAssemblyReload()
+ {
+ // Bug? : After assembly reload, the customRender callback is dropped, so set it again
+ var cameraData = m_OutputCamera.GetComponent();
+ if (cameraData && !cameraData.hasCustomRender)
+ {
+ cameraData.customRender += CustomRender;
+ }
+ }
+
+ public void OnDisable()
+ {
+ enableOutput = false;
+ }
+
+ // Setup a global volume used for chroma keying, alpha injection etc
+ void SetupGlobalCompositorVolume()
+ {
+ var compositorVolumes = Resources.FindObjectsOfTypeAll(typeof(CustomPassVolume));
+ foreach (CustomPassVolume volume in compositorVolumes)
+ {
+ if(volume.isGlobal && volume.injectionPoint == CustomPassInjectionPoint.BeforeRendering)
+ {
+ Debug.LogWarning($"A custom volume pass with name ${volume.name} was already registered on the BeforeRendering injection point.");
+ }
+ }
+
+ // Instead of using one volume per layer/camera, we setup one global volume and we store the data in the camera
+ // This way the compositor has to use only one layer/volume for N cameras (instead of N).
+ m_CompositorGameObject = new GameObject("Global Composition Volume") { hideFlags = HideFlags.HideAndDontSave };
+ Volume globalPPVolume = m_CompositorGameObject.AddComponent();
+ globalPPVolume.gameObject.layer = 31;
+ AlphaInjection injectAlphaNode = globalPPVolume.profile.Add();
+ ChromaKeying chromaKeyingPass = globalPPVolume.profile.Add();
+ chromaKeyingPass.activate.Override(true);
+
+ // Custom pass for "Clear to Texture"
+ CustomPassVolume globalCustomPassVolume = m_CompositorGameObject.AddComponent();
+ globalCustomPassVolume.injectionPoint = CustomPassInjectionPoint.BeforeRendering;
+ globalCustomPassVolume.AddPassOfType(typeof(CustomClear));
+ }
+
+ void SetupCompositorConstants()
+ {
+ m_ViewProjMatrix = Matrix4x4.Scale(new Vector3(2.0f, 2.0f, 0.0f)) * Matrix4x4.Translate(new Vector3(-0.5f, -0.5f, 0.0f));
+ m_ViewProjMatrixFlipped = Matrix4x4.Scale(new Vector3(2.0f, -2.0f, 0.0f)) * Matrix4x4.Translate(new Vector3(-0.5f, -0.5f, 0.0f));
+ }
+
+ public void UpdateLayerSetup()
+ {
+ SetupCompositorLayers();
+ SetupLayerPriorities();
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ // TODO: move all validation calls to onValidate. Before doing it, this needs some extra testing to ensure nothing breaks
+ if (ValidatePipeline() == false || ValidateAndFixRuntime() == false || RuntimeCheck() == false)
+ {
+ return;
+ }
+
+ UpdateDisplayNumber();
+
+#if UNITY_EDITOR
+ if (m_ShaderPropertiesAreDirty)
+ {
+ SetNewCompositionShader();
+ m_ShaderPropertiesAreDirty = false;
+ SetupCompositorLayers();//< required to allocate RT for the new layers
+ }
+
+ // Detect runtime resolution change
+ foreach (var layer in m_InputLayers)
+ {
+ if (!layer.ValidateRTSize(m_OutputCamera.pixelWidth, m_OutputCamera.pixelHeight))
+ {
+ DeleteLayerRTs();
+ SetupCompositorLayers();
+ break;
+ }
+ }
+#endif
+
+ if (m_CompositionProfile)
+ {
+ foreach (var layer in m_InputLayers)
+ {
+ layer.Update();
+ }
+ SetLayerRenderTargets();
+ }
+ }
+
+ void OnDestroy()
+ {
+ // We need to destroy the layers from last to first, to avoid releasing a RT that is used by a camera
+ for (int i = m_InputLayers.Count - 1; i >= 0; --i)
+ {
+ m_InputLayers[i].Destroy();
+ }
+
+ if (m_CompositorGameObject != null)
+ {
+ CoreUtils.Destroy(m_CompositorGameObject);
+ m_CompositorGameObject = null;
+ }
+
+ var compositorVolumes = Resources.FindObjectsOfTypeAll(typeof(CustomPassVolume));
+ foreach (CustomPassVolume volume in compositorVolumes)
+ {
+ if (volume.name == "Global Composition Volume" && volume.injectionPoint == CustomPassInjectionPoint.BeforeRendering)
+ {
+ CoreUtils.Destroy(volume);
+ }
+ }
+ }
+
+ public void AddInputFilterAtLayer(CompositionFilter filter, int index)
+ {
+ m_InputLayers[index].AddInputFilter(filter);
+ }
+
+ public void AddNewLayer(int index, CompositorLayer.LayerType type = CompositorLayer.LayerType.Camera)
+ {
+ var newLayer = CompositorLayer.CreateStackLayer(type, "New SubLayer");
+
+ if (index >= 0 && index < m_InputLayers.Count)
+ {
+ m_InputLayers.Insert(index, newLayer);
+ }
+ else
+ {
+ m_InputLayers.Add(newLayer);
+ }
+ }
+
+ int GetNumChildrenForLayerAtIndex(int indx)
+ {
+ if (m_InputLayers[indx].outputTarget == CompositorLayer.OutputTarget.CameraStack)
+ {
+ return 0;
+ }
+
+ int num = 0;
+ for (int i = indx + 1; i < m_InputLayers.Count; ++i)
+ {
+ if (m_InputLayers[i].outputTarget == CompositorLayer.OutputTarget.CameraStack)
+ {
+ num++;
+ }
+ else
+ {
+ break;
+ }
+ }
+ return num;
+ }
+
+ public void RemoveLayerAtIndex(int indx)
+ {
+ Debug.Assert(indx >= 0 && indx < m_InputLayers.Count);
+
+ int numChildren = GetNumChildrenForLayerAtIndex(indx);
+ for (int i = numChildren; i >= 0; --i)
+ {
+ m_InputLayers[indx + i].Destroy();
+ m_InputLayers.RemoveAt(indx + i);
+ }
+ }
+
+ public void SetLayerRenderTargets()
+ {
+ int layerPositionInStack = 0;
+ CompositorLayer lastLayer = null;
+ for (int i = 0; i < m_InputLayers.Count; ++i)
+ {
+ if (m_InputLayers[i].outputTarget != CompositorLayer.OutputTarget.CameraStack)
+ {
+ lastLayer = m_InputLayers[i];
+ }
+
+ if (m_InputLayers[i].outputTarget == CompositorLayer.OutputTarget.CameraStack && i > 0)
+ {
+ m_InputLayers[i].SetupLayerCamera(lastLayer, layerPositionInStack);
+
+ // Corner case: If the first layer in a camera stack was disabled, then it should still clear the color buffer
+ if (!m_InputLayers[i].enabled && layerPositionInStack == 0)
+ {
+ m_InputLayers[i].SetupClearColor();
+ }
+ layerPositionInStack++;
+ }
+ else
+ {
+ layerPositionInStack = 0;
+ }
+ }
+ }
+
+ public void ReorderChildren(int oldIndex, int newIndex)
+ {
+ if (m_InputLayers[newIndex].outputTarget == CompositorLayer.OutputTarget.CompositorLayer)
+ {
+ if (oldIndex > newIndex)
+ {
+ for (int i = 1; oldIndex + i < m_InputLayers.Count; ++i)
+ {
+ if (m_InputLayers[oldIndex + i].outputTarget == CompositorLayer.OutputTarget.CameraStack)
+ {
+ var tmp = m_InputLayers[oldIndex + i];
+ m_InputLayers.RemoveAt(oldIndex + i);
+ m_InputLayers.Insert(newIndex + i, tmp);
+ }
+ else
+ {
+ break;
+ }
+ }
+ }
+ else
+ {
+ while (m_InputLayers[oldIndex].outputTarget == CompositorLayer.OutputTarget.CameraStack)
+ {
+ var tmp = m_InputLayers[oldIndex];
+ m_InputLayers.RemoveAt(oldIndex);
+ m_InputLayers.Insert(newIndex, tmp);
+ }
+ }
+ }
+ }
+
+ public RenderTexture GetRenderTarget(int indx)
+ {
+ if (indx >= 0 && indx < m_InputLayers.Count)
+ {
+ return m_InputLayers[indx].GetRenderTarget(true, true);
+ }
+ return null;
+ }
+
+ void CustomRender(ScriptableRenderContext context, HDCamera camera)
+ {
+ if (camera == null || camera.camera == null || m_Material == null)
+ return;
+
+ // set shader uniforms
+ m_CompositionProfile.CopyPropertiesToMaterial(m_Material);
+
+ int layerIndex = 0;
+ foreach (var layer in m_InputLayers)
+ {
+ if (layer.outputTarget != CompositorLayer.OutputTarget.CameraStack) // stacked cameras are not exposed as compositor layers
+ {
+ m_Material.SetTexture(layer.name, layer.GetRenderTarget(), RenderTextureSubElement.Color);
+ }
+ layerIndex++;
+ }
+
+ // Blit command
+ var cmd = CommandBufferPool.Get("Compositor Blit");
+ {
+ // fill the camera-related entries in the global constant buffer
+ // (Note: we later patch the position/_ViewProjMatrix values in order to perform a full screen blit with a SG Unlit material)
+ camera.UpdateShaderVariablesGlobalCB(ref m_ShaderVariablesGlobalCB, 0);
+
+ m_ShaderVariablesGlobalCB._WorldSpaceCameraPos_Internal = new Vector3(0.0f, 0.0f, 0.0f);
+ cmd.SetViewport(new Rect(0, 0, camera.camera.pixelWidth, camera.camera.pixelHeight));
+ cmd.ClearRenderTarget(true, false, Color.red);
+ }
+
+ if (camera.camera.targetTexture)
+ {
+ m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped;
+ ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal);
+ cmd.Blit(null, BuiltinRenderTextureType.CurrentActive, m_Material, m_Material.FindPass("ForwardOnly"));
+ cmd.Blit(BuiltinRenderTextureType.CurrentActive, camera.camera.targetTexture);
+ }
+ else
+ {
+ m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrix;
+ ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal);
+ cmd.Blit(null, BuiltinRenderTextureType.CurrentActive, m_Material, m_Material.FindPass("ForwardOnly"));
+ }
+
+ context.ExecuteCommandBuffer(cmd);
+ CommandBufferPool.Release(cmd);
+ }
+
+ static public Camera GetSceceCamera()
+ {
+ if (Camera.main != null)
+ {
+ return Camera.main;
+ }
+ foreach (var camera in Camera.allCameras)
+ {
+ if (camera.name != "MainCompositorCamera")
+ {
+ return camera;
+ }
+ }
+ Debug.LogWarning("Camera not found");
+ return null;
+ }
+
+ static public CompositionManager GetInstance() =>
+ s_CompositorInstance ?? (s_CompositorInstance = GameObject.FindObjectOfType(typeof(CompositionManager), true) as CompositionManager);
+
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs.meta
new file mode 100644
index 00000000000..bba1cba5e78
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs.meta
@@ -0,0 +1,13 @@
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+guid: 7e46d2393531446428690b5a5f21645d
+MonoImporter:
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+ serializedVersion: 2
+ defaultReferences:
+ - m_layerA: {fileID: 8400000, guid: 9aebcc4b6d72f1940b3d497a4a265ccb, type: 2}
+ - m_layerB: {fileID: 8400000, guid: 0dc4c7115986d6c4aadf84b8ec21dcd5, type: 2}
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionProfile.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionProfile.cs
new file mode 100644
index 00000000000..5a32271f2c2
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionProfile.cs
@@ -0,0 +1,107 @@
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Assertions;
+
+namespace UnityEngine.Rendering.HighDefinition.Compositor
+{
+ // Holds a list of layers and layer/composition properties. This is serialized and can be shared between projects
+ internal class CompositionProfile : ScriptableObject
+ {
+ [SerializeField] List m_ShaderProperties = new List();
+
+ public void AddPropertiesFromShaderAndMaterial (CompositionManager compositor, Shader shader, Material material)
+ {
+ // reflect the non-texture shader properties
+ List propertyNames = new List();
+ int propCount = shader.GetPropertyCount();
+ for (int i = 0; i < propCount; i++)
+ {
+ ShaderProperty sp = ShaderProperty.Create(shader, material, i);
+ AddShaderProperty(compositor, sp);
+ propertyNames.Add(sp.propertyName);
+ }
+
+ // remove any left-over properties that do not appear in the shader anymore
+ for (int j = m_ShaderProperties.Count - 1; j >= 0; --j)
+ {
+ int indx = propertyNames.FindIndex(x => x == m_ShaderProperties[j].propertyName);
+ if (indx < 0)
+ {
+ m_ShaderProperties.RemoveAt(j);
+ }
+ }
+
+ // Now remove any left-over layers that do not appear in the shader anymore
+ for (int j = compositor.layers.Count - 1; j >= 0; --j)
+ {
+ if (compositor.layers[j].outputTarget != CompositorLayer.OutputTarget.CameraStack)
+ {
+ int indx = propertyNames.FindIndex(x => x == compositor.layers[j].name);
+ if (indx < 0)
+ {
+ compositor.RemoveLayerAtIndex(j);
+ }
+ }
+ }
+ }
+
+ public void AddShaderProperty(CompositionManager compositor, ShaderProperty sp)
+ {
+ Assert.IsNotNull(sp);
+
+ // Check if property should be shown in the inspector
+ bool hide = ((int)sp.flags & (int)ShaderPropertyFlags.NonModifiableTextureData) != 0
+ || ((int)sp.flags & (int)ShaderPropertyFlags.HideInInspector) != 0;
+
+ if (!hide)
+ {
+ // Check if property already exists / do not add duplicates
+ int indx = m_ShaderProperties.FindIndex(s => s.propertyName == sp.propertyName);
+ if (indx < 0)
+ {
+ m_ShaderProperties.Add(sp);
+ }
+ }
+
+ // For textures, check if we already have this layer in the layer list. If not, add it.
+ if (sp.propertyType == ShaderPropertyType.Texture)
+ {
+ int indx = compositor.layers.FindIndex(s => s.name == sp.propertyName);
+ if (indx < 0 && !hide)
+ {
+ var newLayer = CompositorLayer.CreateOutputLayer(sp.propertyName);
+ compositor.layers.Add(newLayer);
+ }
+ else if (indx >= 0 && hide)
+ {
+ // if a layer that was in the list is now hidden, remove it
+ compositor.RemoveLayerAtIndex(indx);
+ }
+ }
+ }
+
+ public void CopyPropertiesToMaterial(Material material)
+ {
+ foreach (var prop in m_ShaderProperties)
+ {
+ if (prop.propertyType == ShaderPropertyType.Float)
+ {
+ material.SetFloat(prop.propertyName, prop.value.x);
+ }
+ else if (prop.propertyType == ShaderPropertyType.Vector)
+ {
+ material.SetVector(prop.propertyName, prop.value);
+ }
+ else if (prop.propertyType == ShaderPropertyType.Range)
+ {
+ material.SetFloat(prop.propertyName, prop.value.x);
+ }
+ else if (prop.propertyType == ShaderPropertyType.Color)
+ {
+ material.SetColor(prop.propertyName, prop.value);
+ }
+ }
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionProfile.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionProfile.cs.meta
new file mode 100644
index 00000000000..3f937b69f55
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionProfile.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 84e9807569cd8924fa417ecdee3f8eaf
+MonoImporter:
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CustomClear.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CustomClear.cs
new file mode 100644
index 00000000000..fb4a2784813
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CustomClear.cs
@@ -0,0 +1,93 @@
+using UnityEngine;
+using UnityEngine.Rendering.HighDefinition;
+using UnityEngine.Rendering;
+using UnityEngine.Experimental.Rendering;
+
+namespace UnityEngine.Rendering.HighDefinition.Compositor
+{
+ // A custom clear pass that is used internally in the compositor. The functionality includes:
+ // - Always clears the stencil buffer
+ // - Clears the alpha channel if desired
+ // - Clears the RGB channel to the color of a texture using a specified stretching mode
+ internal class CustomClear : CustomPass
+ {
+ internal class ShaderIDs
+ {
+ public static readonly int k_BlitScaleBiasRt = Shader.PropertyToID("_BlitScaleBiasRt");
+ public static readonly int k_BlitScaleBias = Shader.PropertyToID("_BlitScaleBias");
+ public static readonly int k_BlitTexture = Shader.PropertyToID("_BlitTexture");
+ public static readonly int k_ClearAlpha = Shader.PropertyToID("_ClearAlpha");
+ }
+
+ enum PassType
+ {
+ ClearColorAndStencil = 0,
+ DrawTextureAndClearStencil = 1
+ };
+ Material m_FullscreenPassMaterial;
+
+ // It can be used to configure render targets and their clear state. Also to create temporary render target textures.
+ // When empty this render pass will render to the active camera render target.
+ // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear.
+ // The render pipeline will ensure target setup and clearing happens in an performance manner.
+ protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
+ {
+ // Setup code here
+ if (string.IsNullOrEmpty(name)) name = "CustomClear";
+
+ var hdrpAsset = HDRenderPipeline.defaultAsset;
+ if (hdrpAsset != null)
+ m_FullscreenPassMaterial = CoreUtils.CreateEngineMaterial(hdrpAsset.renderPipelineResources.shaders.customClearPS);
+ }
+
+ protected override void Execute(ScriptableRenderContext renderContext, CommandBuffer cmd, HDCamera camera, CullingResults cullingResult)
+ {
+ // Executed every frame for all the camera inside the pass volume
+ AdditionalCompositorData layerData = camera.camera.gameObject.GetComponent();
+ if (layerData == null || layerData.clearColorTexture == null)
+ {
+ return;
+ }
+ else
+ {
+ float cameraAspectRatio = (float)camera.actualWidth / camera.actualHeight;
+ float imageAspectRatio = (float)layerData.clearColorTexture.width / layerData.clearColorTexture.height;
+
+ var scaleBiasRt = new Vector4(1.0f, 1.0f, 0.0f, 0.0f);
+ if (layerData.imageFitMode == BackgroundFitMode.FitHorizontally)
+ {
+ scaleBiasRt.y = cameraAspectRatio / imageAspectRatio;
+ scaleBiasRt.w = (1 - scaleBiasRt.y) / 2.0f;
+ }
+ else if (layerData.imageFitMode == BackgroundFitMode.FitVertically)
+ {
+ scaleBiasRt.x = imageAspectRatio / cameraAspectRatio;
+ scaleBiasRt.z = (1 - scaleBiasRt.x) / 2.0f;
+ }
+ //else stretch (nothing to do)
+
+ // The texture might not cover the entire screen (letter boxing), so in this case clear first to the background color (and stencil)
+ if (scaleBiasRt.x < 1.0f || scaleBiasRt.y < 1.0f)
+ {
+ m_FullscreenPassMaterial.SetVector(ShaderIDs.k_BlitScaleBiasRt, new Vector4(1.0f, 1.0f, 0.0f, 0.0f));
+ m_FullscreenPassMaterial.SetVector(ShaderIDs.k_BlitScaleBias, new Vector4(1.0f, 1.0f, 0.0f, 0.0f));
+ cmd.DrawProcedural(Matrix4x4.identity, m_FullscreenPassMaterial, (int)PassType.ClearColorAndStencil, MeshTopology.Quads, 4, 1);
+ }
+
+ m_FullscreenPassMaterial.SetTexture(ShaderIDs.k_BlitTexture, layerData.clearColorTexture);
+ m_FullscreenPassMaterial.SetVector(ShaderIDs.k_BlitScaleBiasRt, scaleBiasRt);
+ m_FullscreenPassMaterial.SetVector(ShaderIDs.k_BlitScaleBias, new Vector4(1.0f, 1.0f, 0.0f, 0.0f));
+ m_FullscreenPassMaterial.SetInt(ShaderIDs.k_ClearAlpha, layerData.clearAlpha ? 1 : 0);
+
+ // draw a quad (not Triangle), to support letter boxing and stretching
+ cmd.DrawProcedural(Matrix4x4.identity, m_FullscreenPassMaterial, (int)PassType.DrawTextureAndClearStencil, MeshTopology.Quads, 4, 1);
+ }
+ }
+
+ protected override void Cleanup()
+ {
+ // Cleanup code
+ CoreUtils.Destroy(m_FullscreenPassMaterial);
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CustomClear.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CustomClear.cs.meta
new file mode 100644
index 00000000000..87b6a06a64c
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@@ -0,0 +1,11 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs.meta
new file mode 100644
index 00000000000..4be03d8ea7d
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+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs.meta
@@ -0,0 +1,8 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.asset b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.asset
new file mode 100644
index 00000000000..cae32bc783b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.asset
@@ -0,0 +1,15 @@
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+ m_Name: DefaultCompositionGraph
+ m_EditorClassIdentifier:
+ m_ShaderProperties: []
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.asset.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.asset.meta
new file mode 100644
index 00000000000..e4810e9a527
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.shadergraph b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.shadergraph
new file mode 100644
index 00000000000..729968583fe
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.shadergraph
@@ -0,0 +1,56 @@
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diff --git a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_AlphaClip_DS.shadergraph.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.shadergraph.meta
similarity index 86%
rename from TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_AlphaClip_DS.shadergraph.meta
rename to com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.shadergraph.meta
index a4d1428014a..53a6fcd2f8a 100644
--- a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/902_Materials_SG_Variants/Hair/Hair_Standard_AlphaClip_DS.shadergraph.meta
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderGraphs/DefaultCompositionGraph.shadergraph.meta
@@ -1,5 +1,5 @@
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderProperty.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderProperty.cs
new file mode 100644
index 00000000000..21c517ca276
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderProperty.cs
@@ -0,0 +1,41 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+
+namespace UnityEngine.Rendering.HighDefinition.Compositor
+{
+ [System.Serializable]
+ internal class ShaderProperty
+ {
+ public string propertyName;
+ public ShaderPropertyType propertyType;
+ public Vector4 value;
+ public Vector2 rangeLimits;
+ public ShaderPropertyFlags flags;
+
+ public static ShaderProperty Create(Shader shader, Material material, int index)
+ {
+ ShaderProperty sp = new ShaderProperty();
+ {
+ sp.propertyName = shader.GetPropertyName(index);
+ sp.propertyType = shader.GetPropertyType(index);
+ sp.flags = shader.GetPropertyFlags(index);
+ sp.value = Vector4.zero;
+
+ if (sp.propertyType == ShaderPropertyType.Range)
+ {
+ sp.rangeLimits = shader.GetPropertyRangeLimits(index);
+ sp.value = new Vector4(material.GetFloat(Shader.PropertyToID(shader.GetPropertyName(index))), 0.0f, 0.0f, 0.0f);
+ }
+ else if (sp.propertyType == ShaderPropertyType.Color)
+ {
+ sp.value = material.GetColor(Shader.PropertyToID(shader.GetPropertyName(index)));
+ }
+ else if (sp.propertyType == ShaderPropertyType.Vector)
+ {
+ sp.value = material.GetVector(Shader.PropertyToID(shader.GetPropertyName(index)));
+ }
+ }
+ return sp;
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderProperty.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderProperty.cs.meta
new file mode 100644
index 00000000000..80aba4532ce
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/ShaderProperty.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 47fea353b4a13ee4490ffea5d628a8c8
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders.meta
new file mode 100644
index 00000000000..c50a65dfb3f
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: b153c10f54c52a04ea14119f40dbf54b
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/AlphaInjection.shader b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/AlphaInjection.shader
new file mode 100644
index 00000000000..f91612067df
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/AlphaInjection.shader
@@ -0,0 +1,70 @@
+Shader "Hidden/Shader/AlphaInjection"
+{
+ HLSLINCLUDE
+
+ #pragma target 4.5
+ #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
+
+ #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/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
+
+ struct Attributes
+ {
+ uint vertexID : SV_VertexID;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct Varyings
+ {
+ float4 positionCS : SV_POSITION;
+ float2 texcoord : TEXCOORD0;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ Varyings Vert(Attributes input)
+ {
+ Varyings output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+ output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
+ output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
+ return output;
+ }
+
+ TEXTURE2D_X(_InputTexture);
+ TEXTURE2D(_AlphaTexture);
+
+ float4 CustomPostProcess(Varyings input) : SV_Target
+ {
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+
+ uint2 positionSS = input.texcoord * _ScreenSize.xy;
+ float3 color = LOAD_TEXTURE2D_X(_InputTexture, positionSS).xyz;
+ float outAlpha = LOAD_TEXTURE2D(_AlphaTexture, positionSS).w;
+ return float4(color, outAlpha);
+ }
+
+ ENDHLSL
+
+ SubShader
+ {
+ Pass
+ {
+ Name "AlphaInjection"
+
+ ZWrite Off
+ ZTest Always
+ Blend Off
+ Cull Off
+
+ HLSLPROGRAM
+ #pragma fragment CustomPostProcess
+ #pragma vertex Vert
+ ENDHLSL
+ }
+ }
+ Fallback Off
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/AlphaInjection.shader.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/AlphaInjection.shader.meta
new file mode 100644
index 00000000000..bd542816f76
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/AlphaInjection.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 4edd96259a5e8b44c90479928f0cd11e
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/ChromaKeying.shader b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/ChromaKeying.shader
new file mode 100644
index 00000000000..5f865aabd74
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/ChromaKeying.shader
@@ -0,0 +1,124 @@
+Shader "Hidden/Shader/ChromaKeying"
+{
+ HLSLINCLUDE
+
+ #pragma target 4.5
+ #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
+
+ #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/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
+
+ struct Attributes
+ {
+ uint vertexID : SV_VertexID;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct Varyings
+ {
+ float4 positionCS : SV_POSITION;
+ float2 texcoord : TEXCOORD0;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ Varyings Vert(Attributes input)
+ {
+ Varyings output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+ output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
+ output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
+ return output;
+ }
+
+ // List of properties to control your post process effect
+ float3 _KeyColor;
+ float4 _KeyParams;
+ TEXTURE2D_X(_InputTexture);
+
+ // RGB <-> YCgCo color space conversion
+ float3 RGB2YCgCo(float3 rgb)
+ {
+ float3x3 m = {
+ 0.25, 0.5, 0.25,
+ -0.25, 0.5, -0.25,
+ 0.50, 0.0, -0.50
+ };
+ return mul(m, rgb);
+ }
+
+ float3 YCgCo2RGB(float3 ycgco)
+ {
+ return float3(
+ ycgco.x - ycgco.y + ycgco.z,
+ ycgco.x + ycgco.y,
+ ycgco.x - ycgco.y - ycgco.z
+ );
+ }
+
+ // Adapted from https://github.com/keijiro/ProcAmp
+ // Main difference is that we do the chroma keying in linear space (not gamma)
+ float ChromaKeyAt(float3 keyColorYCoCg, float2 uv)
+ {
+ float3 rgb = LOAD_TEXTURE2D_X_LOD(_InputTexture, uv, 0).xyz;
+ float3 inputColor = LinearToSRGB(rgb);
+
+ float d = distance(RGB2YCgCo(inputColor).yz, keyColorYCoCg.yz) * 10 ;
+ return smoothstep(_KeyParams.x, _KeyParams.x + _KeyParams.y, d);
+ }
+
+ float4 CustomPostProcess(Varyings input) : SV_Target
+ {
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+
+ uint2 positionSS = input.texcoord * _ScreenSize.xy;
+ float3 outColor = LOAD_TEXTURE2D_X_LOD(_InputTexture, positionSS, 0).xyz;
+ float3 keyColorYCoCg = RGB2YCgCo(_KeyColor);
+
+ // Calculate keys for surrounding four points and get the minima of them.
+ // This works like a blur and dilate filter.
+ float4 duv = _ScreenSize.zwzw * float4(-0.5, -0.5, 0.5, 0.5);
+ float alpha = ChromaKeyAt(keyColorYCoCg, positionSS + duv.xy);
+ alpha = min(alpha, ChromaKeyAt(keyColorYCoCg, positionSS + duv.zy));
+ alpha = min(alpha, ChromaKeyAt(keyColorYCoCg, positionSS + duv.xw));
+ alpha = min(alpha, ChromaKeyAt(keyColorYCoCg, positionSS + duv.zw));
+
+ if (_KeyParams.z > 0)
+ {
+ // Spill removal
+ // What the following lines do is flattening the CgCo chroma values
+ // so that dot(ycgco, _KeyCgCo) == 0.5. This shifts colors toward
+ // the anticolor of the key color.
+ outColor = RGB2YCgCo(LinearToSRGB(outColor));
+ float sub = dot(keyColorYCoCg.yz, outColor.yz) / dot(keyColorYCoCg.yz, keyColorYCoCg.yz);
+ outColor.yz -= keyColorYCoCg.yz * (sub + 0.5) * _KeyParams.z;
+ outColor = SRGBToLinear(YCgCo2RGB(outColor));
+ }
+
+ return float4(outColor, alpha);
+ }
+
+ ENDHLSL
+
+ SubShader
+ {
+ Pass
+ {
+ Name "ChromaKeying"
+
+ ZWrite Off
+ ZTest Always
+ Blend Off
+ Cull Off
+
+ HLSLPROGRAM
+ #pragma fragment CustomPostProcess
+ #pragma vertex Vert
+ ENDHLSL
+ }
+ }
+ Fallback Off
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/ChromaKeying.shader.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/ChromaKeying.shader.meta
new file mode 100644
index 00000000000..f86b44265af
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/ChromaKeying.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 49feb6b111e82ec4eb6d3d08e4b6903e
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/CustomClear.shader b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/CustomClear.shader
new file mode 100644
index 00000000000..e3c59cc1307
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/CustomClear.shader
@@ -0,0 +1,108 @@
+Shader "Hidden/HDRP/CustomClear"
+{
+ HLSLINCLUDE
+
+ #pragma target 4.5
+ #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+
+ TEXTURE2D(_BlitTexture);
+ SamplerState sampler_PointClamp;
+ SamplerState sampler_LinearClamp;
+ float4 _BlitScaleBias;
+ float4 _BlitScaleBiasRt;
+ float _BlitMipLevel;
+ int _ClearAlpha;
+
+ struct Attributes
+ {
+ uint vertexID : SV_VertexID;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct Varyings
+ {
+ float4 positionCS : SV_POSITION;
+ float2 texcoord : TEXCOORD0;
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ Varyings Vert(Attributes input)
+ {
+ Varyings output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+ output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
+ output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID) * _BlitScaleBias.xy + _BlitScaleBias.zw;
+ return output;
+ }
+
+ Varyings VertQuad(Attributes input)
+ {
+ Varyings output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+ output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_BlitScaleBiasRt.x, _BlitScaleBiasRt.y, 1, 1) + float4(_BlitScaleBiasRt.z, _BlitScaleBiasRt.w, 0, 0);
+ output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
+ output.texcoord = GetQuadTexCoord(input.vertexID) * _BlitScaleBias.xy + _BlitScaleBias.zw;
+ return output;
+ }
+
+ float4 ClearColorAndAlphaToZero(Varyings input) : SV_Target
+ {
+ return float4(0.0f, 0.0f, 0.0f, 0.0f);
+ }
+
+ float4 ClearUsingTexture(Varyings input) : SV_Target
+ {
+ float4 color = SAMPLE_TEXTURE2D_LOD(_BlitTexture, sampler_LinearClamp, input.texcoord.xy, _BlitMipLevel);
+ return float4(color.xyz, _ClearAlpha == 0 ? color.w : 0.0f);
+ }
+
+ ENDHLSL
+
+ SubShader
+ {
+ Tags{ "RenderPipeline" = "HDRenderPipeline" }
+
+ // 0: Clear color, alpha and stencil to zero
+ Pass
+ {
+ ZWrite Off ZTest Always Blend Off Cull Off
+ Stencil
+ {
+ WriteMask 255
+ Ref 0
+ Comp Always
+ Pass Replace
+ }
+
+ HLSLPROGRAM
+ #pragma vertex Vert
+ #pragma fragment ClearColorAndAlphaToZero
+ ENDHLSL
+ }
+
+ // 1: Clears the color using the input texture and clears stencil to zero
+ Pass
+ {
+ ZWrite Off ZTest Always Blend Off Cull Off
+ Stencil
+ {
+ WriteMask 255
+ Ref 0
+ Comp Always
+ Pass Replace
+ }
+
+ HLSLPROGRAM
+ #pragma vertex VertQuad
+ #pragma fragment ClearUsingTexture
+ ENDHLSL
+ }
+
+ }
+
+ Fallback Off
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/CustomClear.shader.meta b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/CustomClear.shader.meta
new file mode 100644
index 00000000000..f5fdafaf733
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/Shaders/CustomClear.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 9cef3686fa32c8840947ed99b561195c
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs b/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs
index bb2ca768c52..82c52aec49a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs
@@ -189,7 +189,9 @@ public void Release()
CoreUtils.Destroy(m_CubeBlitMaterial);
}
- m_Cache.Release();
+ CoreUtils.Destroy(m_BlitCubemapFaceMaterial);
+
+ CoreUtils.Destroy(m_Cache);
}
private bool TransferToPanoCache(CommandBuffer cmd, int sliceIndex, Texture[] textureArray)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
index 501cebc9b34..34bc9598dba 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
@@ -1267,11 +1267,17 @@ DebugUI.Widget makeWidget(string name, VolumeParameter param)
var inst = (VolumeComponent)ScriptableObject.CreateInstance(type);
// First row for volume info
+ float timer = 0.0f, refreshRate = 0.2f;
var row = new DebugUI.Table.Row()
{
displayName = "Volume Info",
children = { new DebugUI.Value() { displayName = "Interpolated Value",
getter = () => {
+ // This getter is called first at each render
+ // It is used to update the volumes
+ if (Time.time - timer < refreshRate)
+ return "";
+ timer = Time.deltaTime;
if (data.volumeDebugSettings.selectedCameraIndex != 0)
{
var newVolumes = data.volumeDebugSettings.GetVolumes();
@@ -1290,6 +1296,7 @@ DebugUI.Widget makeWidget(string name, VolumeParameter param)
}
} }
};
+ row.opened = true;
foreach (var volume in volumes)
{
@@ -1311,9 +1318,20 @@ DebugUI.Widget makeWidget(string name, VolumeParameter param)
// One row per parameter
foreach (var f in fields)
{
+ var fieldName = f.Name;
+ var attr = (DisplayInfoAttribute[])f.GetCustomAttributes(typeof(DisplayInfoAttribute), true);
+ if (attr.Length != 0)
+ fieldName = attr[0].name;
+#if UNITY_EDITOR
+ // Would be nice to have the equivalent for the runtime debug.
+ else
+ fieldName = UnityEditor.ObjectNames.NicifyVariableName(fieldName);
+#endif
+
+
row = new DebugUI.Table.Row()
{
- displayName = f.Name,
+ displayName = fieldName,
children = { makeWidget("Interpolated Value", data.volumeDebugSettings.GetParameter(f)) }
};
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader
index a41a2557b7e..50eb0437b7a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader
@@ -28,7 +28,6 @@ Shader "Hidden/HDRP/DebugViewTiles"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#define DEBUG_DISPLAY
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs
index 42dbe8f99c8..9923bb4d42f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/VolumeDebug.cs
@@ -100,7 +100,8 @@ public Vector3 selectedCameraPosition
if (anchor == null) // means the hdcamera has not been initialized
{
// So we have to update the stack manually
- anchor = cam.GetComponent().volumeAnchorOverride;
+ if (cam.TryGetComponent(out var data))
+ anchor = data.volumeAnchorOverride;
if (anchor == null) anchor = cam.transform;
var stack = selectedCameraVolumeStack;
if (stack != null)
@@ -134,7 +135,9 @@ static public List componentTypes
}
}
- /// List of Volume component types.
+ /// Returns the name of a component from its VolumeComponentMenu.
+ /// A volume component.
+ /// The component display name.
static public string ComponentDisplayName(Type component)
{
Attribute attrib = component.GetCustomAttribute(typeof(VolumeComponentMenu), false);
@@ -254,9 +257,14 @@ public Volume[] GetVolumes()
VolumeParameter[,] states = new VolumeParameter[volumes.Length, fields.Length];
for (int i = 0; i < volumes.Length; i++)
{
+ var profile = volumes[i].HasInstantiatedProfile() ? volumes[i].profile : volumes[i].sharedProfile;
+ if (!profile.TryGet(selectedComponentType, out VolumeComponent component))
+ continue;
+
for (int j = 0; j < fields.Length; j++)
{
- states[i, j] = GetParameter(volumes[i], fields[j]);
+ var param = GetParameter(component, fields[j]);;
+ states[i, j] = param.overrideState ? param : null;
}
}
return states;
@@ -294,7 +302,7 @@ public bool RefreshVolumes(Volume[] newVolumes)
var newStates = GetStates();
if (savedStates == null || ChangedStates(newStates))
{
- savedStates = (VolumeParameter[,])newStates.Clone();
+ savedStates = newStates;
ret = true;
}
}
@@ -306,7 +314,7 @@ public bool RefreshVolumes(Volume[] newVolumes)
return ret;
}
- /// Get the weight of a volume computed form the
+ /// Get the weight of a volume computed from the
/// The volume to compute weight for.
/// The weight of the volume.
public float GetVolumeWeight(Volume volume)
@@ -328,6 +336,9 @@ public float GetVolumeWeight(Volume volume)
return 0f;
}
+ /// Determines if a volume as an influence on the interpolated value
+ /// The volume.
+ /// True if the given volume as an influence.
public bool VolumeHasInfluence(Volume volume)
{
if (weights == null)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl
index 12e38ac1d75..dabaf8b19cd 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl
@@ -14,6 +14,8 @@
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#endif
+TEXTURE3D(_VBufferLighting);
+
float3 ExpLerp(float3 A, float3 B, float t, float x, float y)
{
// Remap t: (exp(10 k t) - 1) / (exp(10 k) - 1) = exp(x t) y - y.
@@ -276,14 +278,14 @@ void EvaluateAtmosphericScattering(PositionInputs posInput, float3 V, out float3
if (_EnableVolumetricFog != 0)
{
float4 value = SampleVBuffer(TEXTURE3D_ARGS(_VBufferLighting, s_linear_clamp_sampler),
- posInput.positionNDC,
- fogFragDist,
- _VBufferViewportSize,
- _VBufferSharedUvScaleAndLimit.xy,
- _VBufferSharedUvScaleAndLimit.zw,
- _VBufferDistanceEncodingParams,
- _VBufferDistanceDecodingParams,
- true, false);
+ posInput.positionNDC,
+ fogFragDist,
+ _VBufferViewportSize,
+ _VBufferLightingViewportScale.xyz,
+ _VBufferLightingViewportLimit.xyz,
+ _VBufferDistanceEncodingParams,
+ _VBufferDistanceDecodingParams,
+ true, false);
// TODO: add some slowly animated noise (dither?) to the reconstructed value.
// TODO: re-enable tone mapping after implementing pre-exposure.
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 cdf05918aec..429cecc0ea7 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
@@ -11,28 +11,28 @@ public class Fog : VolumeComponent
{
/// Enable fog.
[Tooltip("Enables the fog.")]
- public BoolParameter enabled = new BoolParameter(false);
+ public BoolParameter enabled = new BoolParameter(false);
/// Fog color mode.
- public FogColorParameter colorMode = new FogColorParameter(FogColorMode.SkyColor);
+ public FogColorParameter colorMode = new FogColorParameter(FogColorMode.SkyColor);
/// Fog color.
[Tooltip("Specifies the constant color of the fog.")]
- public ColorParameter color = new ColorParameter(Color.grey, hdr: true, showAlpha: false, showEyeDropper: true);
+ public ColorParameter color = new ColorParameter(Color.grey, hdr: true, showAlpha: false, showEyeDropper: true);
/// Specifies the tint of the fog when using Sky Color.
[Tooltip("Specifies the tint of the fog.")]
- public ColorParameter tint = new ColorParameter(Color.white, hdr: true, showAlpha: false, showEyeDropper: true);
+ public ColorParameter tint = new ColorParameter(Color.white, hdr: true, showAlpha: false, showEyeDropper: true);
/// Maximum fog distance.
[Tooltip("Sets the maximum fog distance HDRP uses when it shades the skybox or the Far Clipping Plane of the Camera.")]
- public MinFloatParameter maxFogDistance = new MinFloatParameter(5000.0f, 0.0f);
+ public MinFloatParameter maxFogDistance = new MinFloatParameter(5000.0f, 0.0f);
/// Controls the maximum mip map HDRP uses for mip fog (0 is the lowest mip and 1 is the highest mip).
[Tooltip("Controls the maximum mip map HDRP uses for mip fog (0 is the lowest mip and 1 is the highest mip).")]
public ClampedFloatParameter mipFogMaxMip = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);
/// Sets the distance at which HDRP uses the minimum mip image of the blurred sky texture as the fog color.
[Tooltip("Sets the distance at which HDRP uses the minimum mip image of the blurred sky texture as the fog color.")]
- public MinFloatParameter mipFogNear = new MinFloatParameter(0.0f, 0.0f);
+ public MinFloatParameter mipFogNear = new MinFloatParameter(0.0f, 0.0f);
/// Sets the distance at which HDRP uses the maximum mip image of the blurred sky texture as the fog color.
[Tooltip("Sets the distance at which HDRP uses the maximum mip image of the blurred sky texture as the fog color.")]
- public MinFloatParameter mipFogFar = new MinFloatParameter(1000.0f, 0.0f);
+ public MinFloatParameter mipFogFar = new MinFloatParameter(1000.0f, 0.0f);
// Height Fog
/// Height fog base height.
@@ -44,14 +44,17 @@ public class Fog : VolumeComponent
/// Fog albedo.
public ColorParameter albedo = new ColorParameter(Color.white);
/// Fog mean free path.
+ [DisplayInfo(name = "Fog Attenuation Distance")]
public MinFloatParameter meanFreePath = new MinFloatParameter(400.0f, 1.0f);
// Optional Volumetric Fog
/// Enable volumetric fog.
+ [DisplayInfo(name = "Volumetric Fog")]
public BoolParameter enableVolumetricFog = new BoolParameter(false);
/// Volumetric fog anisotropy.
public ClampedFloatParameter anisotropy = new ClampedFloatParameter(0.0f, -1.0f, 1.0f);
/// Multiplier for ambient probe contribution.
+ [DisplayInfo(name = "Ambient Light Probe Dimmer")]
public ClampedFloatParameter globalLightProbeDimmer = new ClampedFloatParameter(1.0f, 0.0f, 1.0f);
/// Sets the distance (in meters) from the Camera's Near Clipping Plane to the back of the Camera's volumetric lighting buffer.
@@ -60,6 +63,12 @@ public class Fog : VolumeComponent
/// Controls the distribution of slices along the Camera's focal axis. 0 is exponential distribution and 1 is linear distribution.
[Tooltip("Controls the distribution of slices along the Camera's focal axis. 0 is exponential distribution and 1 is linear distribution.")]
public ClampedFloatParameter sliceDistributionUniformity = new ClampedFloatParameter(0.75f, 0, 1);
+ /// Resolution of the volumetric buffer (3D texture) along the X and Y axes relative to the resolution of the frame buffer.
+ [Tooltip("Resolution of the volumetric buffer, along the x-axis and y-axis, relative to the resolution of the frame buffer.")]
+ public ClampedFloatParameter screenResolutionPercentage = new ClampedFloatParameter((1.0f/8.0f) * 100, (1.0f/16.0f) * 100, 100);
+ /// Number of slices of the volumetric buffer (3D texture) along the camera's focal axis.
+ [Tooltip("Number of slices of the volumetric buffer (3D texture) along the camera's focal axis.")]
+ public ClampedIntParameter volumeSliceCount = new ClampedIntParameter(64, 1, 1024);
/// Applies a blur to smoothen the volumetric lighting output.
[Tooltip("Applies a blur to smoothen the volumetric lighting output.")]
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.hlsl
index a7a59afb9b5..6908c059203 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.hlsl
@@ -1,4 +1,3 @@
-TEXTURE3D(_VBufferLighting);
TEXTURECUBE_ARRAY(_SkyTexture);
#define _MipFogNear _MipFogParameters.x
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 abe02eecc79..f8ef1337638 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader
@@ -38,6 +38,7 @@ Shader "Hidden/HDRP/Deferred"
#pragma multi_compile _ OUTPUT_SPLIT_LIGHTING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DEBUG_DISPLAY
+ #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
#define USE_FPTL_LIGHTLIST // deferred opaque always use FPTL
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs
index 5901520b37c..af0f8ca6b1c 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs
@@ -23,6 +23,7 @@ enum Version
AreaLightShapeTypeLogicIsolation,
PCSSUIUpdate,
MoveEmissionMesh,
+ EnableApplyRangeAttenuationOnBoxLight,
}
///
@@ -163,6 +164,19 @@ private static readonly MigrationDescription k_H
data.m_AreaLightEmissiveMeshShadowCastingMode = oldShadowCastingMode;
data.m_AreaLightEmissiveMeshMotionVectorGenerationMode = oldMotionVectorMode;
}
+ }),
+ MigrationStep.New(Version.EnableApplyRangeAttenuationOnBoxLight, (HDAdditionalLightData data) =>
+ {
+ // When enabling range attenuation for box light, the default value was "true"
+ // causing a migration issue. So when we migrate we setup applyRangeAttenuation to false
+ // if we are a box light to keep the previous behavior
+ if (data.type == HDLightType.Spot)
+ {
+ if (data.spotLightShape == SpotLightShape.Box)
+ {
+ data.applyRangeAttenuation = false;
+ }
+ }
})
);
#pragma warning restore 0618, 0612
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs
index 7f2e72d598f..f35359935df 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs
@@ -1589,9 +1589,8 @@ void SetEmissiveMeshRendererEnabled(bool enabled)
}
}
- int GetShadowRequestCount(HDShadowSettings shadowSettings)
+ int GetShadowRequestCount(HDShadowSettings shadowSettings, HDLightType lightType)
{
- HDLightType lightType = type;
return lightType == HDLightType.Point
? 6
: lightType == HDLightType.Directional
@@ -1690,7 +1689,7 @@ private int GetResolutionFromSettings(ShadowMapType shadowMapType, HDShadowInitP
}
}
- internal void ReserveShadowMap(Camera camera, HDShadowManager shadowManager, HDShadowSettings shadowSettings, HDShadowInitParameters initParameters, Rect screenRect)
+ internal void ReserveShadowMap(Camera camera, HDShadowManager shadowManager, HDShadowSettings shadowSettings, HDShadowInitParameters initParameters, Rect screenRect, HDLightType lightType)
{
if (!m_WillRenderShadowMap)
return;
@@ -1708,15 +1707,17 @@ internal void ReserveShadowMap(Camera camera, HDShadowManager shadowManager, HDS
}
}
- // Reserver wanted resolution in the shadow atlas
- int resolution = GetResolutionFromSettings(shadowMapType, initParameters);
+ ShadowMapType shadowType = GetShadowMapType(lightType);
+
+ // Reserve wanted resolution in the shadow atlas
+ int resolution = GetResolutionFromSettings(shadowType, initParameters);
Vector2 viewportSize = new Vector2(resolution, resolution);
bool viewPortRescaling = false;
// Compute dynamic shadow resolution
- viewPortRescaling |= (shadowMapType == ShadowMapType.PunctualAtlas && initParameters.punctualLightShadowAtlas.useDynamicViewportRescale);
- viewPortRescaling |= (shadowMapType == ShadowMapType.AreaLightAtlas && initParameters.areaLightShadowAtlas.useDynamicViewportRescale);
+ viewPortRescaling |= (shadowType == ShadowMapType.PunctualAtlas && initParameters.punctualLightShadowAtlas.useDynamicViewportRescale);
+ viewPortRescaling |= (shadowType == ShadowMapType.AreaLightAtlas && initParameters.areaLightShadowAtlas.useDynamicViewportRescale);
bool shadowsAreCached = !ShouldRenderShadows();
if (shadowsAreCached)
@@ -1743,15 +1744,15 @@ internal void ReserveShadowMap(Camera camera, HDShadowManager shadowManager, HDS
viewportSize = Vector2.Max(viewportSize, new Vector2(HDShadowManager.k_MinShadowMapResolution, HDShadowManager.k_MinShadowMapResolution));
// Update the directional shadow atlas size
- if (type == HDLightType.Directional)
+ if (lightType == HDLightType.Directional)
shadowManager.UpdateDirectionalShadowResolution((int)viewportSize.x, shadowSettings.cascadeShadowSplitCount.value);
- int count = GetShadowRequestCount(shadowSettings);
- bool needsCachedSlotsInAtlas = shadowsAreCached && !(ShadowIsUpdatedEveryFrame() || type == HDLightType.Directional);
+ int count = GetShadowRequestCount(shadowSettings, lightType);
+ bool needsCachedSlotsInAtlas = shadowsAreCached && !(ShadowIsUpdatedEveryFrame() || lightType == HDLightType.Directional);
for (int index = 0; index < count; index++)
{
- m_ShadowRequestIndices[index] = shadowManager.ReserveShadowResolutions(needsCachedSlotsInAtlas ? new Vector2(resolution, resolution) : viewportSize, shadowMapType, GetInstanceID(), index, needsCachedSlotsInAtlas, out m_CachedResolutionRequestIndices[index]);
+ m_ShadowRequestIndices[index] = shadowManager.ReserveShadowResolutions(needsCachedSlotsInAtlas ? new Vector2(resolution, resolution) : viewportSize, shadowType, GetInstanceID(), index, needsCachedSlotsInAtlas, out m_CachedResolutionRequestIndices[index]);
}
}
@@ -1808,20 +1809,24 @@ private void UpdateDirectionalShadowRequest(HDShadowManager manager, HDShadowSet
}
// Must return the first executed shadow request
- internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDShadowSettings shadowSettings, VisibleLight visibleLight, CullingResults cullResults, int lightIndex, LightingDebugSettings lightingDebugSettings, out int shadowRequestCount)
+ internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDShadowSettings shadowSettings, VisibleLight visibleLight,
+ CullingResults cullResults, int lightIndex, LightingDebugSettings lightingDebugSettings, HDShadowFilteringQuality filteringQuality, out int shadowRequestCount)
{
int firstShadowRequestIndex = -1;
Vector3 cameraPos = hdCamera.mainViewConstants.worldSpaceCameraPos;
shadowRequestCount = 0;
- int count = GetShadowRequestCount(shadowSettings);
+ HDLightType lightType = type;
+ ShadowMapType shadowType = GetShadowMapType(lightType);
+
+ int count = GetShadowRequestCount(shadowSettings, lightType);
bool shadowIsCached = !ShouldRenderShadows() && !lightingDebugSettings.clearShadowAtlas;
bool isUpdatedEveryFrame = ShadowIsUpdatedEveryFrame();
bool hasCachedSlotInAtlas = !(ShadowIsUpdatedEveryFrame() || legacyLight.type == LightType.Directional);
- bool shouldUseRequestFromCachedList = shadowIsCached && hasCachedSlotInAtlas && !manager.AtlasHasResized(shadowMapType);
- bool cachedDataIsValid = shadowIsCached && m_CachedDataIsValid && (manager.GetAtlasShapeID(shadowMapType) == m_AtlasShapeID) && manager.CachedDataIsValid(shadowMapType);
+ bool shouldUseRequestFromCachedList = shadowIsCached && hasCachedSlotInAtlas && !manager.AtlasHasResized(shadowType);
+ bool cachedDataIsValid = shadowIsCached && m_CachedDataIsValid && (manager.GetAtlasShapeID(shadowType) == m_AtlasShapeID) && manager.CachedDataIsValid(shadowType);
cachedDataIsValid = cachedDataIsValid || (legacyLight.type == LightType.Directional);
shadowIsCached = shadowIsCached && (hasCachedSlotInAtlas && cachedDataIsValid || legacyLight.type == LightType.Directional);
@@ -1832,13 +1837,12 @@ internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDS
Matrix4x4 invViewProjection = Matrix4x4.identity;
int shadowRequestIndex = m_ShadowRequestIndices[index];
- HDShadowResolutionRequest resolutionRequest = manager.GetResolutionRequest(shadowMapType, shouldUseRequestFromCachedList, shouldUseRequestFromCachedList ? m_CachedResolutionRequestIndices[index] : shadowRequestIndex);
+ HDShadowResolutionRequest resolutionRequest = manager.GetResolutionRequest(shadowType, shouldUseRequestFromCachedList, shouldUseRequestFromCachedList ? m_CachedResolutionRequestIndices[index] : shadowRequestIndex);
if (resolutionRequest == null)
continue;
Vector2 viewportSize = resolutionRequest.resolution;
- HDLightType lightType = type;
if (shadowRequestIndex == -1)
continue;
@@ -1864,7 +1868,7 @@ internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDS
case HDLightType.Point:
HDShadowUtils.ExtractPointLightData(
visibleLight, viewportSize, shadowNearPlane,
- normalBias, (uint)index, out shadowRequest.view,
+ normalBias, (uint)index, filteringQuality, out shadowRequest.view,
out invViewProjection, out shadowRequest.deviceProjectionYFlip,
out shadowRequest.deviceProjection, out shadowRequest.splitData
);
@@ -1873,7 +1877,7 @@ internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDS
float spotAngleForShadows = useCustomSpotLightShadowCone ? Math.Min(customSpotLightShadowCone, visibleLight.light.spotAngle) : visibleLight.light.spotAngle;
HDShadowUtils.ExtractSpotLightData(
spotLightShape, spotAngleForShadows, shadowNearPlane, aspectRatio, shapeWidth,
- shapeHeight, visibleLight, viewportSize, normalBias,
+ shapeHeight, visibleLight, viewportSize, normalBias, filteringQuality,
out shadowRequest.view, out invViewProjection, out shadowRequest.deviceProjectionYFlip,
out shadowRequest.deviceProjection, out shadowRequest.splitData
);
@@ -1888,7 +1892,8 @@ internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDS
Vector2 shapeSize = new Vector2(shapeWidth, m_ShapeHeight);
float offset = GetAreaLightOffsetForShadows(shapeSize, areaLightShadowCone);
Vector3 shadowOffset = offset * visibleLight.GetForward();
- HDShadowUtils.ExtractRectangleAreaLightData(visibleLight, visibleLight.GetPosition() + shadowOffset, areaLightShadowCone, shadowNearPlane, shapeSize, viewportSize, normalBias, out shadowRequest.view, out invViewProjection, out shadowRequest.deviceProjectionYFlip, out shadowRequest.deviceProjection, out shadowRequest.splitData);
+ HDShadowUtils.ExtractRectangleAreaLightData(visibleLight, visibleLight.GetPosition() + shadowOffset, areaLightShadowCone, shadowNearPlane, shapeSize, viewportSize, normalBias, filteringQuality,
+ out shadowRequest.view, out invViewProjection, out shadowRequest.deviceProjectionYFlip, out shadowRequest.deviceProjection, out shadowRequest.splitData);
break;
case AreaLightShape.Tube:
//Tube do not cast shadow at the moment.
@@ -1898,17 +1903,16 @@ internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDS
break;
}
-
// Assign all setting common to every lights
- SetCommonShadowRequestSettings(shadowRequest, visibleLight, cameraPos, invViewProjection, viewportSize, lightIndex);
+ SetCommonShadowRequestSettings(shadowRequest, visibleLight, cameraPos, invViewProjection, viewportSize, lightIndex, lightType, filteringQuality);
}
shadowRequest.atlasViewport = resolutionRequest.atlasViewport;
manager.UpdateShadowRequest(shadowRequestIndex, shadowRequest);
shadowRequest.shouldUseCachedShadow = shadowRequest.shouldUseCachedShadow && cachedDataIsValid;
- m_CachedDataIsValid = manager.CachedDataIsValid(shadowMapType);
- m_AtlasShapeID = manager.GetAtlasShapeID(shadowMapType);
+ m_CachedDataIsValid = manager.CachedDataIsValid(shadowType);
+ m_AtlasShapeID = manager.GetAtlasShapeID(shadowType);
// Store the first shadow request id to return it
if (firstShadowRequestIndex == -1)
@@ -1920,7 +1924,7 @@ internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDS
return firstShadowRequestIndex;
}
- void SetCommonShadowRequestSettings(HDShadowRequest shadowRequest, VisibleLight visibleLight, Vector3 cameraPos, Matrix4x4 invViewProjection, Vector2 viewportSize, int lightIndex)
+ void SetCommonShadowRequestSettings(HDShadowRequest shadowRequest, VisibleLight visibleLight, Vector3 cameraPos, Matrix4x4 invViewProjection, Vector2 viewportSize, int lightIndex, HDLightType lightType, HDShadowFilteringQuality filteringQuality)
{
// zBuffer param to reconstruct depth position (for transmission)
float f = legacyLight.range;
@@ -1933,18 +1937,21 @@ void SetCommonShadowRequestSettings(HDShadowRequest shadowRequest, VisibleLight
// TODO: think about VR (use different camera position for each eye)
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
- var translation = Matrix4x4.Translate(cameraPos);
- shadowRequest.view *= translation;
- translation.SetColumn(3, -cameraPos);
- translation[15] = 1.0f;
- invViewProjection = translation * invViewProjection;
+ CoreMatrixUtils.MatrixTimesTranslation(ref shadowRequest.view, cameraPos);
+ CoreMatrixUtils.TranslationTimesMatrix(ref invViewProjection, -cameraPos);
}
- HDLightType lightType = type;
+ bool hasOrthoMatrix = false;
if (lightType == HDLightType.Directional || lightType == HDLightType.Spot && spotLightShape == SpotLightShape.Box)
+ {
+ hasOrthoMatrix = true;
shadowRequest.position = new Vector3(shadowRequest.view.m03, shadowRequest.view.m13, shadowRequest.view.m23);
+ }
else
- shadowRequest.position = (ShaderConfig.s_CameraRelativeRendering != 0) ? visibleLight.GetPosition() - cameraPos : visibleLight.GetPosition();
+ {
+ var vlPos = visibleLight.GetPosition();
+ shadowRequest.position = (ShaderConfig.s_CameraRelativeRendering != 0) ? vlPos - cameraPos : vlPos;
+ }
shadowRequest.shadowToWorld = invViewProjection.transpose;
shadowRequest.zClip = (lightType != HDLightType.Directional);
@@ -1964,7 +1971,7 @@ void SetCommonShadowRequestSettings(HDShadowRequest shadowRequest, VisibleLight
}
// shadow clip planes (used for tessellation clipping)
- GeometryUtility.CalculateFrustumPlanes(shadowRequest.deviceProjectionYFlip * shadowRequest.view, m_ShadowFrustumPlanes);
+ GeometryUtility.CalculateFrustumPlanes(CoreMatrixUtils.MultiplyProjectionMatrix(shadowRequest.deviceProjectionYFlip, shadowRequest.view, hasOrthoMatrix), m_ShadowFrustumPlanes);
if (shadowRequest.frustumPlanes?.Length != 6)
shadowRequest.frustumPlanes = new Vector4[6];
// Left, right, top, bottom, near, far.
@@ -2009,7 +2016,7 @@ void SetCommonShadowRequestSettings(HDShadowRequest shadowRequest, VisibleLight
// This base bias is a good value if we expose a [0..1] since values within [0..5] are empirically shown to be sensible for the slope-scale bias with the width of our PCF.
float baseBias = 5.0f;
// If we are PCSS, the blur radius can be quite big, hence we need to tweak up the slope bias
- if (HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.hdShadowInitParams.shadowFilteringQuality == HDShadowFilteringQuality.High)
+ if (filteringQuality == HDShadowFilteringQuality.High)
{
if(softness > 0.01f)
{
@@ -2970,5 +2977,14 @@ void ISerializationCallbackReceiver.OnBeforeSerialize()
void Reset()
=> UpdateBounds();
+
+ // This is faster than the above property if lightType is known given that type does a non-trivial amount of work.
+ internal ShadowMapType GetShadowMapType(HDLightType lightType)
+ {
+ return (lightType == HDLightType.Area && areaLightShape == AreaLightShape.Rectangle) ? ShadowMapType.AreaLightAtlas
+ : lightType != HDLightType.Directional
+ ? ShadowMapType.PunctualAtlas
+ : ShadowMapType.CascadedDirectional;
+ }
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
index 51237056a5b..e509922b0d0 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
@@ -302,42 +302,7 @@ DirectionalShadowType EvaluateShadow_Directional(LightLoopContext lightLoopConte
// Punctual Light evaluation helper
//-----------------------------------------------------------------------------
-// distances = {d, d^2, 1/d, d_proj}
-void ModifyDistancesForFillLighting(inout float4 distances, float lightSqRadius)
-{
- // Apply the sphere light hack to soften the core of the punctual light.
- // It is not physically plausible (using max() is more correct, but looks worse).
- // See https://www.desmos.com/calculator/otqhxunqhl
- // We only modify 1/d for performance reasons.
- float sqDist = distances.y;
- distances.z = rsqrt(sqDist + lightSqRadius); // Recompute 1/d
-}
-
-// Returns the normalized light vector L and the distances = {d, d^2, 1/d, d_proj}.
-void GetPunctualLightVectors(float3 positionWS, LightData light, out float3 L, out float4 distances)
-{
- float3 lightToSample = positionWS - light.positionRWS;
-
- distances.w = dot(lightToSample, light.forward);
-
- if (light.lightType == GPULIGHTTYPE_PROJECTOR_BOX)
- {
- L = -light.forward;
- distances.xyz = 1; // No distance or angle attenuation
- }
- else
- {
- float3 unL = -lightToSample;
- float distSq = dot(unL, unL);
- float distRcp = rsqrt(distSq);
- float dist = distSq * distRcp;
-
- L = unL * distRcp;
- distances.xyz = float3(dist, distSq, distRcp);
-
- ModifyDistancesForFillLighting(distances, light.size.x);
- }
-}
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl"
float4 EvaluateCookie_Punctual(LightLoopContext lightLoopContext, LightData light,
float3 lightToSample)
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 548dda5ee1c..d97be9b9e81 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
@@ -34,6 +34,8 @@
#pragma multi_compile _ SHADOWS_SHADOWMASK
+#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
+
#ifdef DEBUG_DISPLAY
// Don't care about this warning in debug
# pragma warning( disable : 4714 ) // sum of temp registers and indexable temp registers times 256 threads exceeds the recommended total 16384. Performance may be reduced at kernel
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 bc68896e4f4..e0754fde912 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
@@ -39,6 +39,7 @@ Shader "Hidden/HDRP/DeferredTile"
#pragma multi_compile _ OUTPUT_SPLIT_LIGHTING // Split lighting is utilized during the SSS pass.
#pragma multi_compile _ SHADOWS_SHADOWMASK /// Variant with and without shadowmask
#pragma multi_compile VARIANT0 VARIANT1 VARIANT2 VARIANT3 VARIANT4 VARIANT5 VARIANT6 VARIANT7 VARIANT8 VARIANT9 VARIANT10 VARIANT11 VARIANT12 VARIANT13 VARIANT14 VARIANT15 VARIANT16 VARIANT17 VARIANT18 VARIANT19 VARIANT20 VARIANT21 VARIANT22 VARIANT23 VARIANT24 VARIANT25 VARIANT26 VARIANT27 VARIANT28
+ #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
#define USE_INDIRECT // otherwise TileVariantToFeatureFlags() will not be defined in Lit.hlsl!!!
@@ -301,6 +302,7 @@ Shader "Hidden/HDRP/DeferredTile"
#pragma multi_compile _ OUTPUT_SPLIT_LIGHTING
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ SHADOWS_SHADOWMASK /// Variant with and without shadowmask
+ #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
#define USE_FPTL_LIGHTLIST 1 // deferred opaque always use FPTL
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
index 205196ec98d..390ab604361 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs
@@ -379,51 +379,57 @@ public void Cleanup()
class TileAndClusterData
{
- public ComputeBuffer lightVolumeDataBuffer;
- public ComputeBuffer convexBoundsBuffer;
- public ComputeBuffer AABBBoundsBuffer;
- public ComputeBuffer probeVolumesLightVolumeDataBuffer;
- public ComputeBuffer probeVolumesConvexBoundsBuffer;
- public ComputeBuffer probeVolumesAABBBoundsBuffer;
- public ComputeBuffer probeVolumesBigTileLightList;
- public ComputeBuffer probeVolumesPerVoxelLightLists;
- public ComputeBuffer probeVolumesPerVoxelOffset;
- public ComputeBuffer probeVolumesGlobalLightListAtomic;
- public ComputeBuffer lightList;
- public ComputeBuffer tileList;
- public ComputeBuffer tileFeatureFlags;
- public ComputeBuffer dispatchIndirectBuffer;
- public ComputeBuffer bigTileLightList; // used for pre-pass coarse culling on 64x64 tiles
- public ComputeBuffer perVoxelLightLists;
- public ComputeBuffer perVoxelOffset;
- public ComputeBuffer perTileLogBaseTweak;
- public ComputeBuffer globalLightListAtomic;
+ // Internal to light list building
+ public ComputeBuffer lightVolumeDataBuffer { get; private set; }
+ public ComputeBuffer convexBoundsBuffer { get; private set; }
+ public ComputeBuffer AABBBoundsBuffer { get; private set; }
+ public ComputeBuffer globalLightListAtomic { get; private set; }
+
+ // Tile Output
+ public ComputeBuffer tileFeatureFlags { get; private set; } // Deferred
+ public ComputeBuffer dispatchIndirectBuffer { get; private set; } // Deferred
+ public ComputeBuffer tileList { get; private set; } // Deferred
+ public ComputeBuffer lightList { get; private set; } // ContactShadows, Deferred, Forward w/ fptl
+
+ // Cluster Output
+ public ComputeBuffer perVoxelOffset { get; private set; } // Cluster
+ public ComputeBuffer perTileLogBaseTweak { get; private set; } // Cluster
+ // used for pre-pass coarse culling on 64x64 tiles
+ public ComputeBuffer bigTileLightList { get; private set; } // Volumetric
+ public ComputeBuffer perVoxelLightLists { get; private set; } // Cluster
public bool listsAreClear = false;
- public bool probeVolumesListsAreClear = false;
- public void Initialize()
+ public bool clusterNeedsDepth { get; private set; }
+ public bool hasTileBuffers { get; private set; }
+
+ public void Initialize(bool allocateTileBuffers, bool clusterNeedsDepth)
{
+ hasTileBuffers = allocateTileBuffers;
+ this.clusterNeedsDepth = clusterNeedsDepth;
globalLightListAtomic = new ComputeBuffer(1, sizeof(uint));
-
- if (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass)
- {
- probeVolumesGlobalLightListAtomic = new ComputeBuffer(1, sizeof(uint));
- }
}
public void AllocateResolutionDependentBuffers(HDCamera hdCamera, int width, int height, int viewCount, int maxLightOnScreen)
{
- var nrTilesX = (width + LightDefinitions.s_TileSizeFptl - 1) / LightDefinitions.s_TileSizeFptl;
- var nrTilesY = (height + LightDefinitions.s_TileSizeFptl - 1) / LightDefinitions.s_TileSizeFptl;
- var nrTiles = nrTilesX * nrTilesY * viewCount;
- const int capacityUShortsPerTile = 32;
- const int dwordsPerTile = (capacityUShortsPerTile + 1) >> 1; // room for 31 lights and a nrLights value.
-
- // note that nrTiles include the viewCount in allocation below
- lightList = new ComputeBuffer((int)LightCategory.Count * dwordsPerTile * nrTiles, sizeof(uint)); // enough list memory for a 4k x 4k display
- tileList = new ComputeBuffer((int)LightDefinitions.s_NumFeatureVariants * nrTiles, sizeof(uint));
- tileFeatureFlags = new ComputeBuffer(nrTiles, sizeof(uint));
+ if (hasTileBuffers)
+ {
+ var nrTilesX = (width + LightDefinitions.s_TileSizeFptl - 1) / LightDefinitions.s_TileSizeFptl;
+ var nrTilesY = (height + LightDefinitions.s_TileSizeFptl - 1) / LightDefinitions.s_TileSizeFptl;
+ var nrTiles = nrTilesX * nrTilesY * viewCount;
+ const int capacityUShortsPerTile = 32;
+ const int dwordsPerTile = (capacityUShortsPerTile + 1) >> 1; // room for 31 lights and a nrLights value.
+
+ // note that nrTiles include the viewCount in allocation below
+ lightList = new ComputeBuffer((int)LightCategory.Count * dwordsPerTile * nrTiles, sizeof(uint)); // enough list memory for a 4k x 4k display
+ tileList = new ComputeBuffer((int)LightDefinitions.s_NumFeatureVariants * nrTiles, sizeof(uint));
+ tileFeatureFlags = new ComputeBuffer(nrTiles, sizeof(uint));
+
+ // DispatchIndirect: Buffer with arguments has to have three integer numbers at given argsOffset offset: number of work groups in X dimension, number of work groups in Y dimension, number of work groups in Z dimension.
+ // DrawProceduralIndirect: Buffer with arguments has to have four integer numbers at given argsOffset offset: vertex count per instance, instance count, start vertex location, and start instance location
+ // Use use max size of 4 unit for allocation
+ dispatchIndirectBuffer = new ComputeBuffer(viewCount * LightDefinitions.s_NumFeatureVariants * 4, sizeof(uint), ComputeBufferType.IndirectArguments);
+ }
// Cluster
{
@@ -434,18 +440,10 @@ public void AllocateResolutionDependentBuffers(HDCamera hdCamera, int width, int
perVoxelOffset = new ComputeBuffer((int)LightCategory.Count * (1 << k_Log2NumClusters) * nrClusterTiles, sizeof(uint));
perVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrClusterTiles, sizeof(uint));
- if (k_UseDepthBuffer)
+ if (clusterNeedsDepth)
{
perTileLogBaseTweak = new ComputeBuffer(nrClusterTiles, sizeof(float));
}
-
- // TODO: (Nick) These catagory counts could be stripped for probe volumes, since there is only ever one catagory.
- probeVolumesPerVoxelOffset = (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass)
- ? new ComputeBuffer((int)LightCategory.Count * (1 << k_Log2NumClusters) * nrClusterTiles, sizeof(uint))
- : null;
- probeVolumesPerVoxelLightLists = (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass)
- ? new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrClusterTiles, sizeof(uint))
- : null;
}
if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass))
@@ -453,37 +451,14 @@ public void AllocateResolutionDependentBuffers(HDCamera hdCamera, int width, int
var nrBigTilesX = (width + 63) / 64;
var nrBigTilesY = (height + 63) / 64;
var nrBigTiles = nrBigTilesX * nrBigTilesY * viewCount;
+ // TODO: (Nick) In the case of Probe Volumes, this buffer could be trimmed down / tuned more specifically to probe volumes if we added a s_MaxNrBigTileProbeVolumesPlusOne value.
bigTileLightList = new ComputeBuffer(LightDefinitions.s_MaxNrBigTileLightsPlusOne * nrBigTiles, sizeof(uint));
-
- // TODO: (Nick) This buffer could be trimmed down / tuned more specifically to probe volumes if we added a s_MaxNrBigTileProbeVolumesPlusOne value.
- probeVolumesBigTileLightList = (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass)
- ? new ComputeBuffer(LightDefinitions.s_MaxNrBigTileLightsPlusOne * nrBigTiles, sizeof(uint))
- : null;
}
// The bounds and light volumes are view-dependent, and AABB is additionally projection dependent.
- // TODO: I don't think k_MaxLightsOnScreen corresponds to the actual correct light count for cullable light types (punctual, area, env, decal)
AABBBoundsBuffer = new ComputeBuffer(viewCount * 2 * maxLightOnScreen, 4 * sizeof(float));
convexBoundsBuffer = new ComputeBuffer(viewCount * maxLightOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightBound)));
lightVolumeDataBuffer = new ComputeBuffer(viewCount * maxLightOnScreen, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightVolumeData)));
-
- if (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass)
- {
- probeVolumesAABBBoundsBuffer = new ComputeBuffer(viewCount * 2 * k_MaxVisibleProbeVolumeCount, 4 * sizeof(float));
- probeVolumesConvexBoundsBuffer = new ComputeBuffer(viewCount * k_MaxVisibleProbeVolumeCount, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightBound)));
- probeVolumesLightVolumeDataBuffer = new ComputeBuffer(viewCount * k_MaxVisibleProbeVolumeCount, System.Runtime.InteropServices.Marshal.SizeOf(typeof(LightVolumeData)));
- }
- else
- {
- probeVolumesAABBBoundsBuffer = null;
- probeVolumesConvexBoundsBuffer = null;
- probeVolumesLightVolumeDataBuffer = null;
- }
-
- // DispatchIndirect: Buffer with arguments has to have three integer numbers at given argsOffset offset: number of work groups in X dimension, number of work groups in Y dimension, number of work groups in Z dimension.
- // DrawProceduralIndirect: Buffer with arguments has to have four integer numbers at given argsOffset offset: vertex count per instance, instance count, start vertex location, and start instance location
- // Use use max size of 4 unit for allocation
- dispatchIndirectBuffer = new ComputeBuffer(viewCount * LightDefinitions.s_NumFeatureVariants * 4, sizeof(uint), ComputeBufferType.IndirectArguments);
}
public void ReleaseResolutionDependentBuffers()
@@ -496,27 +471,20 @@ public void ReleaseResolutionDependentBuffers()
CoreUtils.SafeRelease(perVoxelLightLists);
CoreUtils.SafeRelease(perVoxelOffset);
CoreUtils.SafeRelease(perTileLogBaseTweak);
- CoreUtils.SafeRelease(probeVolumesPerVoxelLightLists);
- CoreUtils.SafeRelease(probeVolumesPerVoxelOffset);
// enableBigTilePrepass
CoreUtils.SafeRelease(bigTileLightList);
- CoreUtils.SafeRelease(probeVolumesBigTileLightList);
// LightList building
CoreUtils.SafeRelease(AABBBoundsBuffer);
CoreUtils.SafeRelease(convexBoundsBuffer);
CoreUtils.SafeRelease(lightVolumeDataBuffer);
- CoreUtils.SafeRelease(probeVolumesAABBBoundsBuffer);
- CoreUtils.SafeRelease(probeVolumesConvexBoundsBuffer);
- CoreUtils.SafeRelease(probeVolumesLightVolumeDataBuffer);
CoreUtils.SafeRelease(dispatchIndirectBuffer);
}
public void Cleanup()
{
CoreUtils.SafeRelease(globalLightListAtomic);
- CoreUtils.SafeRelease(probeVolumesGlobalLightListAtomic);
ReleaseResolutionDependentBuffers();
}
@@ -527,6 +495,7 @@ public void Cleanup()
// TODO: Remove the internal
internal LightLoopLightData m_LightLoopLightData = new LightLoopLightData();
TileAndClusterData m_TileAndClusterData = new TileAndClusterData();
+ TileAndClusterData m_ProbeVolumeClusterData;
// HDRenderPipeline needs to cache m_ProbeVolumeList as a member variable, as it cannot be passed in directly into BuildGPULightListProbeVolumesCommon() async compute
// due to the HDGPUAsyncTask API. We could have extended HDGPUAsyncTaskParams definition to contain a ProbeVolumeList, but this seems worse, as all other async compute
@@ -567,9 +536,6 @@ Matrix4x4 GetWorldToViewMatrix(HDCamera hdCamera, int viewIndex)
return viewMatrix;
}
- // Keep track of the maximum number of XR instanced views
- int m_MaxViewCount = 1;
-
// Matrix used for LightList building, keep them around to avoid GC
Matrix4x4[] m_LightListProjMatrices = new Matrix4x4[ShaderConfig.s_XrMaxViews];
@@ -624,9 +590,9 @@ public void Allocate()
internal LightList m_lightList;
int m_TotalLightCount = 0;
- int m_densityVolumeCount = 0;
- int m_probeVolumeCount = 0;
- bool m_enableBakeShadowMask = false; // Track if any light require shadow mask. In this case we will need to enable the keyword shadow mask
+ int m_DensityVolumeCount = 0;
+ int m_ProbeVolumeCount = 0;
+ bool m_EnableBakeShadowMask = false; // Track if any light require shadow mask. In this case we will need to enable the keyword shadow mask
ComputeShader buildScreenAABBShader { get { return defaultResources.shaders.buildScreenAABBCS; } }
ComputeShader buildPerTileLightListShader { get { return defaultResources.shaders.buildPerTileLightListCS; } }
@@ -643,13 +609,39 @@ public void Allocate()
Shader deferredTilePixelShader { get { return defaultResources.shaders.deferredTilePS; } }
ShaderVariablesLightList m_ShaderVariablesLightListCB = new ShaderVariablesLightList();
+ ShaderVariablesLightList m_ShaderVariablesProbeVolumeLightListCB = new ShaderVariablesLightList();
+
+
+ enum ClusterPrepassSource : int
+ {
+ None = 0,
+ BigTile = 1,
+ Count = 2,
+ }
+
+ enum ClusterDepthSource : int
+ {
+ NoDepth = 0,
+ Depth = 1,
+ MSAA_Depth = 2,
+ Count = 3,
+ }
+
+ static string[,] s_ClusterKernelNames = new string[(int)ClusterPrepassSource.Count, (int)ClusterDepthSource.Count]
+ {
+ { "TileLightListGen_NoDepthRT", "TileLightListGen_DepthRT", "TileLightListGen_DepthRT_MSAA" },
+ { "TileLightListGen_NoDepthRT_SrcBigTile", "TileLightListGen_DepthRT_SrcBigTile", "TileLightListGen_DepthRT_MSAA_SrcBigTile" }
+ };
+ static string[,] s_ClusterObliqueKernelNames = new string[(int)ClusterPrepassSource.Count, (int)ClusterDepthSource.Count]
+ {
+ { "TileLightListGen_NoDepthRT", "TileLightListGen_DepthRT_Oblique", "TileLightListGen_DepthRT_MSAA_Oblique" },
+ { "TileLightListGen_NoDepthRT_SrcBigTile", "TileLightListGen_DepthRT_SrcBigTile_Oblique", "TileLightListGen_DepthRT_MSAA_SrcBigTile_Oblique" }
+ };
static int s_GenAABBKernel;
static int s_GenListPerTileKernel;
- static int s_GenListPerVoxelKernel;
- static int s_GenListPerVoxelKernelOblique;
- static int s_ProbeVolumesGenListPerVoxelKernelOblique;
- static int s_ProbeVolumesGenListPerVoxelKernel;
+ static int[,] s_ClusterKernels = new int[(int)ClusterPrepassSource.Count, (int)ClusterDepthSource.Count];
+ static int[,] s_ClusterObliqueKernels = new int[(int)ClusterPrepassSource.Count, (int)ClusterDepthSource.Count];
static int s_ClearVoxelAtomicKernel;
static int s_ClearDispatchIndirectKernel;
static int s_BuildIndirectKernel;
@@ -686,33 +678,6 @@ public void Allocate()
static Material s_DeferredTileMat; // fallback when regular and split-lighting pixels must be touch
static String[] s_variantNames = new String[LightDefinitions.s_NumFeatureVariants];
- enum ClusterPrepassSource : int
- {
- None = 0,
- BigTile = 1,
- Count = 2,
- }
-
- enum ClusterDepthSource : int
- {
- NoDepth = 0,
- Depth = 1,
- MSAA_Depth = 2,
- Count = 3,
- }
-
- static string[,] s_ClusterKernelNames = new string[(int)ClusterPrepassSource.Count, (int)ClusterDepthSource.Count]
- {
- { "TileLightListGen_NoDepthRT", "TileLightListGen_DepthRT", "TileLightListGen_DepthRT_MSAA" },
- { "TileLightListGen_NoDepthRT_SrcBigTile", "TileLightListGen_DepthRT_SrcBigTile", "TileLightListGen_DepthRT_MSAA_SrcBigTile" }
- };
- static string[,] s_ClusterObliqueKernelNames = new string[(int)ClusterPrepassSource.Count, (int)ClusterDepthSource.Count]
- {
- { "TileLightListGen_NoDepthRT", "TileLightListGen_DepthRT_Oblique", "TileLightListGen_DepthRT_MSAA_Oblique" },
- { "TileLightListGen_NoDepthRT_SrcBigTile", "TileLightListGen_DepthRT_SrcBigTile_Oblique", "TileLightListGen_DepthRT_MSAA_SrcBigTile_Oblique" }
- };
- // clustered light list specific buffers and data end
-
ContactShadows m_ContactShadows = null;
bool m_EnableContactShadow = false;
@@ -864,8 +829,19 @@ void InitializeLightLoop(IBLFilterBSDF[] iBLFilterBSDFArray)
// Cluster
{
s_ClearVoxelAtomicKernel = clearClusterAtomicIndexShader.FindKernel("ClearAtomic");
+
+ for (int i = 0; i < (int)ClusterPrepassSource.Count; ++i)
+ {
+ for (int j = 0; j < (int)ClusterDepthSource.Count; ++j)
+ {
+ s_ClusterKernels[i, j] = buildPerVoxelLightListShader.FindKernel(s_ClusterKernelNames[i, j]);
+ s_ClusterObliqueKernels[i, j] = buildPerVoxelLightListShader.FindKernel(s_ClusterObliqueKernelNames[i, j]);
+ }
+ }
}
+ s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel("TileLightListGen");
+
s_GenListPerBigTileKernel = buildPerBigTileLightListShader.FindKernel("BigTileLightListGen");
s_BuildIndirectKernel = buildDispatchIndirectShader.FindKernel("BuildIndirect");
@@ -888,7 +864,13 @@ void InitializeLightLoop(IBLFilterBSDF[] iBLFilterBSDFArray)
m_TextureCaches.Initialize(asset, defaultResources, iBLFilterBSDFArray);
// All the allocation of the compute buffers need to happened after the kernel finding in order to avoid the leak loop when a shader does not compile or is not available
m_LightLoopLightData.Initialize(m_MaxDirectionalLightsOnScreen, m_MaxPunctualLightsOnScreen, m_MaxAreaLightsOnScreen, m_MaxEnvLightsOnScreen, m_MaxDecalsOnScreen);
- m_TileAndClusterData.Initialize();
+
+ m_TileAndClusterData.Initialize(allocateTileBuffers: true, clusterNeedsDepth: k_UseDepthBuffer);
+ if (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass)
+ {
+ m_ProbeVolumeClusterData = new TileAndClusterData();
+ m_ProbeVolumeClusterData.Initialize(allocateTileBuffers: false, clusterNeedsDepth: false);
+ }
// OUTPUT_SPLIT_LIGHTING - SHADOWS_SHADOWMASK - DEBUG_DISPLAY
m_deferredLightingMaterial = new Material[8];
@@ -981,6 +963,8 @@ void CleanupLightLoop()
m_TextureCaches.Cleanup();
m_LightLoopLightData.Cleanup();
m_TileAndClusterData.Cleanup();
+ if (m_ProbeVolumeClusterData != null)
+ m_ProbeVolumeClusterData.Cleanup();
LightLoopReleaseResolutionDependentBuffers();
@@ -1021,38 +1005,6 @@ void LightLoopNewFrame(HDCamera hdCamera)
m_ContactShadowIndex = 0;
- // Cluster
- {
- var clustPrepassSourceIdx = frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass) ? ClusterPrepassSource.BigTile : ClusterPrepassSource.None;
- var clustDepthSourceIdx = ClusterDepthSource.NoDepth;
- if (k_UseDepthBuffer)
- {
- if (frameSettings.IsEnabled(FrameSettingsField.MSAA))
- clustDepthSourceIdx = ClusterDepthSource.MSAA_Depth;
- else
- clustDepthSourceIdx = ClusterDepthSource.Depth;
- }
- var kernelName = s_ClusterKernelNames[(int)clustPrepassSourceIdx, (int)clustDepthSourceIdx];
- var kernelObliqueName = s_ClusterObliqueKernelNames[(int)clustPrepassSourceIdx, (int)clustDepthSourceIdx];
-
- s_GenListPerVoxelKernel = buildPerVoxelLightListShader.FindKernel(kernelName);
- s_GenListPerVoxelKernelOblique = buildPerVoxelLightListShader.FindKernel(kernelObliqueName);
- }
-
- s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel("TileLightListGen");
-
- // Cluster Probe Volumes
- if (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass)
- {
- var clustPrepassSourceIdx = frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass) ? ClusterPrepassSource.BigTile : ClusterPrepassSource.None;
- var clustDepthSourceIdx = ClusterDepthSource.NoDepth;
- var kernelName = s_ClusterKernelNames[(int)clustPrepassSourceIdx, (int)clustDepthSourceIdx];
- var kernelObliqueName = s_ClusterObliqueKernelNames[(int)clustPrepassSourceIdx, (int)clustDepthSourceIdx];
-
- s_ProbeVolumesGenListPerVoxelKernel = buildPerVoxelLightListShader.FindKernel(kernelName);
- s_ProbeVolumesGenListPerVoxelKernelOblique = buildPerVoxelLightListShader.FindKernel(kernelObliqueName);
- }
-
m_TextureCaches.NewFrame();
m_WorldToViewMatrices.Clear();
@@ -1063,22 +1015,11 @@ void LightLoopNewFrame(HDCamera hdCamera)
}
}
- bool LightLoopNeedResize(HDCamera hdCamera, TileAndClusterData tileAndClusterData)
- {
- return tileAndClusterData.lightList == null || tileAndClusterData.tileList == null || tileAndClusterData.tileFeatureFlags == null ||
- tileAndClusterData.AABBBoundsBuffer == null || tileAndClusterData.convexBoundsBuffer == null || tileAndClusterData.lightVolumeDataBuffer == null ||
- (hdCamera.frameSettings.IsEnabled(FrameSettingsField.ProbeVolume) && ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass &&
- (tileAndClusterData.probeVolumesAABBBoundsBuffer == null || tileAndClusterData.probeVolumesConvexBoundsBuffer == null || tileAndClusterData.probeVolumesLightVolumeDataBuffer == null)
- ) ||
- (tileAndClusterData.bigTileLightList == null && hdCamera.frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass)) ||
- (tileAndClusterData.dispatchIndirectBuffer == null && hdCamera.frameSettings.IsEnabled(FrameSettingsField.DeferredTile)) ||
- (tileAndClusterData.perVoxelLightLists == null) || (hdCamera.viewCount > m_MaxViewCount);
- }
-
void LightLoopReleaseResolutionDependentBuffers()
{
- m_MaxViewCount = 1;
m_TileAndClusterData.ReleaseResolutionDependentBuffers();
+ if (m_ProbeVolumeClusterData != null)
+ m_ProbeVolumeClusterData.ReleaseResolutionDependentBuffers();
}
static int NumLightIndicesPerClusteredTile()
@@ -1088,8 +1029,9 @@ static int NumLightIndicesPerClusteredTile()
void LightLoopAllocResolutionDependentBuffers(HDCamera hdCamera, int width, int height)
{
- m_MaxViewCount = Math.Max(hdCamera.viewCount, m_MaxViewCount);
m_TileAndClusterData.AllocateResolutionDependentBuffers(hdCamera, width, height, m_MaxViewCount, m_MaxLightsOnScreen);
+ if (m_ProbeVolumeClusterData != null)
+ m_ProbeVolumeClusterData.AllocateResolutionDependentBuffers(hdCamera, width, height, m_MaxViewCount, k_MaxVisibleProbeVolumeCount);
}
internal static Matrix4x4 WorldToCamera(Camera camera)
@@ -1396,11 +1338,9 @@ internal void GetLightData(CommandBuffer cmd, HDCamera hdCamera, HDShadowSetting
lightData.positionRWS = visibleLightAxisAndPosition.Position;
- bool applyRangeAttenuation = additionalLightData.applyRangeAttenuation && (gpuLightType != GPULightType.ProjectorBox);
-
lightData.range = light.range;
- if (applyRangeAttenuation)
+ if (additionalLightData.applyRangeAttenuation)
{
lightData.rangeAttenuationScale = 1.0f / (light.range * light.range);
lightData.rangeAttenuationBias = 1.0f;
@@ -2266,11 +2206,11 @@ int PreprocessVisibleLights(HDCamera hdCamera, CullingResults cullResults, Debug
// Reserve shadow map resolutions and check if light needs to render shadows
if (additionalData.WillRenderShadowMap())
{
- additionalData.ReserveShadowMap(hdCamera.camera, m_ShadowManager, hdShadowSettings, m_ShadowInitParameters, light.screenRect);
+ additionalData.ReserveShadowMap(hdCamera.camera, m_ShadowManager, hdShadowSettings, m_ShadowInitParameters, light.screenRect, lightType);
}
// Reserve the cookie resolution in the 2D atlas
- ReserveCookieAtlasTexture(additionalData, light.light);
+ ReserveCookieAtlasTexture(additionalData, light.light, lightType);
if (hasDebugLightFilter
&& !debugLightFilter.IsEnabledFor(processedData.gpuLightType, additionalData.spotLightShape))
@@ -2317,6 +2257,7 @@ void PrepareGPULightdata(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu
// For now we will still apply the maximum of shadow here but we don't apply the sorting by priority + slot allocation yet
BoolScalableSetting contactShadowScalableSetting = HDAdditionalLightData.ScalableSettings.UseContactShadow(m_Asset);
+ var shadowFilteringQuality = HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.hdShadowInitParams.shadowFilteringQuality;
// 2. Go through all lights, convert them to GPU format.
// Simultaneously create data for culling (LightVolumeData and SFiniteLightBound)
@@ -2334,7 +2275,7 @@ void PrepareGPULightdata(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu
var lightComponent = light.light;
ProcessedLightData processedData = m_ProcessedLightData[lightIndex];
- m_enableBakeShadowMask = m_enableBakeShadowMask || processedData.isBakedShadowMask;
+ m_EnableBakeShadowMask = m_EnableBakeShadowMask || processedData.isBakedShadowMask;
// Light should always have additional data, however preview light right don't have, so we must handle the case by assigning HDUtils.s_DefaultHDAdditionalLightData
var additionalLightData = processedData.additionalLightData;
@@ -2345,7 +2286,7 @@ void PrepareGPULightdata(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu
if (additionalLightData.WillRenderShadowMap())
{
int shadowRequestCount;
- shadowIndex = additionalLightData.UpdateShadowRequest(hdCamera, m_ShadowManager, hdShadowSettings, light, cullResults, lightIndex, m_CurrentDebugDisplaySettings.data.lightingDebugSettings, out shadowRequestCount);
+ shadowIndex = additionalLightData.UpdateShadowRequest(hdCamera, m_ShadowManager, hdShadowSettings, light, cullResults, lightIndex, m_CurrentDebugDisplaySettings.data.lightingDebugSettings, shadowFilteringQuality, out shadowRequestCount);
#if UNITY_EDITOR
if ((m_CurrentDebugDisplaySettings.data.lightingDebugSettings.shadowDebugUseSelection
@@ -2506,17 +2447,17 @@ int PreprocessVisibleProbes(HDCamera hdCamera, CullingResults cullResults, HDPro
{
var probe = cullResults.visibleReflectionProbes[probeIndex];
+ if (probe.reflectionProbe == null
+ || probe.reflectionProbe.Equals(null) || !probe.reflectionProbe.isActiveAndEnabled
+ || !aovRequest.IsLightEnabled(probe.reflectionProbe.gameObject))
+ continue;
+
ref ProcessedProbeData processedData = ref m_ProcessedReflectionProbeData[probeIndex];
PreprocessReflectionProbeData(ref processedData, probe, hdCamera);
if (TrivialRejectProbe(processedData, hdCamera))
continue;
- if (probe.reflectionProbe == null
- || probe.reflectionProbe.Equals(null) || !probe.reflectionProbe.isActiveAndEnabled
- || !aovRequest.IsLightEnabled(probe.reflectionProbe.gameObject))
- continue;
-
// Work around the data issues.
if (probe.localToWorldMatrix.determinant == 0)
{
@@ -2619,7 +2560,7 @@ bool PrepareLightsForGPU(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu
Camera camera = hdCamera.camera;
// If any light require it, we need to enabled bake shadow mask feature
- m_enableBakeShadowMask = false;
+ m_EnableBakeShadowMask = false;
m_lightList.Clear();
@@ -2691,8 +2632,8 @@ bool PrepareLightsForGPU(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu
}
// Inject density volumes into the clustered data structure for efficient look up.
- m_densityVolumeCount = densityVolumes.bounds != null ? densityVolumes.bounds.Count : 0;
- m_probeVolumeCount = probeVolumes.bounds != null ? probeVolumes.bounds.Count : 0;
+ m_DensityVolumeCount = densityVolumes.bounds != null ? densityVolumes.bounds.Count : 0;
+ m_ProbeVolumeCount = probeVolumes.bounds != null ? probeVolumes.bounds.Count : 0;
float probeVolumeNormalBiasWS = 0.0f;
if (ShaderConfig.s_ProbeVolumesEvaluationMode != ProbeVolumesEvaluationModes.Disabled)
@@ -2713,7 +2654,7 @@ bool PrepareLightsForGPU(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu
worldToViewCR.SetColumn(3, new Vector4(0, 0, 0, 1));
}
- for (int i = 0, n = m_densityVolumeCount; i < n; i++)
+ for (int i = 0, n = m_DensityVolumeCount; i < n; i++)
{
// Density volumes are not lights and therefore should not affect light classification.
LightFeatureFlags featureFlags = 0;
@@ -2721,7 +2662,7 @@ bool PrepareLightsForGPU(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu
}
- for (int i = 0, n = m_probeVolumeCount; i < n; i++)
+ for (int i = 0, n = m_ProbeVolumeCount; i < n; i++)
{
// Probe volumes are not lights and therefore should not affect light classification.
LightFeatureFlags featureFlags = 0;
@@ -2729,10 +2670,10 @@ bool PrepareLightsForGPU(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu
}
}
- m_TotalLightCount = m_lightList.lights.Count + m_lightList.envLights.Count + decalDatasCount + m_densityVolumeCount;
+ m_TotalLightCount = m_lightList.lights.Count + m_lightList.envLights.Count + decalDatasCount + m_DensityVolumeCount;
if (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.LightLoop)
{
- m_TotalLightCount += m_probeVolumeCount;
+ m_TotalLightCount += m_ProbeVolumeCount;
}
Debug.Assert(m_TotalLightCount == m_lightList.lightsPerView[0].bounds.Count);
@@ -2753,10 +2694,10 @@ bool PrepareLightsForGPU(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu
// Aggregate the remaining probe volume views into the first entry of the list (view 0)
for (int viewIndex = 1; viewIndex < hdCamera.viewCount; ++viewIndex)
{
- Debug.Assert(m_lightList.lightsPerView[viewIndex].probeVolumesBounds.Count == m_probeVolumeCount);
+ Debug.Assert(m_lightList.lightsPerView[viewIndex].probeVolumesBounds.Count == m_ProbeVolumeCount);
m_lightList.lightsPerView[0].probeVolumesBounds.AddRange(m_lightList.lightsPerView[viewIndex].probeVolumesBounds);
- Debug.Assert(m_lightList.lightsPerView[viewIndex].probeVolumesLightVolumes.Count == m_probeVolumeCount);
+ Debug.Assert(m_lightList.lightsPerView[viewIndex].probeVolumesLightVolumes.Count == m_ProbeVolumeCount);
m_lightList.lightsPerView[0].probeVolumesLightVolumes.AddRange(m_lightList.lightsPerView[viewIndex].probeVolumesLightVolumes);
}
}
@@ -2764,11 +2705,11 @@ bool PrepareLightsForGPU(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu
PushLightDataGlobalParams(cmd);
}
- m_enableBakeShadowMask = m_enableBakeShadowMask && hdCamera.frameSettings.IsEnabled(FrameSettingsField.Shadowmask);
- return m_enableBakeShadowMask;
+ m_EnableBakeShadowMask = m_EnableBakeShadowMask && hdCamera.frameSettings.IsEnabled(FrameSettingsField.Shadowmask);
+ return m_EnableBakeShadowMask;
}
- internal void ReserveCookieAtlasTexture(HDAdditionalLightData hdLightData, Light light)
+ internal void ReserveCookieAtlasTexture(HDAdditionalLightData hdLightData, Light light, HDLightType lightType)
{
// Note: light component can be null if a Light is used for shuriken particle lighting.
switch (hdLightData.ComputeLightType(light))
@@ -2779,7 +2720,8 @@ internal void ReserveCookieAtlasTexture(HDAdditionalLightData hdLightData, Light
break;
case HDLightType.Spot:
// Projectors lights must always have a cookie texture.
- m_TextureCaches.lightCookieManager.ReserveSpace(light?.cookie ?? Texture2D.whiteTexture);
+ if (hdLightData.spotLightShape != SpotLightShape.Cone || light?.cookie != null)
+ m_TextureCaches.lightCookieManager.ReserveSpace(light?.cookie ?? Texture2D.whiteTexture);
break;
case HDLightType.Area:
// Only rectnagles can have cookies
@@ -2839,8 +2781,6 @@ struct BuildGPULightListParameters
public int viewCount;
public bool runLightList;
public bool clearLightLists;
- public bool probeVolumesRunLightList;
- public bool probeVolumesClearLightLists;
public bool enableFeatureVariants;
public bool computeMaterialVariants;
public bool computeLightVariants;
@@ -2874,9 +2814,9 @@ struct BuildGPULightListParameters
public ComputeShader buildPerVoxelLightListShader;
public ComputeShader clearClusterAtomicIndexShader;
public int buildPerVoxelLightListKernel;
- public int probeVolumesBuildPerVoxelLightListKernel;
public int numTilesClusterX;
public int numTilesClusterY;
+ public bool clusterNeedsDepth;
// Build dispatch indirect
public ComputeShader buildMaterialFlagsShader;
@@ -2889,21 +2829,49 @@ struct BuildGPULightListParameters
struct BuildGPULightListResources
{
- public TileAndClusterData tileAndClusterData;
public RTHandle depthBuffer;
public RTHandle stencilTexture;
public RTHandle[] gBuffer;
+
+ // Internal to light list building
+ public ComputeBuffer lightVolumeDataBuffer;
+ public ComputeBuffer convexBoundsBuffer;
+ public ComputeBuffer AABBBoundsBuffer;
+ public ComputeBuffer globalLightListAtomic;
+
+ // Output
+ public ComputeBuffer tileFeatureFlags; // Deferred
+ public ComputeBuffer dispatchIndirectBuffer; // Deferred
+ public ComputeBuffer perVoxelOffset; // Cluster
+ public ComputeBuffer perTileLogBaseTweak; // Cluster
+ public ComputeBuffer tileList; // Deferred
+ // used for pre-pass coarse culling on 64x64 tiles
+ public ComputeBuffer bigTileLightList; // Volumetrics
+ public ComputeBuffer perVoxelLightLists; // Cluster
+ public ComputeBuffer lightList; // ContactShadows, Deferred, Forward w/ fptl
}
BuildGPULightListResources PrepareBuildGPULightListResources(TileAndClusterData tileAndClusterData, RTHandle depthBuffer, RTHandle stencilTexture, bool isGBufferNeeded)
{
var resources = new BuildGPULightListResources();
- resources.tileAndClusterData = tileAndClusterData;
resources.depthBuffer = depthBuffer;
resources.stencilTexture = stencilTexture;
resources.gBuffer = isGBufferNeeded ? m_GbufferManager.GetBuffers() : null;
+ resources.bigTileLightList = tileAndClusterData.bigTileLightList;
+ resources.lightList = tileAndClusterData.lightList;
+ resources.perVoxelOffset = tileAndClusterData.perVoxelOffset;
+ resources.convexBoundsBuffer = tileAndClusterData.convexBoundsBuffer;
+ resources.AABBBoundsBuffer = tileAndClusterData.AABBBoundsBuffer;
+ resources.lightVolumeDataBuffer = tileAndClusterData.lightVolumeDataBuffer;
+ resources.tileFeatureFlags = tileAndClusterData.tileFeatureFlags;
+ resources.globalLightListAtomic = tileAndClusterData.globalLightListAtomic;
+ resources.perVoxelLightLists = tileAndClusterData.perVoxelLightLists;
+ resources.perTileLogBaseTweak = tileAndClusterData.perTileLogBaseTweak;
+ resources.dispatchIndirectBuffer = tileAndClusterData.dispatchIndirectBuffer;
+ resources.tileList = tileAndClusterData.tileList;
+
return resources;
}
@@ -2920,25 +2888,16 @@ static void ClearLightLists( in BuildGPULightListParameters parameters,
in BuildGPULightListResources resources,
CommandBuffer cmd)
{
- // ClearLightLists is the first pass, we push the global parameters for light list building here.
- ConstantBuffer.PushGlobal(cmd, parameters.lightListCB, HDShaderIDs._ShaderVariablesLightList);
-
- if (parameters.clearLightLists && !parameters.runLightList)
+ if (parameters.clearLightLists)
{
// Note we clear the whole content and not just the header since it is fast enough, happens only in one frame and is a bit more robust
// to changes to the inner workings of the lists.
// Also, we clear all the lists and to be resilient to changes in pipeline.
if (parameters.runBigTilePrepass)
- ClearLightList(parameters, cmd, resources.tileAndClusterData.bigTileLightList);
- ClearLightList(parameters, cmd, resources.tileAndClusterData.lightList);
- ClearLightList(parameters, cmd, resources.tileAndClusterData.perVoxelOffset);
-
- // No need to clear it anymore until we start and stop running light list building.
- resources.tileAndClusterData.listsAreClear = true;
- }
- else if (parameters.runLightList)
- {
- resources.tileAndClusterData.listsAreClear = false;
+ ClearLightList(parameters, cmd, resources.bigTileLightList);
+ if (resources.lightList != null) // This can happen for probe volume light list build where we only generate clusters.
+ ClearLightList(parameters, cmd, resources.lightList);
+ ClearLightList(parameters, cmd, resources.perVoxelOffset);
}
}
@@ -2947,11 +2906,12 @@ static void GenerateLightsScreenSpaceAABBs(in BuildGPULightListParameters parame
{
if (parameters.totalLightCount != 0)
{
- var tileAndCluster = resources.tileAndClusterData;
-
// With XR single-pass, we have one set of light bounds per view to iterate over (bounds are in view space for each view)
- cmd.SetComputeBufferParam(parameters.screenSpaceAABBShader, parameters.screenSpaceAABBKernel, HDShaderIDs.g_data, tileAndCluster.convexBoundsBuffer);
- cmd.SetComputeBufferParam(parameters.screenSpaceAABBShader, parameters.screenSpaceAABBKernel, HDShaderIDs.g_vBoundsBuffer, tileAndCluster.AABBBoundsBuffer);
+ cmd.SetComputeBufferParam(parameters.screenSpaceAABBShader, parameters.screenSpaceAABBKernel, HDShaderIDs.g_data, resources.convexBoundsBuffer);
+ cmd.SetComputeBufferParam(parameters.screenSpaceAABBShader, parameters.screenSpaceAABBKernel, HDShaderIDs.g_vBoundsBuffer, resources.AABBBoundsBuffer);
+
+ ConstantBuffer.Push(cmd, parameters.lightListCB, parameters.screenSpaceAABBShader, HDShaderIDs._ShaderVariablesLightList);
+
cmd.DispatchCompute(parameters.screenSpaceAABBShader, parameters.screenSpaceAABBKernel, (parameters.totalLightCount + 7) / 8, parameters.viewCount, 1);
}
}
@@ -2961,12 +2921,12 @@ static void BigTilePrepass(in BuildGPULightListParameters parameters, in BuildGP
{
if (parameters.runLightList && parameters.runBigTilePrepass)
{
- var tileAndCluster = resources.tileAndClusterData;
+ cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs.g_vLightList, resources.bigTileLightList);
+ cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs.g_vBoundsBuffer, resources.AABBBoundsBuffer);
+ cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs._LightVolumeData, resources.lightVolumeDataBuffer);
+ cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs.g_data, resources.convexBoundsBuffer);
- cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs.g_vLightList, tileAndCluster.bigTileLightList);
- cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs.g_vBoundsBuffer, tileAndCluster.AABBBoundsBuffer);
- cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs._LightVolumeData, tileAndCluster.lightVolumeDataBuffer);
- cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs.g_data, tileAndCluster.convexBoundsBuffer);
+ ConstantBuffer.Push(cmd, parameters.lightListCB, parameters.bigTilePrepassShader, HDShaderIDs._ShaderVariablesLightList);
cmd.DispatchCompute(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, parameters.numBigTilesX, parameters.numBigTilesY, parameters.viewCount);
}
@@ -2977,16 +2937,16 @@ static void BuildPerTileLightList(in BuildGPULightListParameters parameters, in
// optimized for opaques only
if (parameters.runLightList && parameters.runFPTL)
{
- var tileAndCluster = resources.tileAndClusterData;
-
- cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs.g_vBoundsBuffer, tileAndCluster.AABBBoundsBuffer);
- cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs._LightVolumeData, tileAndCluster.lightVolumeDataBuffer);
- cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs.g_data, tileAndCluster.convexBoundsBuffer);
+ cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs.g_vBoundsBuffer, resources.AABBBoundsBuffer);
+ cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs._LightVolumeData, resources.lightVolumeDataBuffer);
+ cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs.g_data, resources.convexBoundsBuffer);
cmd.SetComputeTextureParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs.g_depth_tex, resources.depthBuffer);
- cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs.g_vLightList, tileAndCluster.lightList);
+ cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs.g_vLightList, resources.lightList);
if (parameters.runBigTilePrepass)
- cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs.g_vBigTileLightList, tileAndCluster.bigTileLightList);
+ cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs.g_vBigTileLightList, resources.bigTileLightList);
+
+ var localLightListCB = parameters.lightListCB;
if (parameters.enableFeatureVariants)
{
@@ -3010,14 +2970,14 @@ static void BuildPerTileLightList(in BuildGPULightListParameters parameters, in
baseFeatureFlags |= (uint)LightFeatureFlags.ProbeVolume;
}
- var localLightListCB = parameters.lightListCB;
localLightListCB.g_BaseFeatureFlags = baseFeatureFlags;
- ConstantBuffer.PushGlobal(cmd, localLightListCB, HDShaderIDs._ShaderVariablesLightList);
- cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs.g_TileFeatureFlags, tileAndCluster.tileFeatureFlags);
+ cmd.SetComputeBufferParam(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, HDShaderIDs.g_TileFeatureFlags, resources.tileFeatureFlags);
tileFlagsWritten = true;
}
+ ConstantBuffer.Push(cmd, localLightListCB, parameters.buildPerTileLightListShader, HDShaderIDs._ShaderVariablesLightList);
+
cmd.DispatchCompute(parameters.buildPerTileLightListShader, parameters.buildPerTileLightListKernel, parameters.numTilesFPTLX, parameters.numTilesFPTLY, parameters.viewCount);
}
}
@@ -3025,28 +2985,28 @@ static void VoxelLightListGeneration(in BuildGPULightListParameters parameters,
{
if (parameters.runLightList)
{
- var tileAndCluster = resources.tileAndClusterData;
-
// clear atomic offset index
- cmd.SetComputeBufferParam(parameters.clearClusterAtomicIndexShader, s_ClearVoxelAtomicKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, tileAndCluster.globalLightListAtomic);
+ cmd.SetComputeBufferParam(parameters.clearClusterAtomicIndexShader, s_ClearVoxelAtomicKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, resources.globalLightListAtomic);
cmd.DispatchCompute(parameters.clearClusterAtomicIndexShader, s_ClearVoxelAtomicKernel, 1, 1, 1);
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, tileAndCluster.globalLightListAtomic);
+ cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, resources.globalLightListAtomic);
cmd.SetComputeTextureParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_depth_tex, resources.depthBuffer);
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_vLayeredLightList, tileAndCluster.perVoxelLightLists);
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_LayeredOffset, tileAndCluster.perVoxelOffset);
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, tileAndCluster.globalLightListAtomic);
+ cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_vLayeredLightList, resources.perVoxelLightLists);
+ cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_LayeredOffset, resources.perVoxelOffset);
+ cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, resources.globalLightListAtomic);
if (parameters.runBigTilePrepass)
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_vBigTileLightList, tileAndCluster.bigTileLightList);
+ cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_vBigTileLightList, resources.bigTileLightList);
- if (k_UseDepthBuffer)
+ if (parameters.clusterNeedsDepth)
{
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_logBaseBuffer, tileAndCluster.perTileLogBaseTweak);
+ cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_logBaseBuffer, resources.perTileLogBaseTweak);
}
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_vBoundsBuffer, tileAndCluster.AABBBoundsBuffer);
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs._LightVolumeData, tileAndCluster.lightVolumeDataBuffer);
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_data, tileAndCluster.convexBoundsBuffer);
+ cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_vBoundsBuffer, resources.AABBBoundsBuffer);
+ cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs._LightVolumeData, resources.lightVolumeDataBuffer);
+ cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, HDShaderIDs.g_data, resources.convexBoundsBuffer);
+
+ ConstantBuffer.Push(cmd, parameters.lightListCB, parameters.buildPerVoxelLightListShader, HDShaderIDs._ShaderVariablesLightList);
cmd.DispatchCompute(parameters.buildPerVoxelLightListShader, parameters.buildPerVoxelLightListKernel, parameters.numTilesClusterX, parameters.numTilesClusterY, parameters.viewCount);
}
@@ -3056,8 +3016,6 @@ static void BuildDispatchIndirectArguments(in BuildGPULightListParameters parame
{
if (parameters.enableFeatureVariants)
{
- var tileAndCluster = resources.tileAndClusterData;
-
// We need to touch up the tile flags if we need material classification or, if disabled, to patch up for missing flags during the skipped light tile gen
bool needModifyingTileFeatures = !tileFlagsWritten || parameters.computeMaterialVariants;
if (needModifyingTileFeatures)
@@ -3099,9 +3057,8 @@ static void BuildDispatchIndirectArguments(in BuildGPULightListParameters parame
var localLightListCB = parameters.lightListCB;
localLightListCB.g_BaseFeatureFlags = baseFeatureFlags;
- ConstantBuffer.PushGlobal(cmd, localLightListCB, HDShaderIDs._ShaderVariablesLightList);
- cmd.SetComputeBufferParam(parameters.buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs.g_TileFeatureFlags, tileAndCluster.tileFeatureFlags);
+ cmd.SetComputeBufferParam(parameters.buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs.g_TileFeatureFlags, resources.tileFeatureFlags);
for (int i = 0; i < resources.gBuffer.Length; ++i)
cmd.SetComputeTextureParam(parameters.buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs._GBufferTexture[i], resources.gBuffer[i]);
@@ -3115,13 +3072,15 @@ static void BuildDispatchIndirectArguments(in BuildGPULightListParameters parame
cmd.SetComputeTextureParam(parameters.buildMaterialFlagsShader, buildMaterialFlagsKernel, HDShaderIDs._StencilTexture, resources.stencilTexture, 0, RenderTextureSubElement.Stencil);
}
+ ConstantBuffer.Push(cmd, localLightListCB, parameters.buildMaterialFlagsShader, HDShaderIDs._ShaderVariablesLightList);
+
cmd.DispatchCompute(parameters.buildMaterialFlagsShader, buildMaterialFlagsKernel, parameters.numTilesFPTLX, parameters.numTilesFPTLY, parameters.viewCount);
}
// clear dispatch indirect buffer
if (parameters.useComputeAsPixel)
{
- cmd.SetComputeBufferParam(parameters.clearDispatchIndirectShader, s_ClearDrawProceduralIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, tileAndCluster.dispatchIndirectBuffer);
+ cmd.SetComputeBufferParam(parameters.clearDispatchIndirectShader, s_ClearDrawProceduralIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, resources.dispatchIndirectBuffer);
cmd.SetComputeIntParam(parameters.clearDispatchIndirectShader, HDShaderIDs.g_NumTiles, parameters.numTilesFPTL);
cmd.SetComputeIntParam(parameters.clearDispatchIndirectShader, HDShaderIDs.g_VertexPerTile, k_HasNativeQuadSupport ? 4 : 6);
cmd.DispatchCompute(parameters.clearDispatchIndirectShader, s_ClearDrawProceduralIndirectKernel, 1, 1, 1);
@@ -3129,19 +3088,18 @@ static void BuildDispatchIndirectArguments(in BuildGPULightListParameters parame
}
else
{
- cmd.SetComputeBufferParam(parameters.clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, tileAndCluster.dispatchIndirectBuffer);
+ cmd.SetComputeBufferParam(parameters.clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, resources.dispatchIndirectBuffer);
cmd.DispatchCompute(parameters.clearDispatchIndirectShader, s_ClearDispatchIndirectKernel, 1, 1, 1);
}
// add tiles to indirect buffer
- cmd.SetComputeBufferParam(parameters.buildDispatchIndirectShader, s_BuildIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, tileAndCluster.dispatchIndirectBuffer);
- cmd.SetComputeBufferParam(parameters.buildDispatchIndirectShader, s_BuildIndirectKernel, HDShaderIDs.g_TileList, tileAndCluster.tileList);
- cmd.SetComputeBufferParam(parameters.buildDispatchIndirectShader, s_BuildIndirectKernel, HDShaderIDs.g_TileFeatureFlags, tileAndCluster.tileFeatureFlags);
+ cmd.SetComputeBufferParam(parameters.buildDispatchIndirectShader, s_BuildIndirectKernel, HDShaderIDs.g_DispatchIndirectBuffer, resources.dispatchIndirectBuffer);
+ cmd.SetComputeBufferParam(parameters.buildDispatchIndirectShader, s_BuildIndirectKernel, HDShaderIDs.g_TileList, resources.tileList);
+ cmd.SetComputeBufferParam(parameters.buildDispatchIndirectShader, s_BuildIndirectKernel, HDShaderIDs.g_TileFeatureFlags, resources.tileFeatureFlags);
cmd.SetComputeIntParam(parameters.buildDispatchIndirectShader, HDShaderIDs.g_NumTiles, parameters.numTilesFPTL);
cmd.SetComputeIntParam(parameters.buildDispatchIndirectShader, HDShaderIDs.g_NumTilesX, parameters.numTilesFPTLX);
// Round on k_ThreadGroupOptimalSize so we have optimal thread for buildDispatchIndirectShader kernel
cmd.DispatchCompute(parameters.buildDispatchIndirectShader, s_BuildIndirectKernel, (parameters.numTilesFPTL + k_ThreadGroupOptimalSize - 1) / k_ThreadGroupOptimalSize, 1, parameters.viewCount);
-
}
}
@@ -3150,7 +3108,10 @@ static bool DeferredUseComputeAsPixel(FrameSettings frameSettings)
return frameSettings.IsEnabled(FrameSettingsField.DeferredTile) && (!frameSettings.IsEnabled(FrameSettingsField.ComputeLightEvaluation) || k_PreferFragment);
}
- unsafe BuildGPULightListParameters PrepareBuildGPULightListParameters(HDCamera hdCamera, bool buildForProbeVolumes)
+ unsafe BuildGPULightListParameters PrepareBuildGPULightListParameters( HDCamera hdCamera,
+ TileAndClusterData tileAndClusterData,
+ ref ShaderVariablesLightList constantBuffer,
+ int totalLightCount)
{
BuildGPULightListParameters parameters = new BuildGPULightListParameters();
@@ -3160,7 +3121,8 @@ unsafe BuildGPULightListParameters PrepareBuildGPULightListParameters(HDCamera h
var h = (int)hdCamera.screenSize.y;
// Fill the shared constant buffer.
- ref var cb = ref m_ShaderVariablesLightListCB;
+ // We don't fill directly the one in the parameter struct because we will need those parameters for volumetric lighting as well.
+ ref var cb = ref constantBuffer;
var temp = new Matrix4x4();
temp.SetRow(0, new Vector4(0.5f * w, 0.0f, 0.0f, 0.5f * w));
temp.SetRow(1, new Vector4(0.0f, 0.5f * h, 0.0f, 0.5f * h));
@@ -3201,9 +3163,9 @@ unsafe BuildGPULightListParameters PrepareBuildGPULightListParameters(HDCamera h
var decalDatasCount = Math.Min(DecalSystem.m_DecalDatasCount, m_MaxDecalsOnScreen);
+ cb.g_iNrVisibLights = totalLightCount;
cb.g_screenSize = hdCamera.screenSize; // TODO remove and use global one.
cb.g_viDimensions = new Vector2Int((int)hdCamera.screenSize.x, (int)hdCamera.screenSize.y);
- cb.g_iNrVisibLights = buildForProbeVolumes ? m_probeVolumeCount : m_TotalLightCount;
cb.g_isOrthographic = camera.orthographic ? 1u : 0u;
cb.g_BaseFeatureFlags = 0; // Filled for each individual pass.
cb.g_iNumSamplesMSAA = (int)hdCamera.msaaSamples;
@@ -3212,36 +3174,33 @@ unsafe BuildGPULightListParameters PrepareBuildGPULightListParameters(HDCamera h
cb._DensityVolumeIndexShift = (uint)(m_lightList.lights.Count + m_lightList.envLights.Count + decalDatasCount);
int probeVolumeIndexShift = (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.LightLoop)
- ? (m_lightList.lights.Count + m_lightList.envLights.Count + decalDatasCount + m_densityVolumeCount)
+ ? (m_lightList.lights.Count + m_lightList.envLights.Count + decalDatasCount + m_DensityVolumeCount)
: 0;
cb._ProbeVolumeIndexShift = (uint)probeVolumeIndexShift;
- parameters.lightListCB = m_ShaderVariablesLightListCB;
- parameters.runLightList = m_TotalLightCount > 0;
+ // Copy the constant buffer into the parameter struct.
+ parameters.lightListCB = cb;
+
+ parameters.totalLightCount = totalLightCount;
+ parameters.runLightList = parameters.totalLightCount > 0;
parameters.clearLightLists = false;
- parameters.probeVolumesRunLightList = (m_ProbeVolumeList.bounds != null && m_ProbeVolumeList.bounds.Count > 0) ? true : false;
- parameters.probeVolumesClearLightLists = false;
// Always build the light list in XR mode to avoid issues with multi-pass
if (hdCamera.xr.enabled)
{
parameters.runLightList = true;
}
- else if (!parameters.runLightList && !m_TileAndClusterData.listsAreClear)
+ else if (!parameters.runLightList && !tileAndClusterData.listsAreClear)
{
parameters.clearLightLists = true;
+ // After that, No need to clear it anymore until we start and stop running light list building.
+ tileAndClusterData.listsAreClear = true;
}
-
- if (hdCamera.xr.enabled)
- {
- parameters.probeVolumesRunLightList = true;
- }
- else if (!parameters.probeVolumesRunLightList && !m_TileAndClusterData.probeVolumesListsAreClear)
+ else if (parameters.runLightList)
{
- parameters.probeVolumesClearLightLists = true;
+ tileAndClusterData.listsAreClear = false;
}
- parameters.totalLightCount = m_TotalLightCount;
parameters.viewCount = hdCamera.viewCount;
parameters.enableFeatureVariants = GetFeatureVariantsEnabled(hdCamera.frameSettings);
parameters.computeMaterialVariants = hdCamera.frameSettings.IsEnabled(FrameSettingsField.ComputeMaterialVariants);
@@ -3249,7 +3208,7 @@ unsafe BuildGPULightListParameters PrepareBuildGPULightListParameters(HDCamera h
parameters.lightList = m_lightList;
parameters.skyEnabled = m_SkyManager.IsLightingSkyValid(hdCamera);
parameters.useComputeAsPixel = DeferredUseComputeAsPixel(hdCamera.frameSettings);
- parameters.probeVolumeEnabled = hdCamera.frameSettings.IsEnabled(FrameSettingsField.ProbeVolume) && m_probeVolumeCount > 0;
+ parameters.probeVolumeEnabled = hdCamera.frameSettings.IsEnabled(FrameSettingsField.ProbeVolume) && m_ProbeVolumeCount > 0;
bool isProjectionOblique = GeometryUtils.IsProjectionMatrixOblique(m_LightListProjMatrices[0]);
@@ -3296,12 +3255,18 @@ unsafe BuildGPULightListParameters PrepareBuildGPULightListParameters(HDCamera h
parameters.numTilesFPTL = parameters.numTilesFPTLX * parameters.numTilesFPTLY;
// Cluster
+ bool msaa = hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA);
+ var clustPrepassSourceIdx = hdCamera.frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass) ? ClusterPrepassSource.BigTile : ClusterPrepassSource.None;
+ var clustDepthSourceIdx = ClusterDepthSource.NoDepth;
+ if (tileAndClusterData.clusterNeedsDepth)
+ clustDepthSourceIdx = msaa ? ClusterDepthSource.MSAA_Depth : ClusterDepthSource.Depth;
+
parameters.buildPerVoxelLightListShader = buildPerVoxelLightListShader;
parameters.clearClusterAtomicIndexShader = clearClusterAtomicIndexShader;
- parameters.buildPerVoxelLightListKernel = isProjectionOblique ? s_GenListPerVoxelKernelOblique : s_GenListPerVoxelKernel;
- parameters.probeVolumesBuildPerVoxelLightListKernel = isProjectionOblique ? s_ProbeVolumesGenListPerVoxelKernelOblique : s_ProbeVolumesGenListPerVoxelKernel;
+ parameters.buildPerVoxelLightListKernel = isProjectionOblique ? s_ClusterObliqueKernels[(int)clustPrepassSourceIdx, (int)clustDepthSourceIdx] : s_ClusterKernels[(int)clustPrepassSourceIdx, (int)clustDepthSourceIdx];
parameters.numTilesClusterX = GetNumTileClusteredX(hdCamera);
parameters.numTilesClusterY = GetNumTileClusteredY(hdCamera);
+ parameters.clusterNeedsDepth = tileAndClusterData.clusterNeedsDepth;
// Build dispatch indirect
parameters.buildMaterialFlagsShader = buildMaterialFlagsShader;
@@ -3337,38 +3302,12 @@ static void PushProbeVolumeLightListGlobalParams(in LightLoopGlobalParameters pa
Camera camera = param.hdCamera.camera;
if (param.hdCamera.frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass))
- cmd.SetGlobalBuffer(HDShaderIDs.g_vBigTileLightList, param.tileAndClusterData.probeVolumesBigTileLightList);
+ cmd.SetGlobalBuffer(HDShaderIDs.g_vBigTileLightList, param.tileAndClusterData.bigTileLightList);
// int useDepthBuffer = 0;
// cmd.SetGlobalInt(HDShaderIDs.g_isLogBaseBufferEnabled, useDepthBuffer);
- cmd.SetGlobalBuffer(HDShaderIDs.g_vProbeVolumesLayeredOffsetsBuffer, param.tileAndClusterData.probeVolumesPerVoxelOffset);
- cmd.SetGlobalBuffer(HDShaderIDs.g_vProbeVolumesLightListGlobal, param.tileAndClusterData.probeVolumesPerVoxelLightLists);
- }
- }
-
- static void ClearLightListsProbeVolumes(
- in BuildGPULightListParameters parameters,
- in BuildGPULightListResources resources,
- CommandBuffer cmd)
- {
- // ClearLightLists is the first pass, we push the global parameters for light list building here.
- ConstantBuffer.PushGlobal(cmd, parameters.lightListCB, HDShaderIDs._ShaderVariablesLightList);
-
- if (parameters.probeVolumesClearLightLists && !parameters.probeVolumesRunLightList)
- {
- // Note we clear the whole content and not just the header since it is fast enough, happens only in one frame and is a bit more robust
- // to changes to the inner workings of the lists.
- // Also, we clear all the lists and to be resilient to changes in pipeline.
- ClearLightList(parameters, cmd, resources.tileAndClusterData.probeVolumesBigTileLightList);
- // ClearLightList(hdCamera, cmd, resources.tileAndClusterData.probeVolumesLightList);
- ClearLightList(parameters, cmd, resources.tileAndClusterData.probeVolumesPerVoxelOffset);
-
- // No need to clear it anymore until we start and stop running light list building.
- resources.tileAndClusterData.probeVolumesListsAreClear = true;
- }
- else if(parameters.probeVolumesRunLightList)
- {
- resources.tileAndClusterData.probeVolumesListsAreClear = false;
+ cmd.SetGlobalBuffer(HDShaderIDs.g_vProbeVolumesLayeredOffsetsBuffer, param.tileAndClusterData.perVoxelOffset);
+ cmd.SetGlobalBuffer(HDShaderIDs.g_vProbeVolumesLightListGlobal, param.tileAndClusterData.perVoxelLightLists);
}
}
@@ -3384,96 +3323,18 @@ void BuildGPULightListProbeVolumesCommon(HDCamera hdCamera, CommandBuffer cmd)
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.BuildGPULightListProbeVolumes)))
{
- // TODO: (Nick): These parameters can be cached and shared between BuildGPULightListProbeVolumesCommon and BuildGPULightListsCommon.
- // Currently, we are generated them twice.
- var parameters = PrepareBuildGPULightListParameters(hdCamera, buildForProbeVolumes: true);
+ var parameters = PrepareBuildGPULightListParameters(hdCamera, m_ProbeVolumeClusterData, ref m_ShaderVariablesProbeVolumeLightListCB, m_ProbeVolumeCount);
var resources = PrepareBuildGPULightListResources(
- m_TileAndClusterData,
+ m_ProbeVolumeClusterData,
m_SharedRTManager.GetDepthStencilBuffer(hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA)),
m_SharedRTManager.GetStencilBuffer(hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA)),
isGBufferNeeded: false
);
- ClearLightListsProbeVolumes(parameters, resources, cmd);
- GenerateProbeVolumesScreenSpaceAABBs(parameters, resources, cmd, m_ProbeVolumeList);
- ProbeVolumesBigTilePrepass(parameters, resources, cmd, m_ProbeVolumeList);
- ProbeVolumesVoxelLightListGeneration(parameters, resources, cmd, m_ProbeVolumeList);
- }
- }
-
- // generate screen-space AABBs for probe volumes. Only used with Clustered in GBuffer / Forward passes. Not used in LightLoop.
- static void GenerateProbeVolumesScreenSpaceAABBs(in BuildGPULightListParameters parameters, in BuildGPULightListResources resources, CommandBuffer cmd, ProbeVolumeList probeVolumesList)
- {
- Debug.Assert(ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass);
-
- int probeVolumesCount = probeVolumesList.bounds != null ? probeVolumesList.bounds.Count : 0;
-
- if (probeVolumesCount > 0)
- {
- var tileAndCluster = resources.tileAndClusterData;
-
- // With XR single-pass, we have one set of light bounds per view to iterate over (bounds are in view space for each view)
- cmd.SetComputeBufferParam(parameters.screenSpaceAABBShader, parameters.screenSpaceAABBKernel, HDShaderIDs.g_data, tileAndCluster.probeVolumesConvexBoundsBuffer);
- cmd.SetComputeBufferParam(parameters.screenSpaceAABBShader, parameters.screenSpaceAABBKernel, HDShaderIDs.g_vBoundsBuffer, tileAndCluster.probeVolumesAABBBoundsBuffer);
-
- cmd.DispatchCompute(parameters.screenSpaceAABBShader, parameters.screenSpaceAABBKernel, (probeVolumesCount + 7) / 8, parameters.viewCount, 1);
- }
- }
-
- // enable coarse 2D pass on 64x64 tiles for probe volumes only. Only used with Clustered in GBuffer / Forward passes. Not used in LightLoop.
- static void ProbeVolumesBigTilePrepass(in BuildGPULightListParameters parameters, in BuildGPULightListResources resources, CommandBuffer cmd, ProbeVolumeList probeVolumesList)
- {
- Debug.Assert(ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass);
-
- int probeVolumesCount = probeVolumesList.bounds != null ? probeVolumesList.bounds.Count : 0;
-
- if (parameters.probeVolumesRunLightList && parameters.runBigTilePrepass)
- {
- var tileAndCluster = resources.tileAndClusterData;
-
- cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs.g_vLightList, tileAndCluster.probeVolumesBigTileLightList);
- cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs.g_vBoundsBuffer, tileAndCluster.probeVolumesAABBBoundsBuffer);
- cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs._LightVolumeData, tileAndCluster.probeVolumesLightVolumeDataBuffer);
- cmd.SetComputeBufferParam(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, HDShaderIDs.g_data, tileAndCluster.probeVolumesConvexBoundsBuffer);
-
- cmd.DispatchCompute(parameters.bigTilePrepassShader, parameters.bigTilePrepassKernel, parameters.numBigTilesX, parameters.numBigTilesY, parameters.viewCount);
- }
- }
-
- // Only used with Clustered in GBuffer / Forward passes. Not used in LightLoop.
- static void ProbeVolumesVoxelLightListGeneration(in BuildGPULightListParameters parameters, in BuildGPULightListResources resources, CommandBuffer cmd, ProbeVolumeList probeVolumesList)
- {
- Debug.Assert(ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass);
-
- int probeVolumesCount = probeVolumesList.bounds != null ? probeVolumesList.bounds.Count : 0;
-
- if (parameters.probeVolumesRunLightList)
- {
- var tileAndCluster = resources.tileAndClusterData;
-
- // clear atomic offset index
- cmd.SetComputeBufferParam(parameters.clearClusterAtomicIndexShader, s_ClearVoxelAtomicKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, tileAndCluster.probeVolumesGlobalLightListAtomic);
- cmd.DispatchCompute(parameters.clearClusterAtomicIndexShader, s_ClearVoxelAtomicKernel, 1, 1, 1);
-
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, s_ClearVoxelAtomicKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, tileAndCluster.probeVolumesGlobalLightListAtomic);
-
- cmd.SetComputeTextureParam(parameters.buildPerVoxelLightListShader, parameters.probeVolumesBuildPerVoxelLightListKernel, HDShaderIDs.g_depth_tex, BuiltinRenderTextureType.None);
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.probeVolumesBuildPerVoxelLightListKernel, HDShaderIDs.g_vLayeredLightList, tileAndCluster.probeVolumesPerVoxelLightLists);
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.probeVolumesBuildPerVoxelLightListKernel, HDShaderIDs.g_LayeredOffset, tileAndCluster.probeVolumesPerVoxelOffset);
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.probeVolumesBuildPerVoxelLightListKernel, HDShaderIDs.g_LayeredSingleIdxBuffer, tileAndCluster.probeVolumesGlobalLightListAtomic);
- if (parameters.runBigTilePrepass)
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.probeVolumesBuildPerVoxelLightListKernel, HDShaderIDs.g_vBigTileLightList, tileAndCluster.probeVolumesBigTileLightList);
-
- // if (k_UseDepthBuffer)
- // {
- // cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.probeVolumesBuildPerVoxelLightListKernel, HDShaderIDs.g_logBaseBuffer, tileAndCluster.perTileLogBaseTweak);
- // }
-
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.probeVolumesBuildPerVoxelLightListKernel, HDShaderIDs.g_vBoundsBuffer, tileAndCluster.probeVolumesAABBBoundsBuffer);
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.probeVolumesBuildPerVoxelLightListKernel, HDShaderIDs._LightVolumeData, tileAndCluster.probeVolumesLightVolumeDataBuffer);
- cmd.SetComputeBufferParam(parameters.buildPerVoxelLightListShader, parameters.probeVolumesBuildPerVoxelLightListKernel, HDShaderIDs.g_data, tileAndCluster.probeVolumesConvexBoundsBuffer);
-
- cmd.DispatchCompute(parameters.buildPerVoxelLightListShader, parameters.probeVolumesBuildPerVoxelLightListKernel, parameters.numTilesClusterX, parameters.numTilesClusterY, parameters.viewCount);
+ ClearLightLists(parameters, resources, cmd);
+ GenerateLightsScreenSpaceAABBs(parameters, resources, cmd);
+ BigTilePrepass(parameters, resources, cmd);
+ VoxelLightListGeneration(parameters, resources, cmd);
}
}
@@ -3481,7 +3342,7 @@ void BuildGPULightListsCommon(HDCamera hdCamera, CommandBuffer cmd)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.BuildLightList)))
{
- var parameters = PrepareBuildGPULightListParameters(hdCamera, buildForProbeVolumes: false);
+ var parameters = PrepareBuildGPULightListParameters(hdCamera, m_TileAndClusterData, ref m_ShaderVariablesLightListCB, m_TotalLightCount);
var resources = PrepareBuildGPULightListResources(
m_TileAndClusterData,
m_SharedRTManager.GetDepthStencilBuffer(hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA)),
@@ -3507,7 +3368,7 @@ void BuildGPULightLists(HDCamera hdCamera, CommandBuffer cmd)
BuildGPULightListsCommon(hdCamera, cmd);
- var globalParams = PrepareLightLoopGlobalParameters(hdCamera);
+ var globalParams = PrepareLightLoopGlobalParameters(hdCamera, m_TileAndClusterData);
PushLightLoopGlobalParams(globalParams, cmd);
}
@@ -3546,11 +3407,11 @@ struct LightLoopGlobalParameters
public TileAndClusterData tileAndClusterData;
}
- LightLoopGlobalParameters PrepareLightLoopGlobalParameters(HDCamera hdCamera)
+ LightLoopGlobalParameters PrepareLightLoopGlobalParameters(HDCamera hdCamera, TileAndClusterData tileAndClusterData)
{
LightLoopGlobalParameters parameters = new LightLoopGlobalParameters();
parameters.hdCamera = hdCamera;
- parameters.tileAndClusterData = m_TileAndClusterData;
+ parameters.tileAndClusterData = tileAndClusterData;
return parameters;
}
@@ -3619,8 +3480,8 @@ void PushLightDataGlobalParams(CommandBuffer cmd)
if (ShaderConfig.s_ProbeVolumesEvaluationMode == ProbeVolumesEvaluationModes.MaterialPass)
{
- m_TileAndClusterData.probeVolumesConvexBoundsBuffer.SetData(m_lightList.lightsPerView[0].probeVolumesBounds);
- m_TileAndClusterData.probeVolumesLightVolumeDataBuffer.SetData(m_lightList.lightsPerView[0].probeVolumesLightVolumes);
+ m_ProbeVolumeClusterData.convexBoundsBuffer.SetData(m_lightList.lightsPerView[0].probeVolumesBounds);
+ m_ProbeVolumeClusterData.lightVolumeDataBuffer.SetData(m_lightList.lightsPerView[0].probeVolumesLightVolumes);
}
cmd.SetGlobalTexture(HDShaderIDs._CookieAtlas, m_TextureCaches.lightCookieManager.atlasTexture);
@@ -3650,8 +3511,6 @@ static void PushLightLoopGlobalParams(in LightLoopGlobalParameters param, Comman
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.PushGlobalParameters)))
{
- Camera camera = param.hdCamera.camera;
-
if (param.hdCamera.frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass))
cmd.SetGlobalBuffer(HDShaderIDs.g_vBigTileLightList, param.tileAndClusterData.bigTileLightList);
@@ -3767,8 +3626,12 @@ ContactShadowsParameters PrepareContactShadowsParameters(HDCamera hdCamera, floa
float contactShadowRange = Mathf.Clamp(m_ContactShadows.fadeDistance.value, 0.0f, m_ContactShadows.maxDistance.value);
float contactShadowFadeEnd = m_ContactShadows.maxDistance.value;
float contactShadowOneOverFadeRange = 1.0f / Math.Max(1e-6f, contactShadowRange);
+
+ float contactShadowMinDist = Mathf.Min(m_ContactShadows.minDistance.value, contactShadowFadeEnd);
+ float contactShadowFadeIn = Mathf.Clamp(m_ContactShadows.fadeInDistance.value, 1e-6f, contactShadowFadeEnd);
+
parameters.params1 = new Vector4(m_ContactShadows.length.value, m_ContactShadows.distanceScaleFactor.value, contactShadowFadeEnd, contactShadowOneOverFadeRange);
- parameters.params2 = new Vector4(firstMipOffsetY, 0.0f, 0.0f, 0.0f);
+ parameters.params2 = new Vector4(firstMipOffsetY, contactShadowMinDist, contactShadowFadeIn, 0.0f);
parameters.sampleCount = m_ContactShadows.sampleCount;
int deferredShadowTileSize = 16; // Must match DeferreDirectionalShadow.compute
@@ -3786,7 +3649,7 @@ static void RenderContactShadows( in ContactShadowsParameters parameters,
RTHandle contactShadowRT,
RTHandle depthTexture,
LightLoopLightData lightLoopLightData,
- TileAndClusterData tileAndClusterData,
+ ComputeBuffer lightList,
CommandBuffer cmd)
{
@@ -3797,7 +3660,7 @@ static void RenderContactShadows( in ContactShadowsParameters parameters,
// Send light list to the compute
cmd.SetComputeBufferParam(parameters.contactShadowsCS, parameters.kernel, HDShaderIDs._LightDatas, lightLoopLightData.lightData);
- cmd.SetComputeBufferParam(parameters.contactShadowsCS, parameters.kernel, HDShaderIDs.g_vLightListGlobal, tileAndClusterData.lightList);
+ cmd.SetComputeBufferParam(parameters.contactShadowsCS, parameters.kernel, HDShaderIDs.g_vLightListGlobal, lightList);
cmd.SetComputeTextureParam(parameters.contactShadowsCS, parameters.kernel, parameters.depthTextureParameterName, depthTexture);
cmd.SetComputeTextureParam(parameters.contactShadowsCS, parameters.kernel, HDShaderIDs._ContactShadowTextureUAV, contactShadowRT);
@@ -3816,7 +3679,7 @@ static void RenderContactShadows( in ContactShadowsParameters parameters,
// Send light list to the compute
cmd.SetRayTracingBufferParam(parameters.contactShadowsRTS, HDShaderIDs._LightDatas, lightLoopLightData.lightData);
- cmd.SetRayTracingBufferParam(parameters.contactShadowsRTS, HDShaderIDs.g_vLightListGlobal, tileAndClusterData.lightList);
+ cmd.SetRayTracingBufferParam(parameters.contactShadowsRTS, HDShaderIDs.g_vLightListGlobal, lightList);
cmd.SetRayTracingTextureParam(parameters.contactShadowsRTS, HDShaderIDs._DepthTexture, depthTexture);
cmd.SetRayTracingTextureParam(parameters.contactShadowsRTS, HDShaderIDs._ContactShadowTextureUAV, contactShadowRT);
@@ -3838,7 +3701,7 @@ void RenderContactShadows(HDCamera hdCamera, CommandBuffer cmd)
var depthTexture = hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA) ? m_SharedRTManager.GetDepthValuesTexture() : m_SharedRTManager.GetDepthTexture();
int firstMipOffsetY = m_SharedRTManager.GetDepthBufferMipChainInfo().mipLevelOffsets[1].y;
var parameters = PrepareContactShadowsParameters(hdCamera, firstMipOffsetY);
- RenderContactShadows(parameters, m_ContactShadowBuffer, depthTexture, m_LightLoopLightData, m_TileAndClusterData, cmd);
+ RenderContactShadows(parameters, m_ContactShadowBuffer, depthTexture, m_LightLoopLightData, m_TileAndClusterData.lightList, cmd);
}
}
@@ -3879,7 +3742,7 @@ DeferredLightingParameters PrepareDeferredLightingParameters(HDCamera hdCamera,
parameters.outputSplitLighting = hdCamera.frameSettings.IsEnabled(FrameSettingsField.SubsurfaceScattering);
parameters.useComputeLightingEvaluation = hdCamera.frameSettings.IsEnabled(FrameSettingsField.ComputeLightEvaluation);
parameters.enableFeatureVariants = GetFeatureVariantsEnabled(hdCamera.frameSettings) && !debugDisplayOrSceneLightOff;
- parameters.enableShadowMasks = m_enableBakeShadowMask;
+ parameters.enableShadowMasks = m_EnableBakeShadowMask;
parameters.numVariants = LightDefinitions.s_NumFeatureVariants;
parameters.debugDisplaySettings = debugDisplaySettings;
@@ -3897,8 +3760,10 @@ DeferredLightingParameters PrepareDeferredLightingParameters(HDCamera hdCamera,
struct DeferredLightingResources
{
public RenderTargetIdentifier[] colorBuffers;
+
public RTHandle depthStencilBuffer;
public RTHandle depthTexture;
+
public ComputeBuffer lightListBuffer;
public ComputeBuffer tileFeatureFlagsBuffer;
public ComputeBuffer tileListBuffer;
@@ -3951,6 +3816,22 @@ static void RenderComputeDeferredLighting(in DeferredLightingParameters paramete
cmd.SetGlobalBuffer(HDShaderIDs.g_vLightListGlobal, resources.lightListBuffer);
parameters.deferredComputeShader.shaderKeywords = null;
+ switch (HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.hdShadowInitParams.shadowFilteringQuality)
+ {
+ case HDShadowFilteringQuality.Low:
+ parameters.deferredComputeShader.EnableKeyword("SHADOW_LOW");
+ break;
+ case HDShadowFilteringQuality.Medium:
+ parameters.deferredComputeShader.EnableKeyword("SHADOW_MEDIUM");
+ break;
+ case HDShadowFilteringQuality.High:
+ parameters.deferredComputeShader.EnableKeyword("SHADOW_HIGH");
+ break;
+ default:
+ parameters.deferredComputeShader.EnableKeyword("SHADOW_MEDIUM");
+ break;
+ }
+
if (parameters.enableShadowMasks)
{
parameters.deferredComputeShader.EnableKeyword("SHADOWS_SHADOWMASK");
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 11f2a19adef..ea8354f75c9 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
@@ -9,6 +9,12 @@
#define DWORD_PER_TILE 16 // See dwordsPerTile in LightLoop.cs, we have roomm for 31 lights and a number of light value all store on 16 bit (ushort)
+// Some file may not required HD shadow context at all. In this case provide an empty one
+// Note: if a double defintion error occur it is likely have include HDShadow.hlsl (and so HDShadowContext.hlsl) after lightloopdef.hlsl
+#ifndef HAVE_HD_SHADOW_CONTEXT
+struct HDShadowContext { float unused; };
+#endif
+
// LightLoopContext is not visible from Material (user should not use these properties in Material file)
// It allow the lightloop to have transmit sampling information (do we use atlas, or texture array etc...)
struct LightLoopContext
@@ -126,6 +132,9 @@ float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord,
color.rgb = SampleSkyTexture(texCoord, lod, sliceIdx).rgb;
}
+ // Planar, Reflection Probes and Sky aren't pre-expose, so best to clamp to max16 here in case of inf
+ color.rgb = ClampToFloat16Max(color.rgb);
+
return color;
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl
index f8b161f99a6..6a580a85cb4 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl
@@ -26,7 +26,17 @@ void GetPunctualLightVectors(float3 positionWS, LightData light, out float3 L, o
if (light.lightType == GPULIGHTTYPE_PROJECTOR_BOX)
{
L = -light.forward;
- distances.xyz = 1; // No distance or angle attenuation
+
+ if (light.rangeAttenuationBias == 1.0) // Light uses range attenuation
+ {
+ float dist = -dot(lightToSample, L);
+ float distSq = dist * dist;
+ float distRcp = rcp(dist);
+ distances.xyz = float3(dist, distSq, distRcp);
+ ModifyDistancesForFillLighting(distances, light.size.x);
+ }
+ else // Light is directionnal
+ distances.xyz = 1; // No distance or angle attenuation
}
else
{
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs
index 9704c75d253..d7acda444b7 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs
@@ -248,7 +248,11 @@ public Texture SetTexture(ProbeSettings.Mode targetMode, Texture texture)
///
public RenderData renderData => GetRenderData(mode);
///
- /// Get the render data of a specific mode
+ /// Get the render data of a specific mode.
+ ///
+ /// Note: The HDProbe stores only one RenderData per mode, even for view dependent probes with multiple viewers.
+ /// In that case, make sure that you have set the RenderData relative to the expected viewer before rendering.
+ /// Otherwise the data retrieved by this function will be wrong.
///
/// The mode to query
/// The requested render data
@@ -264,7 +268,10 @@ public RenderData GetRenderData(ProbeSettings.Mode targetMode)
}
}
///
- /// Set the render data for a specific mode
+ /// Set the render data for a specific mode.
+ ///
+ /// Note: The HDProbe stores only one RenderData per mode, even for view dependent probes with multiple viewers.
+ /// In that case, make sure that you have set the RenderData relative to the expected viewer before rendering.
///
/// The mode to update
/// The data to set
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs
index 4dab12b248a..5a2bcc6dac5 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs
@@ -246,7 +246,7 @@ internal HDProbeCullState PrepareCull(Camera camera)
if (m_PlanarProbeCullingGroup == null)
return default;
- RemoveDestroyedProbes(m_PlanarProbes, m_PlanarProbeBounds, ref m_PlanarProbeCount);
+ UpdateBoundsAndRemoveDestroyedProbes(m_PlanarProbes, m_PlanarProbeBounds, ref m_PlanarProbeCount);
m_PlanarProbeCullingGroup.targetCamera = camera;
m_PlanarProbeCullingGroup.SetBoundingSpheres(m_PlanarProbeBounds);
@@ -286,7 +286,7 @@ static void RemoveDestroyedProbes(List probes)
}
}
- static void RemoveDestroyedProbes(PlanarReflectionProbe[] probes, BoundingSphere[] bounds, ref int count)
+ static void UpdateBoundsAndRemoveDestroyedProbes(PlanarReflectionProbe[] probes, BoundingSphere[] bounds, ref int count)
{
for (int i = 0; i < count; ++i)
{
@@ -297,6 +297,11 @@ static void RemoveDestroyedProbes(PlanarReflectionProbe[] probes, BoundingSphere
probes[count - 1] = null;
--count;
}
+
+ if (probes[i])
+ {
+ bounds[i] = probes[i].boundingSphere;
+ }
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute
index 22e1eb447a8..cda7b28d741 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute
@@ -8,6 +8,8 @@
#pragma kernel ScreenSpaceReflectionsTracing SSR_TRACE
#pragma kernel ScreenSpaceReflectionsReprojection SSR_REPROJECT
+#pragma multi_compile _ DEPTH_SOURCE_NOT_FROM_MIP_CHAIN
+
// Tweak parameters.
// #define DEBUG
#define SSR_TRACE_BEHIND_OBJECTS
@@ -41,6 +43,20 @@
RW_TEXTURE2D(float4, _SsrDebugTexture);
#endif
+// For opaque we do the following operation:
+// - Render opaque object in depth buffer
+// - Generate depth pyramid from opaque depth buffer
+// - Trigger ray from position recover from depth pyramid and raymarch with depth pyramid
+// For transparent reflection we chose to not regenerate a depth pyramid to save performance. So we have
+// - Generate depth pyramid from opaque depth buffer
+// - Trigger ray from position recover from depth buffer (use depth pyramid) and raymarch with depth pyramid
+// - Render transparent object with reflection in depth buffer in transparent prepass
+// - Trigger ray from position recover from new depth buffer and raymarch with opaque depth pyramid
+// So we need a seperate texture for the mip chain and for the depth source when doing the transprent reflection
+#ifdef DEPTH_SOURCE_NOT_FROM_MIP_CHAIN
+TEXTURE2D_X(_DepthTexture);
+#endif
+
#ifdef SSR_TRACE
TEXTURE2D_X_UINT2( _StencilTexture);
RW_TEXTURE2D_X(float2, _SsrHitPointTexture);
@@ -104,7 +120,12 @@ void ScreenSpaceReflectionsTracing(uint3 groupId : SV_GroupID,
}
float2 positionNDC = positionSS * _ScreenSize.zw + (0.5 * _ScreenSize.zw); // Should we precompute the half-texel bias? We seem to use it a lot.
+
+#ifdef DEPTH_SOURCE_NOT_FROM_MIP_CHAIN
+ float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, positionSS).r;
+#else
float deviceDepth = LOAD_TEXTURE2D_X(_CameraDepthTexture, positionSS).r;
+#endif
bool killRay = deviceDepth == UNITY_RAW_FAR_CLIP_VALUE;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute
index 75bf516f616..98ac679de1f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute
@@ -11,13 +11,12 @@
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
#define USE_FPTL_LIGHTLIST // Use light tiles for contact shadows
-#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.hlsl"
-// We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile.
+// We perform scalarization all the time here as we don't know if we have clustered data structure or not at this point.
// More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/
-#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && SHADERPASS == SHADERPASS_FORWARD)
+#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER))
#pragma only_renderers d3d11 playstation xboxone vulkan metal switch
@@ -147,6 +146,9 @@ bool ComputeContactShadow(PositionInputs posInput, float3 direction, inout float
//Here LightDirection is not the light direction but the light position
float rayLength = _ContactShadowLength * max(0.5, posInput.linearDepth * _ContactShadowDistanceScaleFactor);
occluded = ScreenSpaceShadowRayCast(posInput.positionWS, direction, rayLength, posInput.positionSS, fade);
+ // Fade in
+ fade *= saturate((posInput.linearDepth - _ContactShadowMinDistance) * rcp(_ContactShadowFadeInEnd));
+ // Fade out
fade *= saturate((_ContactShadowFadeEnd - posInput.linearDepth) * _ContactShadowFadeOneOverRange);
globalFade = max(globalFade, fade);
@@ -172,7 +174,7 @@ void DeferredContactShadow(uint2 groupThreadId : SV_GroupThreadID, uint2 groupId
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V, tileCoord);
// discard the shadow if we're on the sky or outside of the contact shadow range
- if (depth == UNITY_RAW_FAR_CLIP_VALUE || posInput.linearDepth - _ContactShadowFadeEnd > 1)
+ if (depth == UNITY_RAW_FAR_CLIP_VALUE || posInput.linearDepth - _ContactShadowFadeEnd > 1 || posInput.linearDepth < _ContactShadowMinDistance)
{
_ContactShadowTextureUAV[COORD_TEXTURE2D_X(pixelCoord)] = 0;
@@ -228,26 +230,35 @@ void DeferredContactShadow(uint2 groupThreadId : SV_GroupThreadID, uint2 groupId
lightStart = startFirstLane;
}
- for (uint lightListOffset = 0; lightListOffset < lightCount; lightListOffset++)
+ uint v_lightIdx = lightStart;
+ uint v_lightListOffset = 0;
+ while (v_lightListOffset < lightCount)
{
- uint v_lightIdx = FetchIndex(lightStart, lightListOffset);
+ v_lightIdx = FetchIndex(lightStart, v_lightListOffset);
uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath);
if (s_lightIdx == -1)
break;
- LightData light = FetchLight(s_lightIdx); // Scalar load
+ LightData s_lightData = FetchLight(s_lightIdx);
- if (light.contactShadowMask != 0 && light.isRayTracedContactShadow == 0.0)
+ // If current scalar and vector light index match, we process the light. The v_lightListOffset for current thread is increased.
+ // Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could
+ // end up with a unique v_lightIdx value that is smaller than s_lightIdx hence being stuck in a loop. All the active lanes will not have this problem.
+ if (s_lightIdx >= v_lightIdx)
{
- // Compute light ray direction:
- float3 direction = normalize(light.positionRWS.xyz - posInput.positionWS);
-
- bool occluded = ComputeContactShadow(posInput, direction, globalFade);
-
- // light.contactShadowMask contains one bit at the position of the contact shadow index that will
- // be tested in the lightloop, so it insert 1 at the index of the contact shadow if there is a contact shadow
- // we take full bits at one multiplied by contact shadow and filter the bit at the contact shadow index.
- contactShadowMask |= light.contactShadowMask * occluded;
+ v_lightListOffset++;
+ if (s_lightData.contactShadowMask != 0 && s_lightData.isRayTracedContactShadow == 0.0)
+ {
+ // Compute light ray direction:
+ float3 direction = normalize(s_lightData.positionRWS.xyz - posInput.positionWS);
+
+ bool occluded = ComputeContactShadow(posInput, direction, globalFade);
+
+ // light.contactShadowMask contains one bit at the position of the contact shadow index that will
+ // be tested in the lightloop, so it insert 1 at the index of the contact shadow if there is a contact shadow
+ // we take full bits at one multiplied by contact shadow and filter the bit at the contact shadow index.
+ contactShadowMask |= s_lightData.contactShadowMask * occluded;
+ }
}
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs
index a17d4e18af0..f2da6428bbe 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs
@@ -31,10 +31,18 @@ public class ContactShadows : VolumeComponentWithQuality
///
public MinFloatParameter maxDistance = new MinFloatParameter(50.0f, 0.0f);
///
+ /// The distance from the camera, in meters, at which HDRP begins to fade in Contact Shadows.
+ ///
+ public MinFloatParameter minDistance = new MinFloatParameter(0.0f, 0.0f);
+ ///
/// The distance, in meters, over which HDRP fades Contact Shadows out when past the Max Distance.
///
public MinFloatParameter fadeDistance = new MinFloatParameter(5.0f, 0.0f);
///
+ /// The distance, in meters, over which HDRP fades Contact Shadows in when past the Min Distance.
+ ///
+ public MinFloatParameter fadeInDistance = new MinFloatParameter(0.0f, 0.0f);
+ ///
/// Controls the number of samples HDRP takes along each contact shadow ray. Increasing this value can lead to higher quality.
///
public int sampleCount
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.hlsl
index 272c246e6c5..f5f01cb67a9 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.hlsl
@@ -11,3 +11,5 @@ CBUFFER_END
#define _ContactShadowFadeEnd _ContactShadowParamsParameters.z
#define _ContactShadowFadeOneOverRange _ContactShadowParamsParameters.w
#define _RenderTargetHeight _ContactShadowParamsParameters2.x
+#define _ContactShadowMinDistance _ContactShadowParamsParameters2.y
+#define _ContactShadowFadeInEnd _ContactShadowParamsParameters2.z
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl
index 5338c6ae4e5..d52b1c8d43f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl
@@ -1,32 +1,10 @@
-// Various shadow algorithms
-// There are two variants provided, one takes the texture and sampler explicitly so they can be statically passed in.
-// The variant without resource parameters dynamically accesses the texture when sampling.
-
-// WARNINGS:
-// Keep in sync with HDShadowManager::GetDirectionalShadowAlgorithm()
-// Be careful this require to update GetPunctualFilterWidthInTexels() in C# as well!
+// Configure which shadow algorithms to use per shadow level quality
// Since we use slope-scale bias, the constant bias is for now set as a small fixed value
#define FIXED_UNIFORM_BIAS (1.0f / 65536.0f)
-// We can't use multi_compile for compute shaders so we force the shadow algorithm
-#if SHADERPASS == SHADERPASS_DEFERRED_LIGHTING || (defined(_ENABLE_SHADOW_MATTE) && SHADERPASS == SHADERPASS_FORWARD_UNLIT)
-
- #if SHADEROPTIONS_DEFERRED_SHADOW_FILTERING == HDSHADOWFILTERINGQUALITY_LOW
- #define SHADOW_LOW
- #elif SHADEROPTIONS_DEFERRED_SHADOW_FILTERING == HDSHADOWFILTERINGQUALITY_MEDIUM
- #define SHADOW_MEDIUM
- #elif SHADEROPTIONS_DEFERRED_SHADOW_FILTERING == HDSHADOWFILTERINGQUALITY_HIGH
- #define SHADOW_HIGH
- #else
- #define SHADOW_MEDIUM
- #endif
-
-#endif
-
-#if (SHADERPASS == SHADERPASS_VOLUMETRIC_LIGHTING || SHADERPASS == SHADERPASS_VOLUME_VOXELIZATION)
-#define SHADOW_LOW
-#endif
+// WARNINGS:
+// Keep in sync with both HDShadowManager::GetDirectionalShadowAlgorithm() and GetPunctualFilterWidthInTexels() in C# as well!
#ifdef SHADOW_LOW
#define PUNCTUAL_FILTER_ALGORITHM(sd, posSS, posTC, tex, samp, bias) SampleShadow_PCF_Tent_3x3(_ShadowAtlasSize.zwxy, posTC, tex, samp, bias)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl
index f4efd5e36f6..dfee6ffa597 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowContext.hlsl
@@ -4,6 +4,9 @@
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs.hlsl"
+// Say to LightloopDefs.hlsl that we have a sahdow context struct define
+#define HAVE_HD_SHADOW_CONTEXT
+
struct HDShadowContext
{
StructuredBuffer shadowDatas;
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 aa4a98c0dcc..baca84547a9 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
@@ -161,10 +161,10 @@ internal static HDShadowAtlasInitParams GetDefault()
shadowResolutionDirectional = new IntScalableSetting(new []{ 256, 512, 1024, 2048 }, ScalableSettingSchemaId.With4Levels),
shadowResolutionArea = new IntScalableSetting(new []{ 256, 512, 1024, 2048 }, ScalableSettingSchemaId.With4Levels),
shadowResolutionPunctual = new IntScalableSetting(new []{ 256, 512, 1024, 2048 }, ScalableSettingSchemaId.With4Levels),
- shadowFilteringQuality = ShaderConfig.s_DeferredShadowFiltering,
- supportScreenSpaceShadows = false,
- maxScreenSpaceShadowSlots = 4,
- screenSpaceShadowBufferFormat = ScreenSpaceShadowFormat.R16G16B16A16,
+ shadowFilteringQuality = HDShadowFilteringQuality.Medium,
+ supportScreenSpaceShadows = false,
+ maxScreenSpaceShadowSlots = 4,
+ screenSpaceShadowBufferFormat = ScreenSpaceShadowFormat.R16G16B16A16,
maxDirectionalShadowMapResolution = 2048,
maxAreaShadowMapResolution = 2048,
maxPunctualShadowMapResolution = 2048,
@@ -257,6 +257,8 @@ partial class HDShadowManager : IDisposable
int m_CascadeCount;
int m_ShadowResolutionRequestCounter;
+ Material m_ClearShadowMaterial;
+
private static HDShadowManager s_Instance = new HDShadowManager();
public static HDShadowManager instance { get { return s_Instance; } }
@@ -268,7 +270,7 @@ private HDShadowManager()
public void InitShadowManager(RenderPipelineResources renderPipelineResources, DepthBits directionalShadowDepthBits,
HDShadowInitParameters.HDShadowAtlasInitParams punctualLightAtlasInfo, HDShadowInitParameters.HDShadowAtlasInitParams areaLightAtlasInfo, int maxShadowRequests, Shader clearShader)
{
- Material clearMaterial = CoreUtils.CreateEngineMaterial(clearShader);
+ m_ClearShadowMaterial = CoreUtils.CreateEngineMaterial(clearShader);
// Prevent the list from resizing their internal container when we add shadow requests
m_ShadowDatas.Capacity = Math.Max(maxShadowRequests, m_ShadowDatas.Capacity);
@@ -282,13 +284,13 @@ public void InitShadowManager(RenderPipelineResources renderPipelineResources, D
}
// The cascade atlas will be allocated only if there is a directional light
- m_Atlas = new HDShadowAtlas(renderPipelineResources, punctualLightAtlasInfo.shadowAtlasResolution, punctualLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._ShadowmapAtlas, clearMaterial, maxShadowRequests, depthBufferBits: punctualLightAtlasInfo.shadowAtlasDepthBits, name: "Shadow Map Atlas");
+ m_Atlas = new HDShadowAtlas(renderPipelineResources, punctualLightAtlasInfo.shadowAtlasResolution, punctualLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._ShadowmapAtlas, m_ClearShadowMaterial, maxShadowRequests, depthBufferBits: punctualLightAtlasInfo.shadowAtlasDepthBits, name: "Shadow Map Atlas");
// Cascade atlas render texture will only be allocated if there is a shadow casting directional light
HDShadowAtlas.BlurAlgorithm cascadeBlur = GetDirectionalShadowAlgorithm() == DirectionalShadowAlgorithm.IMS ? HDShadowAtlas.BlurAlgorithm.IM : HDShadowAtlas.BlurAlgorithm.None;
- m_CascadeAtlas = new HDShadowAtlas(renderPipelineResources, 1, 1, HDShaderIDs._ShadowmapCascadeAtlas, clearMaterial, maxShadowRequests, cascadeBlur, depthBufferBits: directionalShadowDepthBits, name: "Cascade Shadow Map Atlas");
+ m_CascadeAtlas = new HDShadowAtlas(renderPipelineResources, 1, 1, HDShaderIDs._ShadowmapCascadeAtlas, m_ClearShadowMaterial, maxShadowRequests, cascadeBlur, depthBufferBits: directionalShadowDepthBits, name: "Cascade Shadow Map Atlas");
if (ShaderConfig.s_AreaLights == 1)
- m_AreaLightShadowAtlas = new HDShadowAtlas(renderPipelineResources, areaLightAtlasInfo.shadowAtlasResolution, areaLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._AreaLightShadowmapAtlas, clearMaterial, maxShadowRequests, HDShadowAtlas.BlurAlgorithm.EVSM, depthBufferBits: areaLightAtlasInfo.shadowAtlasDepthBits, name: "Area Light Shadow Map Atlas", momentAtlasShaderID: HDShaderIDs._AreaShadowmapMomentAtlas);
+ m_AreaLightShadowAtlas = new HDShadowAtlas(renderPipelineResources, areaLightAtlasInfo.shadowAtlasResolution, areaLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._AreaLightShadowmapAtlas, m_ClearShadowMaterial, maxShadowRequests, HDShadowAtlas.BlurAlgorithm.EVSM, depthBufferBits: areaLightAtlasInfo.shadowAtlasDepthBits, name: "Area Light Shadow Map Atlas", momentAtlasShaderID: HDShaderIDs._AreaShadowmapMomentAtlas);
m_ShadowDataBuffer = new ComputeBuffer(maxShadowRequests, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDShadowData)));
m_DirectionalShadowDataBuffer = new ComputeBuffer(1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDDirectionalShadowData)));
@@ -296,6 +298,7 @@ public void InitShadowManager(RenderPipelineResources renderPipelineResources, D
m_MaxShadowRequests = maxShadowRequests;
}
+ // Keep in sync with both HDShadowSampling.hlsl
public static DirectionalShadowAlgorithm GetDirectionalShadowAlgorithm()
{
switch (HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.hdShadowInitParams.shadowFilteringQuality)
@@ -830,6 +833,8 @@ public void Dispose()
if (ShaderConfig.s_AreaLights == 1)
m_AreaLightShadowAtlas.Release();
m_CascadeAtlas.Release();
+
+ CoreUtils.Destroy(m_ClearShadowMaterial);
}
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSampling.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSampling.hlsl
index a89d6292779..aac441d7899 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSampling.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSampling.hlsl
@@ -68,7 +68,7 @@ real SampleShadow_PCF_Tent_5x5(float4 shadowAtlasSize, float3 coord, Texture2D t
#else
for (int i = 0; i < 9; i++)
{
- shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[i].xy, coord.z), slice).x;
+ shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[i].xy, coord.z)).x;
}
#endif
@@ -128,7 +128,7 @@ real SampleShadow_PCF_Tent_7x7(float4 shadowAtlasSize, float3 coord, Texture2D t
#else
for(int i = 0; i < 16; i++)
{
- shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[i].xy, coord.z).x;
+ shadow += fetchesWeights[i] * SAMPLE_TEXTURE2D_SHADOW(tex, compSamp, real3(fetchesUV[i].xy, coord.z)).x;
}
#endif
@@ -291,11 +291,11 @@ float SampleShadow_PCSS(float3 tcs, float2 posSS, float2 scale, float2 offset, f
//1) Blocker Search
float averageBlockerDepth = 0.0;
float numBlockers = 0.0;
- if (!BlockerSearch(averageBlockerDepth, numBlockers, min((shadowSoftness + 0.000001), resIndepenentMaxSoftness) * atlasResFactor, tcs, sampleJitter, tex, samp, blockerSampleCount))
- return 1.0;
+ bool blockerFound = BlockerSearch(averageBlockerDepth, numBlockers, min((shadowSoftness + 0.000001), resIndepenentMaxSoftness) * atlasResFactor, tcs, sampleJitter, tex, samp, blockerSampleCount);
// We scale the softness also based on the distance between the occluder if we assume that the light is a sphere source.
- if (isPerspective)
+ // Also, we don't bother if the blocker has not been found.
+ if (isPerspective && blockerFound)
{
float dist = 1.0f / (zParams.z * averageBlockerDepth + zParams.w);
dist = min(dist, 7.5); // We need to clamp the distance as the fitted curve will do strange things after this and because there is no point in scale further after this point.
@@ -310,13 +310,14 @@ float SampleShadow_PCSS(float3 tcs, float2 posSS, float2 scale, float2 offset, f
}
//2) Penumbra Estimation
- float filterSize = shadowSoftness * (isPerspective ? PenumbraSizePunctual(tcs.z, averageBlockerDepth) :
+ float filterSize = shadowSoftness * (isPerspective ? PenumbraSizePunctual(tcs.z, averageBlockerDepth) :
PenumbraSizeDirectional(tcs.z, averageBlockerDepth, zParams.x));
filterSize = max(filterSize, minFilterRadius);
filterSize *= atlasResFactor;
//3) Filter
- return PCSS(tcs, filterSize, scale, offset, sampleJitter, tex, compSamp, filterSampleCount);
+ // Note: we can't early out of the function if blockers are not found since Vulkan triggers a warning otherwise. Hence, we check for blockerFound here.
+ return blockerFound ? PCSS(tcs, filterSize, scale, offset, sampleJitter, tex, compSamp, filterSampleCount) : 1.0f;
}
// Note this is currently not available as an option, but is left here to show what needs including if IMS is to be used.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs
index e3b684ac530..4b9fb0c4a5f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs
@@ -1,3 +1,5 @@
+using UnityEngine.Rendering;
+
namespace UnityEngine.Rendering.HighDefinition
{
// TODO remove every occurrence of ShadowSplitData in function parameters when we'll have scriptable culling
@@ -13,13 +15,10 @@ static class HDShadowUtils
static Plane[] s_CachedPlanes = new Plane[6];
- static float GetPunctualFilterWidthInTexels()
+ // Keep in sync with both HDShadowSampling.hlsl
+ static float GetPunctualFilterWidthInTexels(HDShadowFilteringQuality quality)
{
- var hdAsset = HDRenderPipeline.currentAsset;
- if (hdAsset == null)
- return 1;
-
- switch (hdAsset.currentPlatformRenderPipelineSettings.hdShadowInitParams.shadowFilteringQuality)
+ switch (quality)
{
// Warning: these values have to match the algorithms used for shadow filtering (in HDShadowAlgorithm.hlsl)
case HDShadowFilteringQuality.Low:
@@ -31,16 +30,18 @@ static float GetPunctualFilterWidthInTexels()
}
}
- public static void ExtractPointLightData(VisibleLight visibleLight, Vector2 viewportSize, float nearPlane, float normalBiasMax, uint faceIndex, out Matrix4x4 view, out Matrix4x4 invViewProjection, out Matrix4x4 projection, out Matrix4x4 deviceProjection, out ShadowSplitData splitData)
+ public static void ExtractPointLightData(VisibleLight visibleLight, Vector2 viewportSize, float nearPlane, float normalBiasMax, uint faceIndex, HDShadowFilteringQuality filteringQuality,
+ out Matrix4x4 view, out Matrix4x4 invViewProjection, out Matrix4x4 projection, out Matrix4x4 deviceProjection, out ShadowSplitData splitData)
{
Vector4 lightDir;
- float guardAngle = CalcGuardAnglePerspective(90.0f, viewportSize.x, GetPunctualFilterWidthInTexels(), normalBiasMax, 79.0f);
+ float guardAngle = CalcGuardAnglePerspective(90.0f, viewportSize.x, GetPunctualFilterWidthInTexels(filteringQuality), normalBiasMax, 79.0f);
ExtractPointLightMatrix(visibleLight, faceIndex, nearPlane, guardAngle, out view, out projection, out deviceProjection, out invViewProjection, out lightDir, out splitData);
}
// TODO: box spot and pyramid spots with non 1 aspect ratios shadow are incorrectly culled, see when scriptable culling will be here
- public static void ExtractSpotLightData(SpotLightShape shape, float spotAngle, float nearPlane, float aspectRatio, float shapeWidth, float shapeHeight, VisibleLight visibleLight, Vector2 viewportSize, float normalBiasMax, out Matrix4x4 view, out Matrix4x4 invViewProjection, out Matrix4x4 projection, out Matrix4x4 deviceProjection, out ShadowSplitData splitData)
+ public static void ExtractSpotLightData(SpotLightShape shape, float spotAngle, float nearPlane, float aspectRatio, float shapeWidth, float shapeHeight, VisibleLight visibleLight, Vector2 viewportSize, float normalBiasMax, HDShadowFilteringQuality filteringQuality,
+ out Matrix4x4 view, out Matrix4x4 invViewProjection, out Matrix4x4 projection, out Matrix4x4 deviceProjection, out ShadowSplitData splitData)
{
Vector4 lightDir;
@@ -48,7 +49,7 @@ public static void ExtractSpotLightData(SpotLightShape shape, float spotAngle, f
if (shape != SpotLightShape.Pyramid)
aspectRatio = 1.0f;
- float guardAngle = CalcGuardAnglePerspective(spotAngle, viewportSize.x, GetPunctualFilterWidthInTexels(), normalBiasMax, 180.0f - spotAngle);
+ float guardAngle = CalcGuardAnglePerspective(spotAngle, viewportSize.x, GetPunctualFilterWidthInTexels(filteringQuality), normalBiasMax, 180.0f - spotAngle);
ExtractSpotLightMatrix(visibleLight, spotAngle, nearPlane, guardAngle, aspectRatio, out view, out projection, out deviceProjection, out invViewProjection, out lightDir, out splitData);
if (shape == SpotLightShape.Box)
@@ -88,13 +89,14 @@ public static void ExtractDirectionalLightData(VisibleLight visibleLight, Vector
}
// Currently area light shadows are not supported
- public static void ExtractRectangleAreaLightData(VisibleLight visibleLight, Vector3 shadowPosition, float areaLightShadowCone, float shadowNearPlane, Vector2 shapeSize, Vector2 viewportSize, float normalBiasMax, out Matrix4x4 view, out Matrix4x4 invViewProjection, out Matrix4x4 projection, out Matrix4x4 deviceProjection, out ShadowSplitData splitData)
+ public static void ExtractRectangleAreaLightData(VisibleLight visibleLight, Vector3 shadowPosition, float areaLightShadowCone, float shadowNearPlane, Vector2 shapeSize, Vector2 viewportSize, float normalBiasMax, HDShadowFilteringQuality filteringQuality,
+ out Matrix4x4 view, out Matrix4x4 invViewProjection, out Matrix4x4 projection, out Matrix4x4 deviceProjection, out ShadowSplitData splitData)
{
Vector4 lightDir;
float aspectRatio = shapeSize.x / shapeSize.y;
float spotAngle = areaLightShadowCone;
visibleLight.spotAngle = spotAngle;
- float guardAngle = CalcGuardAnglePerspective(visibleLight.spotAngle, viewportSize.x, GetPunctualFilterWidthInTexels(), normalBiasMax, 180.0f - visibleLight.spotAngle);
+ float guardAngle = CalcGuardAnglePerspective(visibleLight.spotAngle, viewportSize.x, GetPunctualFilterWidthInTexels(filteringQuality), normalBiasMax, 180.0f - visibleLight.spotAngle);
ExtractSpotLightMatrix(visibleLight, visibleLight.spotAngle, shadowNearPlane, guardAngle, aspectRatio, out view, out projection, out deviceProjection, out invViewProjection, out lightDir, out splitData);
}
@@ -183,7 +185,26 @@ static void InvertPerspective(ref Matrix4x4 proj, ref Matrix4x4 view, out Matrix
invproj.m33 = proj.m22 / proj.m23;
invproj.m32 = invproj.m33 / proj.m22;
- vpinv = invview * invproj;
+ // We explicitly perform the invview * invproj multiplication given that there are lots of 0s involved, so it will be much faster.
+ vpinv.m00 = invview.m00 * invproj.m00;
+ vpinv.m01 = invview.m01 * invproj.m11;
+ vpinv.m02 = invview.m03 * invproj.m32;
+ vpinv.m03 = invview.m00 * invproj.m03 + invview.m01 * invproj.m13 - invview.m02 + invview.m03 * invproj.m33;
+
+ vpinv.m10 = invview.m10 * invproj.m00;
+ vpinv.m11 = invview.m11 * invproj.m11;
+ vpinv.m12 = invview.m13 * invproj.m32;
+ vpinv.m13 = invview.m10 * invproj.m03 + invview.m11 * invproj.m13 - invview.m12 + invview.m13 * invproj.m33;
+
+ vpinv.m20 = invview.m20 * invproj.m00;
+ vpinv.m21 = invview.m21 * invproj.m11;
+ vpinv.m22 = invview.m23 * invproj.m32;
+ vpinv.m23 = invview.m20 * invproj.m03 + invview.m21 * invproj.m13 - invview.m22 + invview.m23 * invproj.m33;
+
+ vpinv.m30 = 0.0f;
+ vpinv.m31 = 0.0f;
+ vpinv.m32 = invproj.m32;
+ vpinv.m33 = invproj.m33;
}
public static Matrix4x4 ExtractSpotLightProjectionMatrix(float range, float spotAngle, float nearPlane, float aspectRatio, float guardAngle)
@@ -232,16 +253,19 @@ static Matrix4x4 ExtractSpotLightMatrix(VisibleLight vl, float spotAngle, float
// get lightDir
lightDir = vl.GetForward();
// calculate view
- Matrix4x4 scaleMatrix = Matrix4x4.identity;
- scaleMatrix.m22 = -1.0f;
- view = scaleMatrix * vl.localToWorldMatrix.inverse;
+ view = vl.localToWorldMatrix.inverse;
+ view.m20 *= -1;
+ view.m21 *= -1;
+ view.m22 *= -1;
+ view.m23 *= -1;
+
// calculate projection
proj = ExtractSpotLightProjectionMatrix(vl.range, spotAngle, nearPlane, aspectRatio, guardAngle);
// and the compound (deviceProj will potentially inverse-Z)
deviceProj = GL.GetGPUProjectionMatrix(proj, false);
proj = GL.GetGPUProjectionMatrix(proj, true);
InvertPerspective(ref deviceProj, ref view, out vpinverse);
- return deviceProj * view;
+ return CoreMatrixUtils.MultiplyPerspectiveMatrix(deviceProj, view);
}
static Matrix4x4 ExtractPointLightMatrix(VisibleLight vl, uint faceIdx, float nearPlane, float guardAngle, out Matrix4x4 view, out Matrix4x4 proj, out Matrix4x4 deviceProj, out Matrix4x4 vpinverse, out Vector4 lightDir, out ShadowSplitData splitData)
@@ -267,12 +291,20 @@ static Matrix4x4 ExtractPointLightMatrix(VisibleLight vl, uint faceIdx, float ne
proj = GL.GetGPUProjectionMatrix(proj, true);
InvertPerspective(ref deviceProj, ref view, out vpinverse);
- GeometryUtility.CalculateFrustumPlanes(proj * view, s_CachedPlanes);
+ Matrix4x4 devProjView = CoreMatrixUtils.MultiplyPerspectiveMatrix(deviceProj, view);
+ // We can avoid computing proj * view for frustum planes, if device has reversed Z we flip the culling planes as we should have computed them with proj
+ GeometryUtility.CalculateFrustumPlanes(devProjView, s_CachedPlanes);
+ if (SystemInfo.usesReversedZBuffer)
+ {
+ var tmpPlane = s_CachedPlanes[2];
+ s_CachedPlanes[2] = s_CachedPlanes[3];
+ s_CachedPlanes[3] = tmpPlane;
+ }
splitData.cullingPlaneCount = 6;
for (int i = 0; i < 6; i++)
splitData.SetCullingPlane(i, s_CachedPlanes[i]);
- return deviceProj * view;
+ return devProjView;
}
static float CalcGuardAnglePerspective(float angleInDeg, float resolution, float filterWidth, float normalBiasMax, float guardAngleMaxInDeg)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs
index 8aa98999558..6d46c1fbad4 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.cs
@@ -203,6 +203,22 @@ void InitializeScreenSpaceShadows()
// Directional shadow material
s_ScreenSpaceShadowsMat = CoreUtils.CreateEngineMaterial(screenSpaceShadowsShader);
+ switch (m_Asset.currentPlatformRenderPipelineSettings.hdShadowInitParams.shadowFilteringQuality)
+ {
+ case HDShadowFilteringQuality.Low:
+ s_ScreenSpaceShadowsMat.EnableKeyword("SHADOW_LOW");
+ break;
+ case HDShadowFilteringQuality.Medium:
+ s_ScreenSpaceShadowsMat.EnableKeyword("SHADOW_MEDIUM");
+ break;
+ case HDShadowFilteringQuality.High:
+ s_ScreenSpaceShadowsMat.EnableKeyword("SHADOW_HIGH");
+ break;
+ default:
+ s_ScreenSpaceShadowsMat.EnableKeyword("SHADOW_MEDIUM");
+ break;
+ }
+
// Allocate the final result texture
int numShadowTextures = Math.Max((int)Math.Ceiling(m_Asset.currentPlatformRenderPipelineSettings.hdShadowInitParams.maxScreenSpaceShadowSlots / 4.0f), 1);
GraphicsFormat graphicsFormat = (GraphicsFormat)m_Asset.currentPlatformRenderPipelineSettings.hdShadowInitParams.screenSpaceShadowBufferFormat;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader
index 6857146ac21..8f9544fa806 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader
@@ -2,11 +2,13 @@ Shader "Hidden/HDRP/ScreenSpaceShadows"
{
HLSLINCLUDE
-
-
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone vulkan metal switch
+
+ #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
+
#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/Material/Builtin/BuiltinData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VBuffer.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VBuffer.hlsl
index 1bfd11ee33b..8db97933abf 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VBuffer.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VBuffer.hlsl
@@ -9,15 +9,15 @@
// This means storing tone mapped radiance and transmittance instead of optical depth.
// See "A Fresh Look at Generalized Sampling", p. 51.
//
-// if (clampToBorder), samples outside of the buffer return 0 (we perform a smooth fade).
+// if (clampToBorder), samples outside of the buffer return 0 (border color).
// Otherwise, the sampler simply clamps the texture coordinate to the edge of the texture.
// Warning: clamping to border may not work as expected with the quadratic filter due to its extent.
float4 SampleVBuffer(TEXTURE3D_PARAM(VBuffer, clampSampler),
float2 positionNDC,
float linearDistance,
float4 VBufferViewportSize,
- float2 VBufferUvScale,
- float2 VBufferUvLimit,
+ float3 VBufferViewportScale,
+ float3 VBufferViewportLimit,
float4 VBufferDistanceEncodingParams,
float4 VBufferDistanceDecodingParams,
bool quadraticFilterXY,
@@ -27,17 +27,19 @@ float4 SampleVBuffer(TEXTURE3D_PARAM(VBuffer, clampSampler),
float2 uv = positionNDC;
float w = EncodeLogarithmicDepthGeneralized(linearDistance, VBufferDistanceEncodingParams);
- bool coordIsInsideFrustum = true;
+ bool coordIsInsideFrustum;
if (clampToBorder)
{
- // Coordinates are always clamped to edge. We just introduce a clipping operation.
+ // Coordinates are always clamped to the edge. We just introduce a clipping operation.
float3 positionCS = float3(uv, w) * 2 - 1;
coordIsInsideFrustum = Max3(abs(positionCS.x), abs(positionCS.y), abs(positionCS.z)) < 1;
}
-
- float4 result = 0;
+ else
+ {
+ coordIsInsideFrustum = true; // No clipping, only clamping
+ }
#if defined(UNITY_STEREO_INSTANCING_ENABLED)
// With XR single-pass, one 3D buffer is used to store all views (split along w)
@@ -51,6 +53,8 @@ float4 SampleVBuffer(TEXTURE3D_PARAM(VBuffer, clampSampler),
w = clamp(w, lowerSliceRange + limitSliceRange, upperSliceRange - limitSliceRange);
#endif
+ float4 result = 0;
+
if (coordIsInsideFrustum)
{
if (quadraticFilterXY)
@@ -62,21 +66,30 @@ float4 SampleVBuffer(TEXTURE3D_PARAM(VBuffer, clampSampler),
float2 weights[2], offsets[2];
BiquadraticFilter(1 - fc, weights, offsets); // Inverse-translate the filter centered around 0.5
- const float2 ssToUv = VBufferViewportSize.zw * VBufferUvScale;
+ // Don't want to pass another shader parameter...
+ const float2 rcpBufDim = VBufferViewportScale.xy * VBufferViewportSize.zw; // (vp_dim / buf_dim) * (1 / vp_dim)
+
+ // And these are the texture coordinates.
+ // TODO: will the compiler eliminate redundant computations?
+ float2 texUv0 = (ic + float2(offsets[0].x, offsets[0].y)) * rcpBufDim; // Top left
+ float2 texUv1 = (ic + float2(offsets[1].x, offsets[0].y)) * rcpBufDim; // Top right
+ float2 texUv2 = (ic + float2(offsets[0].x, offsets[1].y)) * rcpBufDim; // Bottom left
+ float2 texUv3 = (ic + float2(offsets[1].x, offsets[1].y)) * rcpBufDim; // Bottom right
+ float texW = w * VBufferViewportScale.z;
- // The sampler clamps to edge. This takes care of 4 frustum faces out of 6.
- // Due to the RTHandle scaling system, we must take care of the other 2 manually.
+ // The sampler clamps to the edge (so UVWs < 0 are OK).
// TODO: perform per-sample (4, in this case) bilateral filtering, rather than per-pixel. This should reduce leaking.
- result = (weights[0].x * weights[0].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3(min((ic + float2(offsets[0].x, offsets[0].y)) * ssToUv, VBufferUvLimit), w), 0) // Top left
- + (weights[1].x * weights[0].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3(min((ic + float2(offsets[1].x, offsets[0].y)) * ssToUv, VBufferUvLimit), w), 0) // Top right
- + (weights[0].x * weights[1].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3(min((ic + float2(offsets[0].x, offsets[1].y)) * ssToUv, VBufferUvLimit), w), 0) // Bottom left
- + (weights[1].x * weights[1].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3(min((ic + float2(offsets[1].x, offsets[1].y)) * ssToUv, VBufferUvLimit), w), 0); // Bottom right
+ result = (weights[0].x * weights[0].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, min(float3(texUv0, texW), VBufferViewportLimit), 0)
+ + (weights[1].x * weights[0].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, min(float3(texUv1, texW), VBufferViewportLimit), 0)
+ + (weights[0].x * weights[1].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, min(float3(texUv2, texW), VBufferViewportLimit), 0)
+ + (weights[1].x * weights[1].y) * SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, min(float3(texUv3, texW), VBufferViewportLimit), 0);
}
else
{
- // The sampler clamps to edge. This takes care of 4 frustum faces out of 6.
- // Due to the RTHandle scaling system, we must take care of the other 2 manually.
- result = SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, float3(min(uv * VBufferUvScale, VBufferUvLimit), w), 0);
+ // And these are the texture coordinates.
+ float3 texUVW = float3(uv, w) * VBufferViewportScale;
+ // The sampler clamps to the edge (so UVWs < 0 are OK).
+ result = SAMPLE_TEXTURE3D_LOD(VBuffer, clampSampler, min(texUVW, VBufferViewportLimit), 0);
}
}
@@ -88,22 +101,22 @@ float4 SampleVBuffer(TEXTURE3D_PARAM(VBuffer, clampSampler),
float3 cameraPositionWS,
float4x4 viewProjMatrix,
float4 VBufferViewportSize,
- float2 VBufferUvScale,
- float2 VBufferUvLimit,
+ float3 VBufferViewportScale,
+ float3 VBufferViewportLimit,
float4 VBufferDistanceEncodingParams,
float4 VBufferDistanceDecodingParams,
bool quadraticFilterXY,
bool clampToBorder)
{
- float2 positionNDC = ComputeNormalizedDeviceCoordinates(positionWS, viewProjMatrix);
+ float2 positionNDC = ComputeNormalizedDeviceCoordinates(positionWS, viewProjMatrix);
float linearDistance = distance(positionWS, cameraPositionWS);
return SampleVBuffer(TEXTURE3D_ARGS(VBuffer, clampSampler),
positionNDC,
linearDistance,
VBufferViewportSize,
- VBufferUvScale,
- VBufferUvLimit,
+ VBufferViewportScale,
+ VBufferViewportLimit,
VBufferDistanceEncodingParams,
VBufferDistanceDecodingParams,
quadraticFilterXY,
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute
index 32d1310e27f..e273788aa24 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute
@@ -5,24 +5,18 @@
// #pragma enable_d3d11_debug_symbols
#pragma only_renderers d3d11 playstation xboxone vulkan metal switch
-#pragma kernel VolumeVoxelizationBruteforceMQ VolumeVoxelization=VolumeVoxelizationBruteforceMQ LIGHTLOOP_DISABLE_TILE_AND_CLUSTER VL_PRESET_MQ
-#pragma kernel VolumeVoxelizationTiledMQ VolumeVoxelization=VolumeVoxelizationTiledMQ VL_PRESET_MQ
-#pragma kernel VolumeVoxelizationBruteforceHQ VolumeVoxelization=VolumeVoxelizationBruteforceHQ LIGHTLOOP_DISABLE_TILE_AND_CLUSTER VL_PRESET_HQ
-#pragma kernel VolumeVoxelizationTiledHQ VolumeVoxelization=VolumeVoxelizationTiledHQ VL_PRESET_HQ
+#pragma kernel VolumeVoxelizationBruteforceOptimal VolumeVoxelization=VolumeVoxelizationBruteforceOptimal LIGHTLOOP_DISABLE_TILE_AND_CLUSTER VL_PRESET_OPTIMAL
+#pragma kernel VolumeVoxelizationTiledOptimal VolumeVoxelization=VolumeVoxelizationTiledOptimal VL_PRESET_OPTIMAL
+#pragma kernel VolumeVoxelizationBruteforce VolumeVoxelization=VolumeVoxelizationBruteforce LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
+#pragma kernel VolumeVoxelizationTiled VolumeVoxelization=VolumeVoxelizationTiled
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#define USE_BIG_TILE_LIGHTLIST
#endif
-#ifdef VL_PRESET_MQ
- // E.g. for 1080p: (1920/8)x(1080/8)x(64) = 2,073,600 voxels
- // Same texel count as in a 1080p frame buffer.
- #define VBUFFER_TILE_SIZE 8
-#endif
-#ifdef VL_PRESET_HQ
- // E.g. for 1080p: (1920/4)x(1080/4)x(128) = 16,588,800 voxels
- // Double the texel count of a 4K frame buffer!
- #define VBUFFER_TILE_SIZE 4
+#ifdef VL_PRESET_OPTIMAL
+ // E.g. for 1080p: (1920/8)x(1080/8)x(64) = 2,073,600 voxels
+ #define VBUFFER_VOXEL_SIZE 8
#endif
#define GROUP_SIZE_1D 8
@@ -35,19 +29,11 @@
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/VolumeRendering.hlsl"
-#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl"
-#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Core/Utilities/GeometryUtils.cs.hlsl"
-
-#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
-#define SHADERPASS SHADERPASS_VOLUME_VOXELIZATION
-
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Core/Utilities/GeometryUtils.cs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs.hlsl"
-
-#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
-
//--------------------------------------------------------------------------------------------------
// Inputs & outputs
//--------------------------------------------------------------------------------------------------
@@ -316,15 +302,21 @@ void VolumeVoxelization(uint3 dispatchThreadId : SV_DispatchThreadID,
uint2 groupId : SV_GroupID,
uint2 groupThreadId : SV_GroupThreadID)
{
- // Perform compile-time checks.
- if (!IsPower2(VBUFFER_TILE_SIZE) || !IsPower2(TILE_SIZE_BIG_TILE)) return;
-
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
uint2 groupOffset = groupId * GROUP_SIZE_1D;
uint2 voxelCoord = groupOffset + groupThreadId;
- uint2 tileCoord = groupOffset * VBUFFER_TILE_SIZE / TILE_SIZE_BIG_TILE;
- uint tileIndex = tileCoord.x + _NumTileBigTileX * tileCoord.y;
+#ifdef VL_PRESET_OPTIMAL
+ // The entire thread group is within the same light tile.
+ uint2 tileCoord = groupOffset * VBUFFER_VOXEL_SIZE / TILE_SIZE_BIG_TILE;
+#else
+ // No compile-time optimizations, no scalarization.
+ // If _VBufferVoxelSize is not a power of 2 or > TILE_SIZE_BIG_TILE, a voxel may straddle
+ // a tile boundary. This means different voxel subsamples may belong to different tiles.
+ // We accept this error, and simply use the coordinates of the center of the voxel.
+ uint2 tileCoord = (uint2)((voxelCoord + 0.5) * _VBufferVoxelSize / TILE_SIZE_BIG_TILE);
+#endif
+ uint tileIndex = tileCoord.x + _NumTileBigTileX * tileCoord.y;
// Reminder: our voxels are sphere-capped right frustums (truncated right pyramids).
// The curvature of the front and back faces is quite gentle, so we can use
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute
index 15855d24b24..b788835f707 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute
@@ -10,7 +10,7 @@
#pragma multi_compile _ LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#pragma multi_compile _ ENABLE_REPROJECTION
#pragma multi_compile _ ENABLE_ANISOTROPY
-#pragma multi_compile VL_PRESET_MQ VL_PRESET_HQ
+#pragma multi_compile _ VL_PRESET_OPTIMAL
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
#define USE_BIG_TILE_LIGHTLIST
@@ -19,23 +19,19 @@
// Don't want contact shadows
#define LIGHT_EVALUATION_NO_CONTACT_SHADOWS // To define before LightEvaluation.hlsl
-#ifdef VL_PRESET_MQ
- // E.g. for 1080p: (1920/8)x(1080/8)x(64) = 2,073,600 voxels
- // Same texel count as in a 1080p frame buffer.
- #define VBUFFER_TILE_SIZE 8
-#endif
-#ifdef VL_PRESET_HQ
- // E.g. for 1080p: (1920/4)x(1080/4)x(128) = 16,588,800 voxels
- // Double the texel count of a 4K frame buffer!
- #define VBUFFER_TILE_SIZE 4
+#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
+ #define USE_BIG_TILE_LIGHTLIST
#endif
-#define GROUP_SIZE_1D 8
-#define SUPPORT_LOCAL_LIGHTS 1 // Local lights contribute to fog lighting
-
-#define SHADOW_USE_DEPTH_BIAS 0
+#ifdef VL_PRESET_OPTIMAL
+ // E.g. for 1080p: (1920/8)x(1080/8)x(64) = 2,073,600 voxels
+ #define VBUFFER_VOXEL_SIZE 8
+#endif
-#define PREFER_HALF 0
+#define GROUP_SIZE_1D 8
+#define SUPPORT_LOCAL_LIGHTS 1 // Local lights contribute to fog lighting
+#define SHADOW_USE_DEPTH_BIAS 0
+#define PREFER_HALF 0
//--------------------------------------------------------------------------------------------------
// Included headers
@@ -59,6 +55,9 @@
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyCommon.hlsl"
+
+// Use low quality shadow when doing volumetric
+#define SHADOW_LOW
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl"
@@ -67,9 +66,9 @@
// Inputs & outputs
//--------------------------------------------------------------------------------------------------
-RW_TEXTURE3D(float4, _VBufferLightingIntegral);
-RW_TEXTURE3D(float4, _VBufferLightingFeedback);
-TEXTURE3D(_VBufferLightingHistory);
+RW_TEXTURE3D(float4, _VBufferLighting);
+RW_TEXTURE3D(float4, _VBufferFeedback);
+TEXTURE3D(_VBufferHistory);
TEXTURE3D(_VBufferDensity); // RGB = scattering, A = extinction
//--------------------------------------------------------------------------------------------------
@@ -545,18 +544,18 @@ void FillVolumetricLightingBuffer(LightLoopContext context, uint featureFlags,
#endif
// Reproject the history at 'centerWS'.
- float4 reprojValue = SampleVBuffer(TEXTURE3D_ARGS(_VBufferLightingHistory, s_linear_clamp_sampler),
+ float4 reprojValue = SampleVBuffer(TEXTURE3D_ARGS(_VBufferHistory, s_linear_clamp_sampler),
centerWS,
_PrevCamPosRWS,
UNITY_MATRIX_PREV_VP,
_VBufferPrevViewportSize,
- _VBufferHistoryPrevUvScaleAndLimit.xy,
- _VBufferHistoryPrevUvScaleAndLimit.zw,
- _VBufferPrevDepthEncodingParams,
- _VBufferPrevDepthDecodingParams,
+ _VBufferHistoryViewportScale.xyz,
+ _VBufferHistoryViewportLimit.xyz,
+ _VBufferPrevDistanceEncodingParams,
+ _VBufferPrevDistanceDecodingParams,
false, true) * float4(GetInversePreviousExposureMultiplier().xxx, 1);
- bool reprojSuccess = (_VBufferLightingHistoryIsValid != 0) && (reprojValue.a != 0);
+ bool reprojSuccess = (_VBufferHistoryIsValid != 0) && (reprojValue.a != 0);
if (reprojSuccess)
{
@@ -568,7 +567,7 @@ void FillVolumetricLightingBuffer(LightLoopContext context, uint featureFlags,
// TODO: dynamic lights (which update their position, rotation, cookie or shadow at runtime)
// do not support reprojection and should neither read nor write to the history buffer.
// This will cause them to alias, but it is the only way to prevent ghosting.
- _VBufferLightingFeedback[voxelCoord] = normalizedBlendValue * float4(GetCurrentExposureMultiplier().xxx, 1);
+ _VBufferFeedback[voxelCoord] = normalizedBlendValue * float4(GetCurrentExposureMultiplier().xxx, 1);
float4 linearizedBlendValue = normalizedBlendValue * dt;
float4 blendValue = DelinearizeRGBD(linearizedBlendValue);
@@ -626,7 +625,7 @@ void FillVolumetricLightingBuffer(LightLoopContext context, uint featureFlags,
// This means storing the tone mapped radiance and transmittance instead of optical depth.
// See "A Fresh Look at Generalized Sampling", p. 51.
// TODO: re-enable tone mapping after implementing pre-exposure.
- _VBufferLightingIntegral[voxelCoord] = LinearizeRGBD(float4(/*FastTonemap*/(totalRadiance), opticalDepth)) * float4(GetCurrentExposureMultiplier().xxx, 1);
+ _VBufferLighting[voxelCoord] = LinearizeRGBD(float4(/*FastTonemap*/(totalRadiance), opticalDepth)) * float4(GetCurrentExposureMultiplier().xxx, 1);
// Compute the optical depth up to the end of the interval.
opticalDepth += 0.5 * blendValue.a;
@@ -640,15 +639,21 @@ void VolumetricLighting(uint3 dispatchThreadId : SV_DispatchThreadID,
uint2 groupId : SV_GroupID,
uint2 groupThreadId : SV_GroupThreadID)
{
- // Perform compile-time checks.
- if (!IsPower2(VBUFFER_TILE_SIZE) || !IsPower2(TILE_SIZE_BIG_TILE)) return;
-
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
uint2 groupOffset = groupId * GROUP_SIZE_1D;
uint2 voxelCoord = groupOffset + groupThreadId;
- uint2 tileCoord = groupOffset * VBUFFER_TILE_SIZE / TILE_SIZE_BIG_TILE;
- uint tileIndex = tileCoord.x + _NumTileBigTileX * tileCoord.y;
+#ifdef VL_PRESET_OPTIMAL
+ // The entire thread group is within the same light tile.
+ uint2 tileCoord = groupOffset * VBUFFER_VOXEL_SIZE / TILE_SIZE_BIG_TILE;
+#else
+ // No compile-time optimizations, no scalarization.
+ // If _VBufferVoxelSize is not a power of 2 or > TILE_SIZE_BIG_TILE, a voxel may straddle
+ // a tile boundary. This means different voxel subsamples may belong to different tiles.
+ // We accept this error, and simply use the coordinates of the center of the voxel.
+ uint2 tileCoord = (uint2)((voxelCoord + 0.5) * _VBufferVoxelSize / TILE_SIZE_BIG_TILE);
+#endif
+ uint tileIndex = tileCoord.x + _NumTileBigTileX * tileCoord.y;
// Reminder: our voxels are sphere-capped right frustums (truncated right pyramids).
// The curvature of the front and back faces is quite gentle, so we can use
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs
index f555a01a0e2..60d4a5d2fe6 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs
@@ -25,14 +25,14 @@ public static DensityVolumeEngineData GetNeutralValues()
{
DensityVolumeEngineData data;
- data.scattering = Vector3.zero;
- data.extinction = 0;
- data.textureIndex = -1;
- data.textureTiling = Vector3.one;
- data.textureScroll = Vector3.zero;
- data.rcpPosFaceFade = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- data.rcpNegFaceFade = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- data.invertFade = 0;
+ data.scattering = Vector3.zero;
+ data.extinction = 0;
+ data.textureIndex = -1;
+ data.textureTiling = Vector3.one;
+ data.textureScroll = Vector3.zero;
+ data.rcpPosFaceFade = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
+ data.rcpNegFaceFade = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
+ data.invertFade = 0;
data.rcpDistFadeLen = 0;
data.endTimesRcpDistFadeLen = 1;
@@ -49,7 +49,7 @@ unsafe struct ShaderVariablesVolumetric
public float _VBufferUnitDepthTexelSpacing;
public uint _NumVisibleDensityVolumes;
public float _CornetteShanksConstant;
- public uint _VBufferLightingHistoryIsValid;
+ public uint _VBufferHistoryIsValid;
public Vector4 _VBufferSampleOffset;
public Vector4 _VolumeMaskDimensions;
@@ -57,10 +57,15 @@ unsafe struct ShaderVariablesVolumetric
[HLSLArray(7, typeof(Vector4))]
public fixed float _AmbientProbeCoeffs[7 * 4]; // 3 bands of SH, packed, rescaled and convolved with the phase function
+ public float _VBufferVoxelSize;
+ public float _HaveToPad;
+ public float _OtherwiseTheBuffer;
+ public float _IsFilledWithGarbage;
public Vector4 _VBufferPrevViewportSize;
- public Vector4 _VBufferHistoryPrevUvScaleAndLimit;
- public Vector4 _VBufferPrevDepthEncodingParams;
- public Vector4 _VBufferPrevDepthDecodingParams;
+ public Vector4 _VBufferHistoryViewportScale;
+ public Vector4 _VBufferHistoryViewportLimit;
+ public Vector4 _VBufferPrevDistanceEncodingParams;
+ public Vector4 _VBufferPrevDistanceDecodingParams;
// TODO: Remove if equals to the ones in global CB?
public uint _NumTileBigTileX;
@@ -98,36 +103,31 @@ public static Vector3 AlbedoFromMeanFreePathAndScattering(float meanFreePath, Ve
struct DensityVolumeList
{
- public List bounds;
+ public List bounds;
public List density;
}
- enum VolumetricLightingPreset
- {
- Off,
- Medium,
- High,
- Count
- }
-
struct VBufferParameters
{
public Vector3Int viewportSize;
- public Vector4 depthEncodingParams;
- public Vector4 depthDecodingParams;
+ public float voxelSize;
+ public Vector4 depthEncodingParams;
+ public Vector4 depthDecodingParams;
- public VBufferParameters(Vector3Int viewportResolution, float depthExtent, float camNear, float camFar, float camVFoV, float sliceDistributionUniformity)
+ public VBufferParameters(Vector3Int viewportSize, float depthExtent, float camNear, float camFar, float camVFoV,
+ float sliceDistributionUniformity, float voxelSize)
{
- viewportSize = viewportResolution;
+ this.viewportSize = viewportSize;
+ this.voxelSize = voxelSize;
// The V-Buffer is sphere-capped, while the camera frustum is not.
// We always start from the near plane of the camera.
- float aspectRatio = viewportResolution.x / (float)viewportResolution.y;
+ float aspectRatio = viewportSize.x / (float)viewportSize.y;
float farPlaneHeight = 2.0f * Mathf.Tan(0.5f * camVFoV) * camFar;
- float farPlaneWidth = farPlaneHeight * aspectRatio;
+ float farPlaneWidth = farPlaneHeight * aspectRatio;
float farPlaneMaxDim = Mathf.Max(farPlaneWidth, farPlaneHeight);
- float farPlaneDist = Mathf.Sqrt(camFar * camFar + 0.25f * farPlaneMaxDim * farPlaneMaxDim);
+ float farPlaneDist = Mathf.Sqrt(camFar * camFar + 0.25f * farPlaneMaxDim * farPlaneMaxDim);
float nearDist = camNear;
float farDist = Math.Min(nearDist + depthExtent, farPlaneDist);
@@ -139,13 +139,21 @@ public VBufferParameters(Vector3Int viewportResolution, float depthExtent, float
depthDecodingParams = ComputeLogarithmicDepthDecodingParams(nearDist, farDist, c);
}
- internal Vector4 ComputeUvScaleAndLimit(Vector2Int bufferSize)
+ internal Vector3 ComputeViewportScale(Vector3Int bufferSize)
+ {
+ return new Vector3(HDUtils.ComputeViewportScale(viewportSize.x, bufferSize.x),
+ HDUtils.ComputeViewportScale(viewportSize.y, bufferSize.y),
+ HDUtils.ComputeViewportScale(viewportSize.z, bufferSize.z));
+ }
+
+ internal Vector3 ComputeViewportLimit(Vector3Int bufferSize)
{
- // The slice count is fixed for now.
- return HDUtils.ComputeUvScaleAndLimit(new Vector2Int(viewportSize.x, viewportSize.y), bufferSize);
+ return new Vector3(HDUtils.ComputeViewportLimit(viewportSize.x, bufferSize.x),
+ HDUtils.ComputeViewportLimit(viewportSize.y, bufferSize.y),
+ HDUtils.ComputeViewportLimit(viewportSize.z, bufferSize.z));
}
- internal float ComputeLastSliceDistance(int sliceCount)
+ internal float ComputeLastSliceDistance(uint sliceCount)
{
float d = 1.0f - 0.5f / sliceCount;
float ln2 = 0.69314718f;
@@ -189,8 +197,6 @@ static Vector4 ComputeLogarithmicDepthDecodingParams(float nearPlane, float farP
public partial class HDRenderPipeline
{
- VolumetricLightingPreset volumetricLightingPreset = VolumetricLightingPreset.Off;
-
ComputeShader m_VolumeVoxelizationCS = null;
ComputeShader m_VolumetricLightingCS = null;
ComputeShader m_VolumetricLightingFilteringCS = null;
@@ -204,8 +210,8 @@ public partial class HDRenderPipeline
ComputeBuffer m_VisibleVolumeDataBuffer = null;
// These two buffers do not depend on the frameID and are therefore shared by all views.
- RTHandle m_DensityBufferHandle;
- RTHandle m_LightingBufferHandle;
+ RTHandle m_DensityBuffer;
+ RTHandle m_LightingBuffer;
ShaderVariablesVolumetric m_ShaderVariablesVolumetricCB = new ShaderVariablesVolumetric();
@@ -233,88 +239,58 @@ public partial class HDRenderPipeline
Matrix4x4[] m_PixelCoordToViewDirWS;
- void InitializeVolumetricLighting()
+ static internal void SafeDestroy(ref RenderTexture rt)
{
- m_SupportVolumetrics = asset.currentPlatformRenderPipelineSettings.supportVolumetrics;
-
- if (!m_SupportVolumetrics)
- return;
-
- volumetricLightingPreset = asset.currentPlatformRenderPipelineSettings.increaseResolutionOfVolumetrics
- ? VolumetricLightingPreset.High
- : VolumetricLightingPreset.Medium;
-
- m_VolumeVoxelizationCS = defaultResources.shaders.volumeVoxelizationCS;
- m_VolumetricLightingCS = defaultResources.shaders.volumetricLightingCS;
- m_VolumetricLightingFilteringCS = defaultResources.shaders.volumetricLightingFilteringCS;
-
- m_PackedCoeffs = new Vector4[7];
- m_PhaseZH = new ZonalHarmonicsL2();
- m_PhaseZH.coeffs = new float[3];
-
- m_xySeq = new Vector2[7];
-
- m_PixelCoordToViewDirWS = new Matrix4x4[ShaderConfig.s_XrMaxViews];
-
- CreateVolumetricLightingBuffers();
- }
-
- // RTHandleSystem API expects a function that computes the resolution. We define it here.
- // Note that the RTHandleSytem never reduces the size of the render target.
- // Therefore, if this function returns a smaller resolution, the size of the render target will not change.
- Vector2Int ComputeVBufferResolutionXY(Vector2Int screenSize)
- {
- Vector3Int resolution = ComputeVBufferResolution(volumetricLightingPreset, screenSize.x, screenSize.y);
-
- return new Vector2Int(resolution.x, resolution.y);
+ if (rt != null)
+ {
+ rt.Release(); // The texture itself is not destroyed: https://docs.unity3d.com/ScriptReference/RenderTexture.Release.html
+ Object.DestroyImmediate(rt); // Destroy() may not be called from the Edit mode
+ }
}
- void CreateVolumetricLightingBuffers()
+ static internal Vector3Int ComputeVolumetricViewportSize(HDCamera hdCamera, ref float voxelSize)
{
- Debug.Assert(m_VolumetricLightingCS != null);
+ var controller = hdCamera.volumeStack.GetComponent();
+ Debug.Assert(controller != null);
- m_VisibleVolumeBounds = new List();
- m_VisibleVolumeData = new List();
- m_VisibleVolumeBoundsBuffer = new ComputeBuffer(k_MaxVisibleVolumeCount, Marshal.SizeOf(typeof(OrientedBBox)));
- m_VisibleVolumeDataBuffer = new ComputeBuffer(k_MaxVisibleVolumeCount, Marshal.SizeOf(typeof(DensityVolumeEngineData)));
+ int viewportWidth = hdCamera.actualWidth;
+ int viewportHeight = hdCamera.actualHeight;
+ float screenFraction = controller.screenResolutionPercentage.value * 0.01f;
+ int sliceCount = controller.volumeSliceCount.value;
- int d = ComputeVBufferSliceCount(volumetricLightingPreset);
+ int w = Mathf.RoundToInt(viewportWidth * screenFraction);
+ int h = Mathf.RoundToInt(viewportHeight * screenFraction);
+ int d = sliceCount;
- m_DensityBufferHandle = RTHandles.Alloc(scaleFunc: ComputeVBufferResolutionXY,
- slices: d,
- dimension: TextureDimension.Tex3D,
- colorFormat: GraphicsFormat.R16G16B16A16_SFloat, // 8888_sRGB is not precise enough
- enableRandomWrite: true,
- enableMSAA: false,
- /* useDynamicScale: true, // <- TODO */
- name: "VBufferDensity");
+ if (controller.screenResolutionPercentage.value == (1.0f/8.0f) * 100)
+ voxelSize = 8;
+ else
+ voxelSize = 1.0f / screenFraction; // Does not account for rounding (same function, above)
- m_LightingBufferHandle = RTHandles.Alloc(scaleFunc: ComputeVBufferResolutionXY,
- slices: d,
- dimension: TextureDimension.Tex3D,
- colorFormat: GraphicsFormat.R16G16B16A16_SFloat,
- enableRandomWrite: true,
- enableMSAA: false,
- /* useDynamicScale: true, // <- TODO */
- name: "VBufferIntegral");
+ return new Vector3Int(w, h, d);
}
- // For the initial allocation, no suballocation happens (the texture is full size).
- VBufferParameters ComputeVBufferParameters(HDCamera hdCamera)
+ static internal VBufferParameters ComputeVolumetricBufferParameters(HDCamera hdCamera)
{
- Vector3Int viewportResolution = ComputeVBufferResolution(volumetricLightingPreset, hdCamera.actualWidth, hdCamera.actualHeight);
-
var controller = hdCamera.volumeStack.GetComponent();
+ Debug.Assert(controller != null);
+
+ float voxelSize = 0;
+ Vector3Int viewportSize = ComputeVolumetricViewportSize(hdCamera, ref voxelSize);
- return new VBufferParameters(viewportResolution, controller.depthExtent.value,
+ return new VBufferParameters(viewportSize, controller.depthExtent.value,
hdCamera.camera.nearClipPlane,
hdCamera.camera.farClipPlane,
hdCamera.camera.fieldOfView,
- controller.sliceDistributionUniformity.value);
+ controller.sliceDistributionUniformity.value,
+ voxelSize);
}
- internal void ReinitializeVolumetricBufferParams(HDCamera hdCamera)
+ static internal void ReinitializeVolumetricBufferParams(HDCamera hdCamera)
{
+ if (!Fog.IsVolumetricFogEnabled(hdCamera))
+ return;
+
bool fog = Fog.IsVolumetricFogEnabled(hdCamera);
bool init = hdCamera.vBufferParams != null;
@@ -329,7 +305,7 @@ internal void ReinitializeVolumetricBufferParams(HDCamera hdCamera)
{
// Initialize.
// Start with the same parameters for both frames. Then update them one by one every frame.
- var parameters = ComputeVBufferParameters(hdCamera);
+ var parameters = ComputeVolumetricBufferParameters(hdCamera);
hdCamera.vBufferParams = new VBufferParameters[2];
hdCamera.vBufferParams[0] = parameters;
hdCamera.vBufferParams[1] = parameters;
@@ -339,120 +315,219 @@ internal void ReinitializeVolumetricBufferParams(HDCamera hdCamera)
// This function relies on being called once per camera per frame.
// The results are undefined otherwise.
- internal void UpdateVolumetricBufferParams(HDCamera hdCamera)
+ static internal void UpdateVolumetricBufferParams(HDCamera hdCamera, int frameIndex)
{
if (!Fog.IsVolumetricFogEnabled(hdCamera))
return;
- var parameters = ComputeVBufferParameters(hdCamera);
+ Debug.Assert(hdCamera.vBufferParams != null);
+ Debug.Assert(hdCamera.vBufferParams.Length == 2);
+
+ var currentParams = ComputeVolumetricBufferParameters(hdCamera);
+
+ var currIdx = (frameIndex + 0) & 1;
+ var prevIdx = (frameIndex + 1) & 1;
+
+ hdCamera.vBufferParams[currIdx] = currentParams;
- // Double-buffer. I assume the cost of copying is negligible (don't want to use the frame index).
// Handle case of first frame. When we are on the first frame, we reuse the value of original frame.
- if (hdCamera.vBufferParams[0].viewportSize.x == 0.0f && hdCamera.vBufferParams[0].viewportSize.y == 0.0f)
+ if (hdCamera.vBufferParams[prevIdx].viewportSize.x == 0.0f && hdCamera.vBufferParams[prevIdx].viewportSize.y == 0.0f)
{
- hdCamera.vBufferParams[1] = parameters;
+ hdCamera.vBufferParams[prevIdx] = currentParams;
}
- else
+ }
+
+ // Do not access 'rt.name', it allocates memory every time...
+ // Have to manually cache and pass the name.
+ static internal void ResizeVolumetricBuffer(ref RTHandle rt, string name, int viewportWidth, int viewportHeight, int viewportDepth)
+ {
+ Debug.Assert(rt != null);
+
+ int width = rt.rt.width;
+ int height = rt.rt.height;
+ int depth = rt.rt.volumeDepth;
+
+ bool realloc = (width < viewportWidth) || (height < viewportHeight) || (depth < viewportDepth);
+
+ if (realloc)
{
- hdCamera.vBufferParams[1] = hdCamera.vBufferParams[0];
+ RTHandles.Release(rt);
+
+ width = Math.Max(width, viewportWidth);
+ height = Math.Max(height, viewportHeight);
+ depth = Math.Max(depth, viewportDepth);
+
+ rt = RTHandles.Alloc(width, height, depth, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, // 8888_sRGB is not precise enough
+ dimension: TextureDimension.Tex3D, enableRandomWrite: true, name: name);
}
- hdCamera.vBufferParams[0] = parameters;
}
- internal void AllocateVolumetricHistoryBuffers(HDCamera hdCamera, int bufferCount)
+ static internal void CreateVolumetricHistoryBuffers(HDCamera hdCamera, int bufferCount)
{
- RTHandle HistoryBufferAllocatorFunction(string viewName, int frameIndex, RTHandleSystem rtHandleSystem)
+ if (!Fog.IsVolumetricFogEnabled(hdCamera))
+ return;
+
+ Debug.Assert(hdCamera.volumetricHistoryBuffers == null);
+
+ hdCamera.volumetricHistoryBuffers = new RTHandle[bufferCount];
+
+ // Allocation happens early in the frame. So we shouldn't rely on 'hdCamera.vBufferParams'.
+ // Allocate the smallest possible 3D texture.
+ // We will perform rescaling manually, in a custom manner, based on volume parameters.
+ const int minSize = 4;
+
+ for (int i = 0; i < bufferCount; i++)
{
- frameIndex &= 1; // 0 or 1
-
- int d = ComputeVBufferSliceCount(volumetricLightingPreset);
-
- return rtHandleSystem.Alloc(scaleFunc: ComputeVBufferResolutionXY,
- slices: d,
- dimension: TextureDimension.Tex3D,
- colorFormat: GraphicsFormat.R16G16B16A16_SFloat,
- enableRandomWrite: true,
- enableMSAA: false,
- /* useDynamicScale: true, // <- TODO */
- name: string.Format("{0}_VBufferHistory{1}", viewName, frameIndex)
- );
+ hdCamera.volumetricHistoryBuffers[i] = RTHandles.Alloc(minSize, minSize, minSize, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, // 8888_sRGB is not precise enough
+ dimension: TextureDimension.Tex3D, enableRandomWrite: true, name: string.Format("VBufferHistory{0}", i));
}
- hdCamera.AllocHistoryFrameRT((int)HDCameraFrameHistoryType.VolumetricLighting, HistoryBufferAllocatorFunction, bufferCount);
+ hdCamera.volumetricHistoryIsValid = false;
}
- void DestroyVolumetricLightingBuffers()
+ static internal void DestroyVolumetricHistoryBuffers(HDCamera hdCamera)
{
- if (m_DensityBufferHandle != null)
- RTHandles.Release(m_DensityBufferHandle);
- if (m_LightingBufferHandle != null)
- RTHandles.Release(m_LightingBufferHandle);
+ if (hdCamera.volumetricHistoryBuffers == null)
+ return;
- CoreUtils.SafeRelease(m_VisibleVolumeBoundsBuffer);
- CoreUtils.SafeRelease(m_VisibleVolumeDataBuffer);
+ int bufferCount = hdCamera.volumetricHistoryBuffers.Length;
+
+ for (int i = 0; i < bufferCount; i++)
+ {
+ RTHandles.Release(hdCamera.volumetricHistoryBuffers[i]);
+ }
- m_VisibleVolumeBounds = null;
- m_VisibleVolumeData = null;
+ hdCamera.volumetricHistoryBuffers = null;
+ hdCamera.volumetricHistoryIsValid = false;
}
- void CleanupVolumetricLighting()
+ // Must be called AFTER UpdateVolumetricBufferParams.
+ static internal void ResizeVolumetricHistoryBuffers(HDCamera hdCamera, int frameIndex)
{
- // Note: No need to test for support volumetric here, we do saferelease and null assignation
- DestroyVolumetricLightingBuffers();
+ if (!hdCamera.IsVolumetricReprojectionEnabled())
+ return;
- m_VolumeVoxelizationCS = null;
- m_VolumetricLightingCS = null;
- m_VolumetricLightingFilteringCS = null;
- }
+ Debug.Assert(hdCamera.vBufferParams != null);
+ Debug.Assert(hdCamera.vBufferParams.Length == 2);
+ Debug.Assert(hdCamera.volumetricHistoryBuffers != null);
- static int ComputeVBufferTileSize(VolumetricLightingPreset preset)
- {
- switch (preset)
+ var currIdx = (frameIndex + 0) & 1;
+ var prevIdx = (frameIndex + 1) & 1;
+
+ var currentParams = hdCamera.vBufferParams[currIdx];
+
+ // Render texture contents can become "lost" on certain events, like loading a new level,
+ // system going to a screensaver mode, in and out of fullscreen and so on.
+ // https://docs.unity3d.com/ScriptReference/RenderTexture.html
+ if (hdCamera.volumetricHistoryBuffers[0] == null || hdCamera.volumetricHistoryBuffers[1] == null)
{
- case VolumetricLightingPreset.Medium:
- return 8;
- case VolumetricLightingPreset.High:
- return 4;
- case VolumetricLightingPreset.Off:
- return 0;
- default:
- Debug.Assert(false, "Encountered an unexpected VolumetricLightingPreset.");
- return 0;
+ DestroyVolumetricHistoryBuffers(hdCamera);
+ CreateVolumetricHistoryBuffers(hdCamera, hdCamera.vBufferParams.Length); // Basically, assume it's 2
}
+
+ string[] names = new string[2]{ "VBufferHistory0", "VBufferHistory1" };
+
+ // We only resize the feedback buffer (#0), not the history buffer (#1).
+ // We must NOT resize the buffer from the previous frame (#1), as that would invalidate its contents.
+ ResizeVolumetricBuffer(ref hdCamera.volumetricHistoryBuffers[currIdx], names[currIdx], currentParams.viewportSize.x,
+ currentParams.viewportSize.y,
+ currentParams.viewportSize.z);
}
- static int ComputeVBufferSliceCount(VolumetricLightingPreset preset)
+ internal void CreateVolumetricLightingBuffers()
{
- var result = 0;
- switch (preset)
+ Debug.Assert(m_VolumetricLightingCS != null);
+ Debug.Assert(m_DensityBuffer == null);
+ Debug.Assert(m_LightingBuffer == null);
+
+ m_VisibleVolumeBounds = new List();
+ m_VisibleVolumeData = new List();
+ m_VisibleVolumeBoundsBuffer = new ComputeBuffer(k_MaxVisibleVolumeCount, Marshal.SizeOf(typeof(OrientedBBox)));
+ m_VisibleVolumeDataBuffer = new ComputeBuffer(k_MaxVisibleVolumeCount, Marshal.SizeOf(typeof(DensityVolumeEngineData)));
+
+ // Allocate the smallest possible 3D texture.
+ // We will perform rescaling manually, in a custom manner, based on volume parameters.
+ const int minSize = 4;
+
+ m_DensityBuffer = RTHandles.Alloc(minSize, minSize, minSize, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, // 8888_sRGB is not precise enough
+ dimension: TextureDimension.Tex3D, enableRandomWrite: true, name: "VBufferDensity");
+
+ m_LightingBuffer = RTHandles.Alloc(minSize, minSize, minSize, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, // 8888_sRGB is not precise enough
+ dimension: TextureDimension.Tex3D, enableRandomWrite: true, name: "VBufferLighting");
+ }
+
+ internal void DestroyVolumetricLightingBuffers()
+ {
+ RTHandles.Release(m_LightingBuffer);
+ RTHandles.Release(m_DensityBuffer);
+
+ CoreUtils.SafeRelease(m_VisibleVolumeDataBuffer);
+ CoreUtils.SafeRelease(m_VisibleVolumeBoundsBuffer);
+
+ m_VisibleVolumeData = null; // free()
+ m_VisibleVolumeBounds = null; // free()
+ }
+
+ // Must be called AFTER UpdateVolumetricBufferParams.
+ internal void ResizeVolumetricLightingBuffers(HDCamera hdCamera, int frameIndex)
+ {
+ if (!Fog.IsVolumetricFogEnabled(hdCamera))
+ return;
+
+ Debug.Assert(hdCamera.vBufferParams != null);
+
+ // Render texture contents can become "lost" on certain events, like loading a new level,
+ // system going to a screensaver mode, in and out of fullscreen and so on.
+ // https://docs.unity3d.com/ScriptReference/RenderTexture.html
+ if (m_DensityBuffer == null || m_LightingBuffer == null)
{
- case VolumetricLightingPreset.Medium:
- result = 64;
- break;
- case VolumetricLightingPreset.High:
- result = 128;
- break;
- case VolumetricLightingPreset.Off:
- result = 0;
- break;
- default:
- Debug.Assert(false, "Encountered an unexpected VolumetricLightingPreset.");
- result = 0;
- break;
+ DestroyVolumetricLightingBuffers();
+ CreateVolumetricLightingBuffers();
}
- return result;
+ var currIdx = (frameIndex + 0) & 1;
+ var prevIdx = (frameIndex + 1) & 1;
+
+ var currentParams = hdCamera.vBufferParams[currIdx];
+
+ ResizeVolumetricBuffer(ref m_DensityBuffer, "VBufferDensity", currentParams.viewportSize.x,
+ currentParams.viewportSize.y,
+ currentParams.viewportSize.z);
+ ResizeVolumetricBuffer(ref m_LightingBuffer, "VBufferLighting", currentParams.viewportSize.x,
+ currentParams.viewportSize.y,
+ currentParams.viewportSize.z);
}
- static Vector3Int ComputeVBufferResolution(VolumetricLightingPreset preset, int screenWidth, int screenHeight)
+ void InitializeVolumetricLighting()
{
- int t = ComputeVBufferTileSize(preset);
+ m_SupportVolumetrics = asset.currentPlatformRenderPipelineSettings.supportVolumetrics;
- int w = HDUtils.DivRoundUp(screenWidth, t);
- int h = HDUtils.DivRoundUp(screenHeight, t);
- int d = ComputeVBufferSliceCount(preset);
+ if (!m_SupportVolumetrics)
+ return;
- return new Vector3Int(w, h, d);
+ m_VolumeVoxelizationCS = defaultResources.shaders.volumeVoxelizationCS;
+ m_VolumetricLightingCS = defaultResources.shaders.volumetricLightingCS;
+ m_VolumetricLightingFilteringCS = defaultResources.shaders.volumetricLightingFilteringCS;
+
+ m_PackedCoeffs = new Vector4[7];
+ m_PhaseZH = new ZonalHarmonicsL2();
+ m_PhaseZH.coeffs = new float[3];
+
+ m_xySeq = new Vector2[7];
+
+ m_PixelCoordToViewDirWS = new Matrix4x4[ShaderConfig.s_XrMaxViews];
+
+ CreateVolumetricLightingBuffers();
+ }
+
+ void CleanupVolumetricLighting()
+ {
+ // Note: No need to test for support volumetric here, we do saferelease and null assignation
+ DestroyVolumetricLightingBuffers();
+
+ m_VolumeVoxelizationCS = null;
+ m_VolumetricLightingCS = null;
+ m_VolumetricLightingFilteringCS = null;
}
static float CornetteShanksPhasePartConstant(float anisotropy)
@@ -469,18 +544,35 @@ void UpdateShaderVariablesGlobalVolumetrics(ref ShaderVariablesGlobal cb, in RTH
return;
}
- var currFrameParams = hdCamera.vBufferParams[0];
- var cvp = currFrameParams.viewportSize;
+ // Get the interpolated anisotropy value.
+ var fog = hdCamera.volumeStack.GetComponent();
+ int frameIndex = m_FrameCount;
+ int currIdx = (frameIndex + 0) & 1;
+
+ var currParams = hdCamera.vBufferParams[currIdx];
+
+ // The lighting & density buffers are shared by all cameras.
+ // The history & feedback buffers are specific to the camera.
+ // These 2 types of buffers can have different sizes.
+ // Additionally, history buffers can have different sizes, since they are not resized at the same time.
+ Vector3Int lightingBufferSize = new Vector3Int(m_LightingBuffer.rt.width, m_LightingBuffer.rt.height, m_LightingBuffer.rt.volumeDepth);
+
+ Debug.Assert(m_LightingBuffer.rt.width == m_DensityBuffer.rt.width);
+ Debug.Assert(m_LightingBuffer.rt.height == m_DensityBuffer.rt.height);
+
+ var cvp = currParams.viewportSize;
+
// Adjust slices for XR rendering: VBuffer is shared for all single-pass views
- int sliceCount = cvp.z / hdCamera.viewCount;
+ uint sliceCount = (uint)(cvp.z / hdCamera.viewCount);
cb._VBufferViewportSize = new Vector4(cvp.x, cvp.y, 1.0f / cvp.x, 1.0f / cvp.y);
- cb._VBufferSliceCount = (uint)sliceCount;
+ cb._VBufferSliceCount = sliceCount;
cb._VBufferRcpSliceCount = 1.0f / sliceCount;
- cb._VBufferSharedUvScaleAndLimit = currFrameParams.ComputeUvScaleAndLimit(ComputeVBufferResolutionXY(sharedRTHandleProperties.currentRenderTargetSize));
- cb._VBufferDistanceEncodingParams = currFrameParams.depthEncodingParams;
- cb._VBufferDistanceDecodingParams = currFrameParams.depthDecodingParams;
- cb._VBufferLastSliceDist = currFrameParams.ComputeLastSliceDistance(sliceCount);
+ cb._VBufferLightingViewportScale = currParams.ComputeViewportScale(lightingBufferSize);
+ cb._VBufferLightingViewportLimit = currParams.ComputeViewportLimit(lightingBufferSize);
+ cb._VBufferDistanceEncodingParams = currParams.depthEncodingParams;
+ cb._VBufferDistanceDecodingParams = currParams.depthDecodingParams;
+ cb._VBufferLastSliceDist = currParams.ComputeLastSliceDistance(sliceCount);
cb._VBufferRcpInstancedViewCount = 1.0f / hdCamera.viewCount;
}
@@ -492,7 +584,7 @@ void PushVolumetricLightingGlobalParams(HDCamera hdCamera, CommandBuffer cmd, in
}
else
{
- cmd.SetGlobalTexture(HDShaderIDs._VBufferLighting, m_LightingBufferHandle);
+ cmd.SetGlobalTexture(HDShaderIDs._VBufferLighting, m_LightingBuffer);
}
}
@@ -596,7 +688,7 @@ unsafe void UpdateShaderVariableslVolumetrics(ref ShaderVariablesVolumetric cb,
cb._VBufferUnitDepthTexelSpacing = HDUtils.ComputZPlaneTexelSpacing(1.0f, vFoV, resolution.y);
cb._NumVisibleDensityVolumes = (uint)m_VisibleVolumeBounds.Count;
cb._CornetteShanksConstant = CornetteShanksPhasePartConstant(fog.anisotropy.value);
- cb._VBufferLightingHistoryIsValid = hdCamera.volumetricHistoryIsValid ? 1u : 0u;
+ cb._VBufferHistoryIsValid = hdCamera.volumetricHistoryIsValid ? 1u : 0u;
GetHexagonalClosePackedSpheres7(m_xySeq);
int sampleIndex = frameIndex % 7;
@@ -618,21 +710,44 @@ unsafe void UpdateShaderVariableslVolumetrics(ref ShaderVariablesVolumetric cb,
SetPreconvolvedAmbientLightProbe(ref cb, hdCamera, fog);
+ var currIdx = (frameIndex + 0) & 1;
+ var prevIdx = (frameIndex + 1) & 1;
+
+ var currParams = hdCamera.vBufferParams[currIdx];
+ var prevParams = hdCamera.vBufferParams[prevIdx];
+
+ var pvp = prevParams.viewportSize;
+
// The lighting & density buffers are shared by all cameras.
// The history & feedback buffers are specific to the camera.
// These 2 types of buffers can have different sizes.
- // Additionally, history buffers can have different sizes, since they are not resized at the same time
- // (every frame, we swap the buffers, and resize the feedback buffer but not the history buffer).
- // The viewport size is the same for all of these buffers.
- // All of these buffers may have sub-native-resolution viewports.
- // The 3rd dimension (number of slices) is the same for all of these buffers.
- var prevFrameParams = hdCamera.vBufferParams[1];
- var pvp = prevFrameParams.viewportSize;
+ // Additionally, history buffers can have different sizes, since they are not resized at the same time.
+ Vector3Int lightingBufferSize = new Vector3Int(m_LightingBuffer.rt.width, m_LightingBuffer.rt.height, m_LightingBuffer.rt.volumeDepth);
+
+ Debug.Assert(m_LightingBuffer.rt.width == m_DensityBuffer.rt.width);
+ Debug.Assert(m_LightingBuffer.rt.height == m_DensityBuffer.rt.height);
+
+ Vector3Int historyBufferSize = Vector3Int.zero;
+
+ if (hdCamera.IsVolumetricReprojectionEnabled())
+ {
+ RTHandle historyRT = hdCamera.volumetricHistoryBuffers[prevIdx];
+
+ historyBufferSize = new Vector3Int(historyRT.rt.width, historyRT.rt.height, historyRT.rt.volumeDepth);
+
+ // Handle case of first frame. When we are on the first frame, we reuse the value of original frame.
+ if (historyBufferSize.x == 0.0f && historyBufferSize.y == 0.0f)
+ {
+ historyBufferSize = lightingBufferSize;
+ }
+ }
+ cb._VBufferVoxelSize = currParams.voxelSize;
cb._VBufferPrevViewportSize = new Vector4(pvp.x, pvp.y, 1.0f / pvp.x, 1.0f / pvp.y);
- cb._VBufferHistoryPrevUvScaleAndLimit = prevFrameParams.ComputeUvScaleAndLimit(ComputeVBufferResolutionXY(hdCamera.historyRTHandleProperties.currentRenderTargetSize));
- cb._VBufferPrevDepthEncodingParams = prevFrameParams.depthEncodingParams;
- cb._VBufferPrevDepthDecodingParams = prevFrameParams.depthDecodingParams;
+ cb._VBufferHistoryViewportScale = prevParams.ComputeViewportScale(historyBufferSize);
+ cb._VBufferHistoryViewportLimit = prevParams.ComputeViewportLimit(historyBufferSize);
+ cb._VBufferPrevDistanceEncodingParams = prevParams.depthEncodingParams;
+ cb._VBufferPrevDistanceDecodingParams = prevParams.depthDecodingParams;
cb._NumTileBigTileX = (uint)GetNumTileBigTileX(hdCamera);
cb._NumTileBigTileY = (uint)GetNumTileBigTileY(hdCamera);
}
@@ -641,14 +756,20 @@ VolumeVoxelizationParameters PrepareVolumeVoxelizationParameters(HDCamera hdCame
{
var parameters = new VolumeVoxelizationParameters();
+ var currIdx = (frameIndex + 0) & 1;
+ var prevIdx = (frameIndex + 1) & 1;
+
+ var currParams = hdCamera.vBufferParams[currIdx];
+
parameters.viewCount = hdCamera.viewCount;
parameters.tiledLighting = HasLightToCull() && hdCamera.frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass);
- bool highQuality = volumetricLightingPreset == VolumetricLightingPreset.High;
+ bool optimal = currParams.voxelSize == 8;
parameters.voxelizationCS = m_VolumeVoxelizationCS;
- parameters.voxelizationKernel = (parameters.tiledLighting ? 1 : 0) | (highQuality ? 2 : 0);
+ parameters.voxelizationKernel = (parameters.tiledLighting ? 1 : 0) | (!optimal ? 2 : 0);
+
+ var cvp = currParams.viewportSize;
- var cvp = hdCamera.vBufferParams[0].viewportSize;
parameters.resolution = new Vector4(cvp.x, cvp.y, 1.0f / cvp.x, 1.0f / cvp.y);
parameters.volumeAtlas = DensityVolumeManager.manager.volumeAtlas.GetAtlas();
@@ -674,9 +795,9 @@ static void VolumeVoxelizationPass( in VolumeVoxelizationParameters parameters,
if (parameters.tiledLighting)
cmd.SetComputeBufferParam(parameters.voxelizationCS, parameters.voxelizationKernel, HDShaderIDs.g_vBigTileLightList, bigTileLightList);
- cmd.SetComputeTextureParam(parameters.voxelizationCS, parameters.voxelizationKernel, HDShaderIDs._VBufferDensity, densityBuffer);
- cmd.SetComputeBufferParam(parameters.voxelizationCS, parameters.voxelizationKernel, HDShaderIDs._VolumeBounds, visibleVolumeBoundsBuffer);
- cmd.SetComputeBufferParam(parameters.voxelizationCS, parameters.voxelizationKernel, HDShaderIDs._VolumeData, visibleVolumeDataBuffer);
+ cmd.SetComputeTextureParam(parameters.voxelizationCS, parameters.voxelizationKernel, HDShaderIDs._VBufferDensity, densityBuffer);
+ cmd.SetComputeBufferParam( parameters.voxelizationCS, parameters.voxelizationKernel, HDShaderIDs._VolumeBounds, visibleVolumeBoundsBuffer);
+ cmd.SetComputeBufferParam( parameters.voxelizationCS, parameters.voxelizationKernel, HDShaderIDs._VolumeData, visibleVolumeDataBuffer);
cmd.SetComputeTextureParam(parameters.voxelizationCS, parameters.voxelizationKernel, HDShaderIDs._VolumeMaskAtlas, parameters.volumeAtlas);
ConstantBuffer.Push(cmd, parameters.volumetricCB, parameters.voxelizationCS, HDShaderIDs._ShaderVariablesVolumetric);
@@ -694,7 +815,7 @@ void VolumeVoxelizationPass(HDCamera hdCamera, CommandBuffer cmd, int frameIndex
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.VolumeVoxelization)))
{
var parameters = PrepareVolumeVoxelizationParameters(hdCamera, frameIndex);
- VolumeVoxelizationPass(parameters, m_DensityBufferHandle, m_VisibleVolumeBoundsBuffer, m_VisibleVolumeDataBuffer, m_TileAndClusterData.bigTileLightList, cmd);
+ VolumeVoxelizationPass(parameters, m_DensityBuffer, m_VisibleVolumeBoundsBuffer, m_VisibleVolumeDataBuffer, m_TileAndClusterData.bigTileLightList, cmd);
}
}
@@ -754,6 +875,11 @@ VolumetricLightingParameters PrepareVolumetricLightingParameters(HDCamera hdCame
{
var parameters = new VolumetricLightingParameters();
+ var currIdx = (frameIndex + 0) & 1;
+ var prevIdx = (frameIndex + 1) & 1;
+
+ var currParams = hdCamera.vBufferParams[currIdx];
+
// Get the interpolated anisotropy value.
var fog = hdCamera.volumeStack.GetComponent();
@@ -761,7 +887,7 @@ VolumetricLightingParameters PrepareVolumetricLightingParameters(HDCamera hdCame
parameters.tiledLighting = hdCamera.frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass);
parameters.enableReprojection = hdCamera.IsVolumetricReprojectionEnabled();
bool enableAnisotropy = fog.anisotropy.value != 0;
- bool highQuality = volumetricLightingPreset == VolumetricLightingPreset.High;
+ bool optimal = currParams.voxelSize == 8;
parameters.volumetricLightingCS = m_VolumetricLightingCS;
parameters.volumetricLightingCS.shaderKeywords = null;
@@ -781,22 +907,24 @@ VolumetricLightingParameters PrepareVolumetricLightingParameters(HDCamera hdCame
parameters.volumetricLightingCS.EnableKeyword("ENABLE_ANISOTROPY");
}
- if (highQuality)
+ if (optimal)
{
- parameters.volumetricLightingCS.EnableKeyword("VL_PRESET_HQ");
+ parameters.volumetricLightingCS.EnableKeyword("VL_PRESET_OPTIMAL");
}
else
{
- parameters.volumetricLightingCS.EnableKeyword("VL_PRESET_MQ");
+ parameters.volumetricLightingCS.DisableKeyword("VL_PRESET_OPTIMAL");
}
parameters.volumetricLightingKernel = parameters.volumetricLightingCS.FindKernel("VolumetricLighting");
+
parameters.volumetricLightingFilteringCS = m_VolumetricLightingFilteringCS;
parameters.volumetricFilteringKernelX = parameters.volumetricLightingFilteringCS.FindKernel("FilterVolumetricLightingX");
parameters.volumetricFilteringKernelY = parameters.volumetricLightingFilteringCS.FindKernel("FilterVolumetricLightingY");
- var cvp = hdCamera.vBufferParams[0].viewportSize;
+ var cvp = currParams.viewportSize;
+
parameters.resolution = new Vector4(cvp.x, cvp.y, 1.0f / cvp.x, 1.0f / cvp.y);
parameters.viewCount = hdCamera.viewCount;
parameters.filterVolume = fog.filter.value;
@@ -809,23 +937,23 @@ VolumetricLightingParameters PrepareVolumetricLightingParameters(HDCamera hdCame
}
static void VolumetricLightingPass( in VolumetricLightingParameters parameters,
- RTHandle densityBuffer,
- RTHandle lightingBuffer,
- RTHandle historyRT,
- RTHandle feedbackRT,
- ComputeBuffer bigTileLightList,
- CommandBuffer cmd)
+ RTHandle densityBuffer,
+ RTHandle lightingBuffer,
+ RTHandle historyRT,
+ RTHandle feedbackRT,
+ ComputeBuffer bigTileLightList,
+ CommandBuffer cmd)
{
if (parameters.tiledLighting)
cmd.SetComputeBufferParam(parameters.volumetricLightingCS, parameters.volumetricLightingKernel, HDShaderIDs.g_vBigTileLightList, bigTileLightList);
- cmd.SetComputeTextureParam(parameters.volumetricLightingCS, parameters.volumetricLightingKernel, HDShaderIDs._VBufferDensity, densityBuffer); // Read
- cmd.SetComputeTextureParam(parameters.volumetricLightingCS, parameters.volumetricLightingKernel, HDShaderIDs._VBufferLightingIntegral, lightingBuffer); // Write
+ cmd.SetComputeTextureParam(parameters.volumetricLightingCS, parameters.volumetricLightingKernel, HDShaderIDs._VBufferDensity, densityBuffer); // Read
+ cmd.SetComputeTextureParam(parameters.volumetricLightingCS, parameters.volumetricLightingKernel, HDShaderIDs._VBufferLighting, lightingBuffer); // Write
if (parameters.enableReprojection)
{
- cmd.SetComputeTextureParam(parameters.volumetricLightingCS, parameters.volumetricLightingKernel, HDShaderIDs._VBufferLightingHistory, historyRT); // Read
- cmd.SetComputeTextureParam(parameters.volumetricLightingCS, parameters.volumetricLightingKernel, HDShaderIDs._VBufferLightingFeedback, feedbackRT); // Write
+ cmd.SetComputeTextureParam(parameters.volumetricLightingCS, parameters.volumetricLightingKernel, HDShaderIDs._VBufferHistory, historyRT); // Read
+ cmd.SetComputeTextureParam(parameters.volumetricLightingCS, parameters.volumetricLightingKernel, HDShaderIDs._VBufferFeedback, feedbackRT); // Write
}
ConstantBuffer.Push(cmd, parameters.volumetricCB, parameters.volumetricLightingCS, HDShaderIDs._ShaderVariablesVolumetric);
@@ -842,12 +970,12 @@ static void FilterVolumetricLighting(in VolumetricLightingParameters parameters,
ConstantBuffer.Push(cmd, parameters.volumetricCB, parameters.volumetricLightingCS, HDShaderIDs._ShaderVariablesVolumetric);
// The shader defines GROUP_SIZE_1D = 8.
- cmd.SetComputeTextureParam(parameters.volumetricLightingFilteringCS, parameters.volumetricFilteringKernelX, HDShaderIDs._VBufferLightingFeedback, inputBuffer); // Read
- cmd.SetComputeTextureParam(parameters.volumetricLightingFilteringCS, parameters.volumetricFilteringKernelX, HDShaderIDs._VBufferLightingIntegral, outputBuffer); // Write
+ cmd.SetComputeTextureParam(parameters.volumetricLightingFilteringCS, parameters.volumetricFilteringKernelX, HDShaderIDs._VBufferFilteringInput, inputBuffer); // Read
+ cmd.SetComputeTextureParam(parameters.volumetricLightingFilteringCS, parameters.volumetricFilteringKernelX, HDShaderIDs._VBufferFilteringOutput, outputBuffer); // Write
cmd.DispatchCompute(parameters.volumetricLightingFilteringCS, parameters.volumetricFilteringKernelX, ((int)parameters.resolution.x + 7) / 8, ((int)parameters.resolution.y + 7) / 8, parameters.viewCount);
- cmd.SetComputeTextureParam(parameters.volumetricLightingFilteringCS, parameters.volumetricFilteringKernelY, HDShaderIDs._VBufferLightingFeedback, outputBuffer); // Read
- cmd.SetComputeTextureParam(parameters.volumetricLightingFilteringCS, parameters.volumetricFilteringKernelY, HDShaderIDs._VBufferLightingIntegral, inputBuffer); // Write
+ cmd.SetComputeTextureParam(parameters.volumetricLightingFilteringCS, parameters.volumetricFilteringKernelY, HDShaderIDs._VBufferFilteringInput, outputBuffer); // Read
+ cmd.SetComputeTextureParam(parameters.volumetricLightingFilteringCS, parameters.volumetricFilteringKernelY, HDShaderIDs._VBufferFilteringOutput, inputBuffer); // Write
cmd.DispatchCompute(parameters.volumetricLightingFilteringCS, parameters.volumetricFilteringKernelY, ((int)parameters.resolution.x + 7) / 8, ((int)parameters.resolution.y + 7) / 8, parameters.viewCount);
}
}
@@ -864,12 +992,18 @@ void VolumetricLightingPass(HDCamera hdCamera, CommandBuffer cmd, int frameIndex
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.VolumetricLighting)))
{
- // It is safe to request these RTs even if they have not been allocated.
- // The system will return NULL in that case.
- RTHandle historyRT = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.VolumetricLighting);
- RTHandle feedbackRT = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.VolumetricLighting);
+ RTHandle feedbackRT = null, historyRT = null;
+
+ if (parameters.enableReprojection)
+ {
+ var currIdx = (frameIndex + 0) & 1;
+ var prevIdx = (frameIndex + 1) & 1;
+
+ feedbackRT = hdCamera.volumetricHistoryBuffers[currIdx];
+ historyRT = hdCamera.volumetricHistoryBuffers[prevIdx];
+ }
- VolumetricLightingPass(parameters, m_DensityBufferHandle, m_LightingBufferHandle, historyRT, feedbackRT, m_TileAndClusterData.bigTileLightList, cmd);
+ VolumetricLightingPass(parameters, m_DensityBuffer, m_LightingBuffer, historyRT, feedbackRT, m_TileAndClusterData.bigTileLightList, cmd);
if (parameters.enableReprojection)
hdCamera.volumetricHistoryIsValid = true; // For the next frame...
@@ -877,9 +1011,9 @@ void VolumetricLightingPass(HDCamera hdCamera, CommandBuffer cmd, int frameIndex
// Let's filter out volumetric buffer
if (parameters.filterVolume)
- FilterVolumetricLighting(parameters, m_DensityBufferHandle, m_LightingBufferHandle, cmd);
+ FilterVolumetricLighting(parameters, m_DensityBuffer, m_LightingBuffer, cmd);
- cmd.SetGlobalTexture(HDShaderIDs._VBufferLighting, m_LightingBufferHandle);
+ cmd.SetGlobalTexture(HDShaderIDs._VBufferLighting, m_LightingBuffer);
}
} // class VolumetricLightingModule
} // namespace UnityEngine.Rendering.HighDefinition
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs.hlsl
index 7394831c232..9f64f8bf410 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.cs.hlsl
@@ -27,14 +27,19 @@ CBUFFER_START(ShaderVariablesVolumetric)
float _VBufferUnitDepthTexelSpacing;
uint _NumVisibleDensityVolumes;
float _CornetteShanksConstant;
- uint _VBufferLightingHistoryIsValid;
+ uint _VBufferHistoryIsValid;
float4 _VBufferSampleOffset;
float4 _VolumeMaskDimensions;
float4 _AmbientProbeCoeffs[7];
+ float _VBufferVoxelSize;
+ float _HaveToPad;
+ float _OtherwiseTheBuffer;
+ float _IsFilledWithGarbage;
float4 _VBufferPrevViewportSize;
- float4 _VBufferHistoryPrevUvScaleAndLimit;
- float4 _VBufferPrevDepthEncodingParams;
- float4 _VBufferPrevDepthDecodingParams;
+ float4 _VBufferHistoryViewportScale;
+ float4 _VBufferHistoryViewportLimit;
+ float4 _VBufferPrevDistanceEncodingParams;
+ float4 _VBufferPrevDistanceDecodingParams;
uint _NumTileBigTileX;
uint _NumTileBigTileY;
CBUFFER_END
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLightingFiltering.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLightingFiltering.compute
index fbff303be31..4b674ece566 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLightingFiltering.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLightingFiltering.compute
@@ -20,8 +20,8 @@
// Inputs & outputs
//--------------------------------------------------------------------------------------------------
-RW_TEXTURE3D(float4, _VBufferLightingIntegral);
-RW_TEXTURE3D(float4, _VBufferLightingFeedback);
+RW_TEXTURE3D(float4, _VBufferFilteringInput);
+RW_TEXTURE3D(float4, _VBufferFilteringOutput);
#define SIGMA_FILTER 2.0
@@ -69,7 +69,7 @@ void FilterVolumetricLighting(uint3 dispatchThreadId : SV_DispatchThreadID,
// Compute the next tapping coordinate
int3 tapCoord = int3(voxelCoord.x, voxelCoord.y, voxelCoord.z) + vec * idx;
// Tap the value we should be tapping from
- float4 currentValue = _VBufferLightingFeedback[tapCoord];
+ float4 currentValue = _VBufferFilteringInput[tapCoord];
// Compute the weight for this tap
float weight = Gaussian(abs(idx), SIGMA_FILTER);
@@ -85,6 +85,6 @@ void FilterVolumetricLighting(uint3 dispatchThreadId : SV_DispatchThreadID,
sumW += weight;
}
// Normalize and output
- _VBufferLightingIntegral[voxelCoord] = value / sumW;
+ _VBufferFilteringOutput[voxelCoord] = value / sumW;
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl
index 48fd3724431..0e0996a22c1 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl
@@ -113,7 +113,7 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p
// Create mirrored UVs to hide flakes tiling
surfaceData.flakesUV = _CarPaint2_FlakeTiling * UV0;
- surfaceData.flakesMipLevel = _CarPaint2_BTFFlakeMap.CalculateLevelOfDetail(sampler_CarPaint2_BTFFlakeMap, surfaceData.flakesUV);
+ surfaceData.flakesMipLevel = CALCULATE_TEXTURE2D_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, surfaceData.flakesUV);
// TODO_FLAKES: this isn't really tiling
if ((int(surfaceData.flakesUV.y) & 1) == 0)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ClearPropertyMaskBuffer.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ClearPropertyMaskBuffer.compute
index 123c78c621b..3384d78c508 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ClearPropertyMaskBuffer.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ClearPropertyMaskBuffer.compute
@@ -5,14 +5,20 @@
#pragma kernel CSMain
+#ifdef PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER
+RWStructuredBuffer _DecalPropertyMaskBuffer : register(u0);
+#endif
+
[numthreads(8,8,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
+#ifdef PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER
int blockID = id.x / 8;
int blockX = id.x % 8;
int blockY = id.y;
int index = blockID * 64 + blockY * 8 + blockX;
-#ifdef PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER
_DecalPropertyMaskBuffer[index] = 0;
+#else
+ // Do nothing
#endif
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader
index 7283396036d..a126d1b84f6 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader
@@ -69,14 +69,6 @@ Shader "HDRP/Decal"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
-
- //-------------------------------------------------------------------------------------
- // variable declaration
- //-------------------------------------------------------------------------------------
-
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
-
// All our shaders use same name for entry point
#pragma vertex Vert
#pragma fragment Frag
@@ -117,6 +109,8 @@ Shader "HDRP/Decal"
#define DECALS_3RT
#define SHADERPASS SHADERPASS_DBUFFER_MESH
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -173,6 +167,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -210,6 +206,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -247,6 +245,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -286,6 +286,8 @@ Shader "HDRP/Decal"
#pragma multi_compile DECALS_3RT DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -324,6 +326,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -362,6 +366,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -397,6 +403,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_PROJECTOR
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -442,6 +450,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_MESH
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -478,6 +488,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_MESH
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -514,6 +526,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_MESH
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -549,6 +563,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_MESH
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -586,6 +602,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_MESH
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -622,6 +640,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_MESH
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -655,6 +675,8 @@ Shader "HDRP/Decal"
#define DECALS_4RT
#define SHADERPASS SHADERPASS_DBUFFER_MESH
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -686,6 +708,8 @@ Shader "HDRP/Decal"
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_PROJECTOR
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
@@ -716,6 +740,8 @@ Shader "HDRP/Decal"
HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_EMISSIVE_MESH
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderPass/DecalSharePass.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalData.hlsl"
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl
index be2bdb5cbeb..6a251a7606e 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl
@@ -11,10 +11,10 @@ DECLARE_DBUFFER_TEXTURE(_DBufferTexture);
void ApplyBlendNormal(inout float4 dst, inout uint matMask, float2 texCoords, uint mapMask, float3x3 decalToWorld, float blend, float lod)
{
float4 src;
- src.xyz = mul(decalToWorld, UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D_LOD(_DecalAtlas2D, _trilinear_clamp_sampler_DecalAtlas2D, texCoords, lod))) * 0.5f + 0.5f;
+ src.xyz = mul(decalToWorld, UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D_LOD(_DecalAtlas2D, _trilinear_clamp_sampler_DecalAtlas2D, texCoords, lod))) * 0.5 + 0.5;
src.w = blend;
- dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);
- dst.w = dst.w * (1.0f - src.w);
+ dst.xyz = src.xyz * src.w + dst.xyz * (1.0 - src.w);
+ dst.w = dst.w * (1.0 - src.w);
matMask |= mapMask;
}
@@ -26,8 +26,8 @@ void ApplyBlendDiffuse(inout float4 dst, inout uint matMask, float2 texCoords, f
}
src.w *= blend;
blend = src.w; // diffuse texture alpha affects all other channels
- dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);
- dst.w = dst.w * (1.0f - src.w);
+ dst.xyz = src.xyz * src.w + dst.xyz * (1.0 - src.w);
+ dst.w = dst.w * (1.0 - src.w);
matMask |= mapMask;
}
@@ -45,12 +45,12 @@ void ApplyBlendMask(inout float4 dbuffer2, inout float2 dbuffer3, inout uint mat
src.z = scalingMAB.z * src.z;
src.w = lerp(remappingAOS.z, remappingAOS.w, src.w);
float maskBlend;
- if (blendParams.x == 1.0f) // normal blend source is mask blue channel
+ if (blendParams.x == 1.0) // normal blend source is mask blue channel
normalBlend = src.z * decalBlend;
else
- normalBlend = albedoBlend; // normal blend source is albedo alpha
+ normalBlend = albedoBlend; // normal blend source is albedo alpha
- if (blendParams.y == 1.0f) // mask blend source is mask blue channel
+ if (blendParams.y == 1.0) // mask blend source is mask blue channel
maskBlend = src.z * decalBlend;
else
maskBlend = albedoBlend; // mask blend siurce is albedo alpha
@@ -102,23 +102,24 @@ void ApplyBlendMask(inout float4 dbuffer2, inout float2 dbuffer3, inout uint mat
dbuffer3Mask = float2(1, 1); // M alpha, AO alpha
}
- dbuffer2.xyz = (dbuffer2Mask.xyz == 1) ? src.xyz * src.w + dbuffer2.xyz * (1.0f - src.w) : dbuffer2.xyz;
- dbuffer2.w = (dbuffer2Mask.w == 1) ? dbuffer2.w * (1.0f - src.w) : dbuffer2.w;
+ dbuffer2.xyz = (dbuffer2Mask.xyz == 1) ? src.xyz * src.w + dbuffer2.xyz * (1.0 - src.w) : dbuffer2.xyz;
+ dbuffer2.w = (dbuffer2Mask.w == 1) ? dbuffer2.w * (1.0 - src.w) : dbuffer2.w;
- dbuffer3.xy = (dbuffer3Mask.xy == 1) ? dbuffer3.xy * (1.0f - src.w) : dbuffer3.xy;
+ dbuffer3.xy = (dbuffer3Mask.xy == 1) ? dbuffer3.xy * (1.0 - src.w) : dbuffer3.xy;
matMask |= mapMask;
}
-
+// In order that the lod for with transpartent decal better match the lod for opaque decal
+// We use ComputeTextureLOD with bias == 0.5
void EvalDecalMask(PositionInputs posInput, float3 positionRWSDdx, float3 positionRWSDdy, DecalData decalData,
inout float4 DBuffer0, inout float4 DBuffer1, inout float4 DBuffer2, inout float2 DBuffer3, inout uint mask, inout float alpha)
{
// Get the relative world camera to decal matrix
float4x4 worldToDecal = ApplyCameraTranslationToInverseMatrix(decalData.worldToDecal);
float3 positionDS = mul(worldToDecal, float4(posInput.positionWS, 1.0)).xyz;
- positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5f, 0.5); // decal clip space
- if ((all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
+ positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5, 0.5); // decal clip space
+ if ((all(positionDS.xyz > 0.0) && all(1.0 - positionDS.xyz > 0.0)))
{
float2 uvScale = float2(decalData.normalToWorld[3][0], decalData.normalToWorld[3][1]);
float2 uvBias = float2(decalData.normalToWorld[3][2], decalData.normalToWorld[3][3]);
@@ -126,7 +127,7 @@ void EvalDecalMask(PositionInputs posInput, float3 positionRWSDdx, float3 positi
positionDS.xz = frac(positionDS.xz);
// clamp by half a texel to avoid sampling neighboring textures in the atlas
- float2 clampAmount = float2(0.5f / _DecalAtlasResolution.x, 0.5f / _DecalAtlasResolution.y);
+ float2 clampAmount = float2(0.5 / _DecalAtlasResolution.x, 0.5 / _DecalAtlasResolution.y);
float2 diffuseMin = decalData.diffuseScaleBias.zw + clampAmount; // offset into atlas is in .zw
float2 diffuseMax = decalData.diffuseScaleBias.zw + decalData.diffuseScaleBias.xy - clampAmount; // scale relative to full atlas size is in .xy so total texture extent in atlas is (1,1) * scale
@@ -147,15 +148,15 @@ void EvalDecalMask(PositionInputs posInput, float3 positionRWSDdx, float3 positi
float2 sampleDiffuseDdx = positionDSDdx.xz * decalData.diffuseScaleBias.xy; // factor in the atlas scale
float2 sampleDiffuseDdy = positionDSDdy.xz * decalData.diffuseScaleBias.xy;
- float lodDiffuse = ComputeTextureLOD(sampleDiffuseDdx, sampleDiffuseDdy, _DecalAtlasResolution);
+ float lodDiffuse = ComputeTextureLOD(sampleDiffuseDdx, sampleDiffuseDdy, _DecalAtlasResolution, 0.5);
- float2 sampleNormalDdx = positionDSDdx.xz * decalData.normalScaleBias.xy;
- float2 sampleNormalDdy = positionDSDdy.xz * decalData.normalScaleBias.xy;
- float lodNormal = ComputeTextureLOD(sampleNormalDdx, sampleNormalDdy, _DecalAtlasResolution);
+ float2 sampleNormalDdx = positionDSDdx.xz * decalData.normalScaleBias.xy;
+ float2 sampleNormalDdy = positionDSDdy.xz * decalData.normalScaleBias.xy;
+ float lodNormal = ComputeTextureLOD(sampleNormalDdx, sampleNormalDdy, _DecalAtlasResolution, 0.5);
- float2 sampleMaskDdx = positionDSDdx.xz * decalData.maskScaleBias.xy;
- float2 sampleMaskDdy = positionDSDdy.xz * decalData.maskScaleBias.xy;
- float lodMask = ComputeTextureLOD(sampleMaskDdx, sampleMaskDdy, _DecalAtlasResolution);
+ float2 sampleMaskDdx = positionDSDdx.xz * decalData.maskScaleBias.xy;
+ float2 sampleMaskDdy = positionDSDdy.xz * decalData.maskScaleBias.xy;
+ float lodMask = ComputeTextureLOD(sampleMaskDdx, sampleMaskDdy, _DecalAtlasResolution, 0.5);
float albedoBlend = decalData.normalToWorld[0][3];
float4 src = decalData.baseColor;
@@ -165,9 +166,9 @@ void EvalDecalMask(PositionInputs posInput, float3 positionRWSDdx, float3 positi
alpha = alpha < albedoBlend ? albedoBlend : alpha; // use decal alpha if it is higher than transparent alpha
float albedoContribution = decalData.normalToWorld[1][3];
- if (albedoContribution == 0.0f)
+ if (albedoContribution == 0.0)
{
- mask = 0; // diffuse will not get modified
+ mask = 0; // diffuse will not get modified
}
float normalBlend = albedoBlend;
@@ -208,13 +209,13 @@ DecalSurfaceData GetDecalSurfaceData(PositionInputs posInput, inout float alpha)
#if defined(_SURFACE_TYPE_TRANSPARENT) && defined(HAS_LIGHTLOOP) // forward transparent using clustered decals
uint decalCount, decalStart;
- DBuffer0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
- DBuffer1 = float4(0.5f, 0.5f, 0.5f, 1.0f);
- DBuffer2 = float4(0.0f, 0.0f, 0.0f, 1.0f);
+ DBuffer0 = float4(0.0, 0.0, 0.0, 1.0);
+ DBuffer1 = float4(0.5, 0.5, 0.5, 1.0);
+ DBuffer2 = float4(0.0, 0.0, 0.0, 1.0);
#ifdef DECALS_4RT
- DBuffer3 = float2(1.0f, 1.0f);
+ DBuffer3 = float2(1.0, 1.0);
#else
- float2 DBuffer3 = float2(1.0f, 1.0f);
+ float2 DBuffer3 = float2(1.0, 1.0);
#endif
#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderVariablesDecal.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderVariablesDecal.hlsl
index 7cd587d199c..48ca75cda96 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderVariablesDecal.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ShaderVariablesDecal.hlsl
@@ -5,8 +5,25 @@ StructuredBuffer _DecalDatas;
TEXTURE2D(_DecalAtlas2D);
SAMPLER(_trilinear_clamp_sampler_DecalAtlas2D);
-#ifdef PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER
-RWStructuredBuffer _DecalPropertyMaskBuffer : register(u4);
+#if defined(PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER)
+
+// To be compatible on all platform (with Unity), we need to have the UAV following the
+// last RT bind. Which maybe vary if we use 3 or 4 Render target
+#if (defined(DECALS_3RT) || defined(DECALS_4RT))
+ #ifdef SHADER_API_PSSL
+ RWStructuredBuffer _DecalPropertyMaskBuffer;
+ #else
+ // DX11 spec say that we must setup an index for UAV that is following the number of Render Target bind (starting from 0)
+ // So here for 4RT we have index 0 + 4 mean u4
+ #ifdef DECALS_4RT
+ RWStructuredBuffer _DecalPropertyMaskBuffer : register(u4);
+ #else
+ RWStructuredBuffer _DecalPropertyMaskBuffer : register(u3);
+ #endif
+#endif
+
+#endif
+
StructuredBuffer _DecalPropertyMaskBufferSRV;
#endif
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute
index de02fb64dcf..d8445386ed7 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute
@@ -11,7 +11,7 @@
#define MAX_IBL_SAMPLE_CNT 89
#endif
-RWTexture2D output; // [MAX_SAMPLE_CNT x UNITY_SPECCUBE_LOD_STEPS]
+RWTexture2D outputResult; // [MAX_SAMPLE_CNT x UNITY_SPECCUBE_LOD_STEPS]
#pragma kernel ComputeGgxIblSampleData
@@ -33,7 +33,7 @@ void ComputeGgxIblSampleData(uint3 groupThreadId : SV_GroupThreadID)
if (sampleIndex >= sampleCount)
{
- output[texCoord] = float4(0, 0, 0, 0);
+ outputResult[texCoord] = float4(0, 0, 0, 0);
return;
}
@@ -82,6 +82,6 @@ void ComputeGgxIblSampleData(uint3 groupThreadId : SV_GroupThreadID)
float pdf = 0.25 * D_GGX(NdotH, roughness);
float omegaS = rcp(sampleCount) * rcp(pdf);
- output[texCoord] = float4(localL, omegaS);
+ outputResult[texCoord] = float4(localL, omegaS);
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/IBLFilterGGX.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/IBLFilterGGX.cs
index 1f3df886b42..5ef402930e4 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/IBLFilterGGX.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/IBLFilterGGX.cs
@@ -67,7 +67,7 @@ public override void Initialize(CommandBuffer cmd)
void InitializeGgxIblSampleData(CommandBuffer cmd)
{
- m_ComputeGgxIblSampleDataCS.SetTexture(m_ComputeGgxIblSampleDataKernel, "output", m_GgxIblSampleData);
+ m_ComputeGgxIblSampleDataCS.SetTexture(m_ComputeGgxIblSampleDataKernel, "outputResult", m_GgxIblSampleData);
cmd.DispatchCompute(m_ComputeGgxIblSampleDataCS, m_ComputeGgxIblSampleDataKernel, 1, 1, 1);
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader
index 33d03549082..e98d6d808b2 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader
@@ -311,7 +311,7 @@ Shader "HDRP/LayeredLit"
[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0)
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
- [Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
+ [Enum(UV0, 0, Planar, 4, TriPlanar, 5, Same as Main layer, 6)] _UVEmissive("UV Set for emissive", Float) = 0
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
@@ -382,7 +382,7 @@ Shader "HDRP/LayeredLit"
#pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE
#pragma shader_feature_local _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
- #pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR
+ #pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
#pragma shader_feature_local _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
@@ -460,9 +460,6 @@ Shader "HDRP/LayeredLit"
#pragma shader_feature_local _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local _MATERIAL_FEATURE_TRANSMISSION
- // enable dithering LOD crossfade
- #pragma multi_compile _ LOD_FADE_CROSSFADE
-
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
@@ -534,6 +531,7 @@ Shader "HDRP/LayeredLit"
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
// Note: Require _ObjectId and _PassValue variables
@@ -576,6 +574,7 @@ Shader "HDRP/LayeredLit"
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
@@ -623,6 +622,7 @@ Shader "HDRP/LayeredLit"
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
@@ -666,6 +666,7 @@ Shader "HDRP/LayeredLit"
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile _ WRITE_MSAA_DEPTH
@@ -706,6 +707,7 @@ Shader "HDRP/LayeredLit"
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#define SHADERPASS SHADERPASS_SHADOWS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
@@ -745,6 +747,7 @@ Shader "HDRP/LayeredLit"
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
// In deferred, depth only pass don't output anything.
// In forward it output the normal buffer
@@ -795,6 +798,7 @@ Shader "HDRP/LayeredLit"
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
@@ -889,12 +893,10 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
#define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT
// multi compile that allows us to
- #pragma multi_compile _ DIFFUSE_LIGHTING_ONLY
#pragma multi_compile _ MULTI_BOUNCE_INDIRECT
// We use the low shadow maps for raytracing
@@ -934,7 +936,6 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
#define SHADERPASS SHADERPASS_RAYTRACING_FORWARD
@@ -975,8 +976,6 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ DIFFUSE_LIGHTING_ONLY
#define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER
@@ -1038,8 +1037,6 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ DIFFUSE_LIGHTING_ONLY
#define SHADERPASS SHADERPASS_RAYTRACING_SUB_SURFACE
@@ -1072,7 +1069,6 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
#define SHADERPASS SHADERPASS_PATH_TRACING
#define SKIP_RASTERIZED_SHADOWS
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl
index 858aeb5a8f9..1b0bd269b0a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl
@@ -816,7 +816,7 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, input.tangentToWorld[2], _SpecularAAScreenSpaceVariance, _SpecularAAThreshold);
#endif
- GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, layerTexCoord.base0, builtinData);
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask
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 0e8b1ecd022..7ff10278bd7 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
@@ -1749,7 +1749,12 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput,
ApplyScreenSpaceReflectionWeight(ssrLighting);
// TODO: we should multiply all indirect lighting by the FGD value only ONCE.
- lighting.specularReflected = ssrLighting.rgb * preLightData.specularFGD;
+ // In case this material has a clear coat, we shou not be using the specularFGD. The condition for it is a combination
+ // of a materia feature and the coat mask.
+ float clampedNdotV = ClampNdotV(preLightData.NdotV);
+ lighting.specularReflected = ssrLighting.rgb * (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) ?
+ lerp(preLightData.specularFGD, F_Schlick(CLEAR_COAT_F0, clampedNdotV), bsdfData.coatMask)
+ : preLightData.specularFGD);
reflectionHierarchyWeight = ssrLighting.a;
return lighting;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader
index f1c93a97973..4b1422c2cd5 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader
@@ -201,7 +201,7 @@ Shader "HDRP/Lit"
[ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
- [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
+ [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Base, 6)] _UVEmissive("UV Set for emissive", Float) = 0
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
@@ -247,7 +247,7 @@ Shader "HDRP/Lit"
#pragma shader_feature_local _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
- #pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR
+ #pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
#pragma shader_feature_local _ _MAPPING_PLANAR _MAPPING_TRIPLANAR
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE
#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3
@@ -298,9 +298,6 @@ Shader "HDRP/Lit"
#pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY
- // enable dithering LOD crossfade
- #pragma multi_compile _ LOD_FADE_CROSSFADE
-
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
@@ -359,10 +356,13 @@ Shader "HDRP/Lit"
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone vulkan metal switch
+
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
// Note: Require _ObjectId and _PassValue variables
@@ -407,6 +407,8 @@ Shader "HDRP/Lit"
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
@@ -456,6 +458,8 @@ Shader "HDRP/Lit"
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
@@ -494,6 +498,8 @@ Shader "HDRP/Lit"
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#define SHADERPASS SHADERPASS_SHADOWS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
@@ -534,6 +540,8 @@ Shader "HDRP/Lit"
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
// In deferred, depth only pass don't output anything.
// In forward it output the normal buffer
@@ -585,6 +593,8 @@ Shader "HDRP/Lit"
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile _ WRITE_MSAA_DEPTH
@@ -632,6 +642,8 @@ Shader "HDRP/Lit"
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#define SHADERPASS SHADERPASS_DISTORTION
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
@@ -670,6 +682,8 @@ Shader "HDRP/Lit"
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define CUTOFF_TRANSPARENT_DEPTH_PREPASS
@@ -714,6 +728,8 @@ Shader "HDRP/Lit"
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
@@ -786,6 +802,8 @@ Shader "HDRP/Lit"
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
@@ -852,6 +870,8 @@ Shader "HDRP/Lit"
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS
@@ -880,6 +900,8 @@ Shader "HDRP/Lit"
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone vulkan metal switch
+ // enable dithering LOD crossfade
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
#define SHADERPASS SHADERPASS_CONSTANT
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
@@ -911,12 +933,10 @@ Shader "HDRP/Lit"
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
#define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT
- // multi compile that allows us to
- #pragma multi_compile _ DIFFUSE_LIGHTING_ONLY
+ // multi compile that allows us to strip the recursive code
#pragma multi_compile _ MULTI_BOUNCE_INDIRECT
// We use the low shadow maps for raytracing
@@ -956,7 +976,6 @@ Shader "HDRP/Lit"
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
#define SHADERPASS SHADERPASS_RAYTRACING_FORWARD
@@ -997,8 +1016,6 @@ Shader "HDRP/Lit"
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ DIFFUSE_LIGHTING_ONLY
#define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER
@@ -1062,8 +1079,6 @@ Shader "HDRP/Lit"
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ DIFFUSE_LIGHTING_ONLY
#define SHADERPASS SHADERPASS_RAYTRACING_SUB_SURFACE
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl
index 3f4e1d711b2..6e52707b37a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl
@@ -1,13 +1,45 @@
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
-void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
+void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, float3 emissiveColor, out BuiltinData builtinData)
{
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -input.tangentToWorld[2], input.texCoord1, input.texCoord2, builtinData);
- builtinData.emissiveColor = _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);
+ builtinData.emissiveColor = emissiveColor;
+
+ // Inverse pre-expose using _EmissiveExposureWeight weight
+ float3 emissiveRcpExposure = builtinData.emissiveColor * GetInverseCurrentExposureMultiplier();
+ builtinData.emissiveColor = lerp(emissiveRcpExposure, builtinData.emissiveColor, _EmissiveExposureWeight);
+
+#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
+ float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0.xy).rgb;
+ distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
+ builtinData.distortion = distortion.rg * _DistortionScale;
+ builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
+#endif
+
+ builtinData.depthOffset = depthOffset;
+
+ PostInitBuiltinData(V, posInput, surfaceData, builtinData);
+}
+
+float3 GetEmissiveColor(SurfaceData surfaceData)
+{
+ return _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive);
+}
+
#ifdef _EMISSIVE_COLOR_MAP
+float3 GetEmissiveColor(SurfaceData surfaceData, UVMapping emissiveMapMapping)
+{
+ float3 emissiveColor = GetEmissiveColor(surfaceData);
+ emissiveColor *= SAMPLE_UVMAPPING_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, emissiveMapMapping).rgb;
+ return emissiveColor;
+}
+#endif // _EMISSIVE_COLOR_MAP
+void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
+{
+#ifdef _EMISSIVE_COLOR_MAP
// Use layer0 of LayerTexCoord to retrieve emissive color mapping information
LayerTexCoord layerTexCoord;
ZERO_INITIALIZE(LayerTexCoord, layerTexCoord);
@@ -38,21 +70,17 @@ void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, S
UVMapping emissiveMapMapping = layerTexCoord.base0;
#endif
- builtinData.emissiveColor *= SAMPLE_UVMAPPING_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, emissiveMapMapping).rgb;
-#endif // _EMISSIVE_COLOR_MAP
-
- // Inverse pre-expose using _EmissiveExposureWeight weight
- float3 emissiveRcpExposure = builtinData.emissiveColor * GetInverseCurrentExposureMultiplier();
- builtinData.emissiveColor = lerp(emissiveRcpExposure, builtinData.emissiveColor, _EmissiveExposureWeight);
-
-#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
- float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0.xy).rgb;
- distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
- builtinData.distortion = distortion.rg * _DistortionScale;
- builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, GetEmissiveColor(surfaceData, emissiveMapMapping), builtinData);
+#else
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, GetEmissiveColor(surfaceData), builtinData);
#endif
+}
- builtinData.depthOffset = depthOffset;
-
- PostInitBuiltinData(V, posInput, surfaceData, builtinData);
+void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, UVMapping emissiveMapMapping, out BuiltinData builtinData)
+{
+#ifdef _EMISSIVE_MAPPING_BASE
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, GetEmissiveColor(surfaceData, emissiveMapMapping), builtinData);
+#else
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);
+#endif
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl
index ea457aea912..d7458ebba82 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl
@@ -294,7 +294,7 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p
#endif
// Caution: surfaceData must be fully initialize before calling GetBuiltinData
- GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);
+ GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, layerTexCoord.base, builtinData);
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl
index 77d0b1cdd74..32358051f8f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl
@@ -103,7 +103,7 @@ bool CreateMaterialData(PathIntersection pathIntersection, BuiltinData builtinDa
mtlData.subsurfaceWeightFactor = subsurfaceWeight;
SSS::Result subsurfaceResult;
- float3 meanFreePath = -0.001 / (_ShapeParamsAndMaxScatterDists[mtlData.bsdfData.diffusionProfileIndex].rgb * _WorldScalesAndFilterRadiiAndThicknessRemaps[mtlData.bsdfData.diffusionProfileIndex].x);
+ float3 meanFreePath = 0.001 / (_ShapeParamsAndMaxScatterDists[mtlData.bsdfData.diffusionProfileIndex].rgb * _WorldScalesAndFilterRadiiAndThicknessRemaps[mtlData.bsdfData.diffusionProfileIndex].x);
if (!SSS::RandomWalk(shadingPosition, mtlData.bsdfData.normalWS, mtlData.bsdfData.diffuseColor, meanFreePath, pathIntersection.pixelCoord, subsurfaceResult))
return false;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs
index 44e01d82a01..bd43ac7ed91 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialExtension.cs
@@ -94,6 +94,17 @@ internal enum UVBaseMapping
Triplanar
}
+ internal enum UVEmissiveMapping
+ {
+ UV0,
+ UV1,
+ UV2,
+ UV3,
+ Planar,
+ Triplanar,
+ SameAsBase
+ }
+
internal enum HeightmapParametrization
{
MinMax = 0,
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs
index cec39c6c700..42b8fd65502 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs
@@ -94,6 +94,8 @@ public void InitSharedBuffers(GBufferManager gbufferManager, RenderPipelineSetti
// Create the required resolve materials
m_DepthResolveMaterial = CoreUtils.CreateEngineMaterial(resources.shaders.depthValuesPS);
m_ColorResolveMaterial = CoreUtils.CreateEngineMaterial(resources.shaders.colorResolvePS);
+
+ CoreUtils.SetKeyword(m_DepthResolveMaterial, "_HAS_MOTION_VECTORS", m_MotionVectorsSupport);
}
AllocateCoarseStencilBuffer(RTHandles.maxWidth, RTHandles.maxHeight, TextureXR.slices);
@@ -342,18 +344,30 @@ public void ResolveSharedRT(CommandBuffer cmd, HDCamera hdCamera)
Debug.Assert(m_MSAASupported);
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.ResolveMSAADepth)))
{
- // Grab the RTIs and set the output render targets
- m_RTIDs3[0] = m_CameraDepthValuesBuffer.nameID;
- m_RTIDs3[1] = m_NormalRT.nameID;
- m_RTIDs3[2] = m_MotionVectorsRT.nameID;
- CoreUtils.SetRenderTarget(cmd, m_RTIDs3, m_CameraDepthStencilBuffer);
-
- // Set the input textures
+ if (m_MotionVectorsSupport)
+ {
+ // Grab the RTIs and set the output render targets
+ m_RTIDs3[0] = m_CameraDepthValuesBuffer.nameID;
+ m_RTIDs3[1] = m_NormalRT.nameID;
+ m_RTIDs3[2] = m_MotionVectorsRT.nameID;
+ CoreUtils.SetRenderTarget(cmd, m_RTIDs3, m_CameraDepthStencilBuffer);
+
+ // Set the motion vector input texture
+ Shader.SetGlobalTexture(HDShaderIDs._MotionVectorTextureMS, m_MotionVectorsMSAART);
+ }
+ else
+ {
+ // Grab the RTIs and set the output render targets
+ m_RTIDs2[0] = m_CameraDepthValuesBuffer.nameID;
+ m_RTIDs2[1] = m_NormalRT.nameID;
+ CoreUtils.SetRenderTarget(cmd, m_RTIDs2, m_CameraDepthStencilBuffer);
+ }
+
+ // Set the depth and normal input textures
Shader.SetGlobalTexture(HDShaderIDs._NormalTextureMS, m_NormalMSAART);
Shader.SetGlobalTexture(HDShaderIDs._DepthTextureMS, m_DepthAsColorMSAART);
- Shader.SetGlobalTexture(HDShaderIDs._MotionVectorTextureMS, m_MotionVectorsMSAART);
- // Resolve the depth and normal buffers
+ // Resolve the buffers
cmd.DrawProcedural(Matrix4x4.identity, m_DepthResolveMaterial, SampleCountToPassIndex(m_MSAASamples), MeshTopology.Triangles, 3, 1);
}
}
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 38802c9ed82..e588302833e 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
@@ -31,6 +31,12 @@
// #define STACK_LIT_DISPLAY_REFERENCE_IBL
#endif
+#ifndef SKIP_RASTERIZED_SHADOWS
+#define RASTERIZED_AREA_LIGHT_SHADOWS 1
+#else
+#define RASTERIZED_AREA_LIGHT_SHADOWS 0
+#endif
+
//-----------------------------------------------------------------------------
// Texture and constant buffer declaration
//-----------------------------------------------------------------------------
@@ -3738,147 +3744,154 @@ DirectLighting EvaluateBSDF_Line( LightLoopContext lightLoopContext,
// Terminate if the shaded point is too far away.
if (intensity == 0.0)
- return lighting;
-
- lightData.diffuseDimmer *= intensity;
- lightData.specularDimmer *= intensity;
+ {
+ lightData.diffuseDimmer *= intensity;
+ lightData.specularDimmer *= intensity;
- // Translate the light s.t. the shaded point is at the origin of the coordinate system.
- lightData.positionRWS -= positionWS;
+ // Translate the light s.t. the shaded point is at the origin of the coordinate system.
+ lightData.positionRWS -= positionWS;
- // TODO: some of this could be precomputed.
- float3 P1 = lightData.positionRWS - T * (0.5 * len);
- float3 P2 = lightData.positionRWS + T * (0.5 * len);
+ // TODO: some of this could be precomputed.
+ float3 P1 = lightData.positionRWS - T * (0.5 * len);
+ float3 P2 = lightData.positionRWS + T * (0.5 * len);
- // Setup the default local canonical frame with X-Y aligned to the reflection plane
- // using orthoBasisViewNormal: without the anisotropic hack, this is only dependent on
- // if we have dual normal maps or not:
+ // Setup the default local canonical frame with X-Y aligned to the reflection plane
+ // using orthoBasisViewNormal: without the anisotropic hack, this is only dependent on
+ // if we have dual normal maps or not:
- // Rotate the endpoints into the local coordinate system.
- float3 localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
- float3 localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
- // Compute the binormal in the local coordinate system.
- float3 B = normalize(cross(localP1, localP2));
+ // Rotate the endpoints into the local coordinate system.
+ float3 localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
+ float3 localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
+ // Compute the binormal in the local coordinate system.
+ float3 B = normalize(cross(localP1, localP2));
- if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above
- {
- // Since we proceed with calculating diffuse and transmission irradiance, we setup
- // the points for the diffuse frame.
- // There's no anisotropy on the diffuse component and this is oriented considering
- // the proper base layer normal:
- localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormalDiffuse));
- localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormalDiffuse));
- B = normalize(cross(localP1, localP2));
- }
-
- // Calculate the L irradiance (ltcValue) first for the diffuse part and transmission,
- // then for the specular base layer and finishing with the coat.
- float ltcValue;
+ if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above
+ {
+ // Since we proceed with calculating diffuse and transmission irradiance, we setup
+ // the points for the diffuse frame.
+ // There's no anisotropy on the diffuse component and this is oriented considering
+ // the proper base layer normal:
+ localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormalDiffuse));
+ localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormalDiffuse));
+ B = normalize(cross(localP1, localP2));
+ }
- // Evaluate the diffuse part
- ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformDiffuse);
- ltcValue *= lightData.diffuseDimmer;
- // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().
- lighting.diffuse = preLightData.diffuseFGD * preLightData.diffuseEnergy * ltcValue;
+ // Calculate the L irradiance (ltcValue) first for the diffuse part and transmission,
+ // then for the specular base layer and finishing with the coat.
+ float ltcValue;
- UNITY_BRANCH if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION))
- {
- // Flip the view vector and the normal. The bitangent stays the same.
- float3x3 flipMatrix = float3x3(-1, 0, 0,
- 0, 1, 0,
- 0, 0, -1);
-
- // Use the Lambertian approximation for performance reasons.
- // The matrix multiplication should not generate any extra ALU on GCN.
- // TODO: double evaluation is very inefficient! This is a temporary solution.
- ltcValue = LTCEvaluate(localP1, localP2, B, mul(flipMatrix, k_identity3x3));
+ // Evaluate the diffuse part
+ ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformDiffuse);
ltcValue *= lightData.diffuseDimmer;
-
- // VLAYERED_DIFFUSE_ENERGY_HACKED_TERM:
- // In Lit with Lambert, there's no diffuseFGD, it is one. In our case, we also
- // need a diffuse energy term when vlayered.
-
- // We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass.
// We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().
- lighting.diffuse += bsdfData.transmittance * ltcValue * preLightData.diffuseEnergy;
- }
+ lighting.diffuse = preLightData.diffuseFGD * preLightData.diffuseEnergy * ltcValue;
- // Evaluate the specular lobes for the stack
- IF_DEBUG( if ( _DebugLobeMask.y != 0.0) )
- {
- if (AREA_LIGHTS_ANISOTROPY_ENABLED)
+ UNITY_BRANCH if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION))
{
- // In that case, instead of only considering possibly dual normal maps and thus two
- // local canonical frames we have lobe specific frames because of the anisotropic hack:
- localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX]));
- localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX]));
- B = normalize(cross(localP1, localP2));
+ // Flip the view vector and the normal. The bitangent stays the same.
+ float3x3 flipMatrix = float3x3(-1, 0, 0,
+ 0, 1, 0,
+ 0, 0, -1);
+
+ // Use the Lambertian approximation for performance reasons.
+ // The matrix multiplication should not generate any extra ALU on GCN.
+ // TODO: double evaluation is very inefficient! This is a temporary solution.
+ ltcValue = LTCEvaluate(localP1, localP2, B, mul(flipMatrix, k_identity3x3));
+ ltcValue *= lightData.diffuseDimmer;
+
+ // VLAYERED_DIFFUSE_ENERGY_HACKED_TERM:
+ // In Lit with Lambert, there's no diffuseFGD, it is one. In our case, we also
+ // need a diffuse energy term when vlayered.
+
+ // We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass.
+ // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().
+ lighting.diffuse += bsdfData.transmittance * ltcValue * preLightData.diffuseEnergy;
}
- ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[BASE_LOBEA_IDX]);
- // See EvaluateBSDF_Env TODOENERGY:
- lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEA_IDX] * preLightData.specularFGD[BASE_LOBEA_IDX] * ltcValue;
- }
- IF_DEBUG( if ( _DebugLobeMask.z != 0.0) )
- {
- if (AREA_LIGHTS_ANISOTROPY_ENABLED)
- {
- // In that case, instead of only considering possibly dual normal maps and thus two
- // local canonical frames we have lobe specific frames because of the anisotropic hack:
- localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX]));
- localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX]));
- B = normalize(cross(localP1, localP2));
- }
- ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[BASE_LOBEB_IDX]);
- lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEB_IDX] * preLightData.specularFGD[BASE_LOBEB_IDX] * ltcValue;
- }
- if (IsVLayeredEnabled(bsdfData))
- {
- IF_DEBUG( if ( _DebugLobeMask.x != 0.0) )
+ // Evaluate the specular lobes for the stack
+ IF_DEBUG( if ( _DebugLobeMask.y != 0.0) )
{
- if (IsCoatNormalMapEnabled(bsdfData))
+ if (AREA_LIGHTS_ANISOTROPY_ENABLED)
{
- localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX]));
- localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX]));
+ // In that case, instead of only considering possibly dual normal maps and thus two
+ // local canonical frames we have lobe specific frames because of the anisotropic hack:
+ localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX]));
+ localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX]));
B = normalize(cross(localP1, localP2));
}
- if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above
+ ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[BASE_LOBEA_IDX]);
+ // See EvaluateBSDF_Env TODOENERGY:
+ lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEA_IDX] * preLightData.specularFGD[BASE_LOBEA_IDX] * ltcValue;
+ }
+ IF_DEBUG( if ( _DebugLobeMask.z != 0.0) )
+ {
+ if (AREA_LIGHTS_ANISOTROPY_ENABLED)
{
- // No need to check if we have dual normal maps here: alread taken care via iblN[COAT_LOBE_IDX]
- // in GetPreLightData and setup in preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX].
-
- // we have lobe specific frames because of the anisotropic hack (there's no anisotropy for the
- // coat, but the index of the ortho basis is lobe-based still because of the base layer lobes which
- // can have anisotropy).
- localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX]));
- localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX]));
+ // In that case, instead of only considering possibly dual normal maps and thus two
+ // local canonical frames we have lobe specific frames because of the anisotropic hack:
+ localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX]));
+ localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX]));
B = normalize(cross(localP1, localP2));
}
- ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[COAT_LOBE_IDX]);
- lighting.specular += preLightData.energyCompensationFactor[COAT_LOBE_IDX] * preLightData.specularFGD[COAT_LOBE_IDX] * ltcValue;
+ ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[BASE_LOBEB_IDX]);
+ lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEB_IDX] * preLightData.specularFGD[BASE_LOBEB_IDX] * ltcValue;
}
- }
- lighting.specular *= lightData.specularDimmer;
+ if (IsVLayeredEnabled(bsdfData))
+ {
+ IF_DEBUG( if ( _DebugLobeMask.x != 0.0) )
+ {
+ if (IsCoatNormalMapEnabled(bsdfData))
+ {
+ localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX]));
+ localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX]));
+ B = normalize(cross(localP1, localP2));
+ }
+ if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above
+ {
+ // No need to check if we have dual normal maps here: alread taken care via iblN[COAT_LOBE_IDX]
+ // in GetPreLightData and setup in preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX].
+
+ // we have lobe specific frames because of the anisotropic hack (there's no anisotropy for the
+ // coat, but the index of the ortho basis is lobe-based still because of the base layer lobes which
+ // can have anisotropy).
+ localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX]));
+ localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX]));
+ B = normalize(cross(localP1, localP2));
+ }
+ ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[COAT_LOBE_IDX]);
+ lighting.specular += preLightData.energyCompensationFactor[COAT_LOBE_IDX] * preLightData.specularFGD[COAT_LOBE_IDX] * ltcValue;
+ }
+ }
+ lighting.specular *= lightData.specularDimmer;
- // Save ALU by applying 'lightData.color' only once.
- lighting.diffuse *= lightData.color;
- lighting.specular *= lightData.color;
-#ifdef DEBUG_DISPLAY
- if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
- {
- // Make sure we're using the base layer frame:
- localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
- localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
- B = normalize(cross(localP1, localP2));
-
- // Only lighting, not BSDF
- // Apply area light on lambert then multiply by PI to cancel Lambert
- lighting.diffuse = LTCEvaluate(localP1, localP2, B, k_identity3x3);
- lighting.diffuse *= PI * lightData.diffuseDimmer;
+ // Save ALU by applying 'lightData.color' only once.
+ lighting.diffuse *= lightData.color;
+ lighting.specular *= lightData.color;
+
+ #ifdef DEBUG_DISPLAY
+ if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
+ {
+ // Make sure we're using the base layer frame:
+ localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
+ localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
+ if (AREA_LIGHTS_ANISOTROPY_ENABLED)
+ {
+ // In that case orthoBasisViewNormal[] is per lobe due to anistropic hack,
+ // use orthoBasisViewNormalDiffuse:
+ localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormalDiffuse));
+ localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormalDiffuse));
+ }
+ B = normalize(cross(localP1, localP2));
+
+ // Only lighting, not BSDF
+ // Apply area light on lambert then multiply by PI to cancel Lambert
+ lighting.diffuse = LTCEvaluate(localP1, localP2, B, k_identity3x3);
+ lighting.diffuse *= PI * lightData.diffuseDimmer;
+ }
+ #endif
}
-#endif
#endif // STACK_LIT_DISPLAY_REFERENCE_AREA
@@ -3911,219 +3924,255 @@ DirectLighting EvaluateBSDF_Rect( LightLoopContext lightLoopContext,
#else
float3 unL = lightData.positionRWS - positionWS;
- if (dot(lightData.forward, unL) >= 0.0001)
- {
- // The light is back-facing.
- return lighting;
- }
-
- // Rotate the light direction into the light space.
- float3x3 lightToWorld = float3x3(lightData.right, lightData.up, -lightData.forward);
- unL = mul(unL, transpose(lightToWorld));
-
- // TODO: This could be precomputed.
- float halfWidth = lightData.size.x * 0.5;
- float halfHeight = lightData.size.y * 0.5;
-
- // Define the dimensions of the attenuation volume.
- // TODO: This could be precomputed.
- float range = lightData.range;
- float3 invHalfDim = rcp(float3(range + halfWidth,
- range + halfHeight,
- range));
-
- // Compute the light attenuation.
-#ifdef ELLIPSOIDAL_ATTENUATION
- // The attenuation volume is an axis-aligned ellipsoid s.t.
- // r1 = (r + w / 2), r2 = (r + h / 2), r3 = r.
- float intensity = EllipsoidalDistanceAttenuation(unL, invHalfDim,
- lightData.rangeAttenuationScale,
- lightData.rangeAttenuationBias);
-#else
- // The attenuation volume is an axis-aligned box s.t.
- // hX = (r + w / 2), hY = (r + h / 2), hZ = r.
- float intensity = BoxDistanceAttenuation(unL, invHalfDim,
- lightData.rangeAttenuationScale,
- lightData.rangeAttenuationBias);
-#endif
-
- // Terminate if the shaded point is too far away.
- if (intensity == 0.0)
- return lighting;
-
- lightData.diffuseDimmer *= intensity;
- lightData.specularDimmer *= intensity;
-
- // Translate the light s.t. the shaded point is at the origin of the coordinate system.
- lightData.positionRWS -= positionWS;
-
- float4x3 lightVerts;
-
- // TODO: some of this could be precomputed.
- lightVerts[0] = lightData.positionRWS + lightData.right * -halfWidth + lightData.up * -halfHeight; // LL
- lightVerts[1] = lightData.positionRWS + lightData.right * -halfWidth + lightData.up * halfHeight; // UL
- lightVerts[2] = lightData.positionRWS + lightData.right * halfWidth + lightData.up * halfHeight; // UR
- lightVerts[3] = lightData.positionRWS + lightData.right * halfWidth + lightData.up * -halfHeight; // LR
-
- // Rotate the endpoints into the local coordinate system.
- float4x3 localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
-
- if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above
+ // if (dot(lightData.forward, unL) >= eps), all points on the light are back-facing:
+ // (Dont early return to guard against compiler bug for if / quick early return constructs)
+ if (dot(lightData.forward, unL) < FLT_EPS)
{
- // Since we proceed with calculating diffuse and transmission irradiance, we setup
- // the points for the diffuse frame.
- // There's no anisotropy on the diffuse component and this is oriented considering
- // the proper base layer normal:
- localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormalDiffuse));
- }
-
- // Calculate the L irradiance (ltcValue) first for the diffuse part and transmission,
- // then for the specular base layer and finishing with the coat.
- float3 ltcValue;
-
- // Evaluate the diffuse part
- // Polygon irradiance in the transformed configuration.
- float4x3 LD = mul(localLightVerts, preLightData.ltcTransformDiffuse);
- ltcValue = PolygonIrradiance(LD);
- ltcValue *= lightData.diffuseDimmer;
- // Only apply cookie if there is one
- if ( lightData.cookieMode != COOKIEMODE_NONE )
- {
- // Compute the cookie data for the diffuse term
- float3 formFactorD = PolygonFormFactor(LD);
- ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LD, formFactorD);
- }
- // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().
- lighting.diffuse = preLightData.diffuseFGD * preLightData.diffuseEnergy * ltcValue;
- UNITY_BRANCH if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION))
- {
- // Flip the view vector and the normal. The bitangent stays the same.
- float3x3 flipMatrix = float3x3(-1, 0, 0,
- 0, 1, 0,
- 0, 0, -1);
-
- // Use the Lambertian approximation for performance reasons.
- // The matrix multiplication should not generate any extra ALU on GCN.
- float3x3 ltcTransform = mul(flipMatrix, k_identity3x3);
-
- // Polygon irradiance in the transformed configuration.
- // TODO: double evaluation is very inefficient! This is a temporary solution.
- float4x3 LTD = mul(localLightVerts, ltcTransform);
- ltcValue = PolygonIrradiance(LTD);
- ltcValue *= lightData.diffuseDimmer;
- // Only apply cookie if there is one
- if ( lightData.cookieMode != COOKIEMODE_NONE )
- {
- // Compute the cookie data for the transmission diffuse term
- float3 formFactorTD = PolygonFormFactor(LTD);
- ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LTD, formFactorTD);
- }
- // VLAYERED_DIFFUSE_ENERGY_HACKED_TERM:
- // In Lit with Lambert, there's no diffuseFGD, it is one. In our case, we also
- // need a diffuse energy term when vlayered.
-
- // We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass.
- // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().
- lighting.diffuse += bsdfData.transmittance * ltcValue * preLightData.diffuseEnergy;
- }
-
- // Evaluate the specular lobes for the stack
- IF_DEBUG( if ( _DebugLobeMask.y != 0.0) )
- {
- if (AREA_LIGHTS_ANISOTROPY_ENABLED)
- {
- // In that case, instead of only considering possibly dual normal maps and thus two
- // local canonical frames we have lobe specific frames because of the anisotropic hack:
- localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX]));
- }
- // Polygon irradiance in the transformed configuration.
- float4x3 LAS = mul(localLightVerts, preLightData.ltcTransformSpecular[BASE_LOBEA_IDX]);
- ltcValue = PolygonIrradiance(LAS);
- // Only apply cookie if there is one
- if ( lightData.cookieMode != COOKIEMODE_NONE )
- {
- // Compute the cookie data for the specular term
- float3 formFactorAS = PolygonFormFactor(LAS);
- ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LAS, formFactorAS);
- }
-
- // See EvaluateBSDF_Env TODOENERGY:
- lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEA_IDX] * preLightData.specularFGD[BASE_LOBEA_IDX] * ltcValue;
- }
- IF_DEBUG( if ( _DebugLobeMask.z != 0.0) )
- {
- if (AREA_LIGHTS_ANISOTROPY_ENABLED)
- {
- // In that case, instead of only considering possibly dual normal maps and thus two
- // local canonical frames we have lobe specific frames because of the anisotropic hack:
- localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX]));
- }
- float4x3 LS = mul(localLightVerts, preLightData.ltcTransformSpecular[BASE_LOBEB_IDX]);
- ltcValue = PolygonIrradiance(LS);
- // Only apply cookie if there is one
- if ( lightData.cookieMode != COOKIEMODE_NONE )
- {
- // Compute the cookie data for the specular term
- float3 formFactorS = PolygonFormFactor(LS);
- ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LS, formFactorS);
- }
-
- lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEB_IDX] * preLightData.specularFGD[BASE_LOBEB_IDX] * ltcValue;
- }
-
- if (IsVLayeredEnabled(bsdfData))
- {
- if (IsCoatNormalMapEnabled(bsdfData))
+ // Rotate the light direction into the light space.
+ float3x3 lightToWorld = float3x3(lightData.right, lightData.up, -lightData.forward);
+ unL = mul(unL, transpose(lightToWorld));
+
+ // TODO: This could be precomputed.
+ float halfWidth = lightData.size.x * 0.5;
+ float halfHeight = lightData.size.y * 0.5;
+
+ // Define the dimensions of the attenuation volume.
+ // TODO: This could be precomputed.
+ float range = lightData.range;
+ float3 invHalfDim = rcp(float3(range + halfWidth,
+ range + halfHeight,
+ range));
+
+ // Compute the light attenuation.
+ #ifdef ELLIPSOIDAL_ATTENUATION
+ // The attenuation volume is an axis-aligned ellipsoid s.t.
+ // r1 = (r + w / 2), r2 = (r + h / 2), r3 = r.
+ float intensity = EllipsoidalDistanceAttenuation(unL, invHalfDim,
+ lightData.rangeAttenuationScale,
+ lightData.rangeAttenuationBias);
+ #else
+ // The attenuation volume is an axis-aligned box s.t.
+ // hX = (r + w / 2), hY = (r + h / 2), hZ = r.
+ float intensity = BoxDistanceAttenuation(unL, invHalfDim,
+ lightData.rangeAttenuationScale,
+ lightData.rangeAttenuationBias);
+ #endif
+
+ // If the shaded point is too far away we avoid shading.
+ // (guard against compiler bug for if / quick early return constructs)
+ if (intensity != 0.0)
{
- localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX]));
- }
- if (AREA_LIGHTS_ANISOTROPY_ENABLED)
- {
- // In that case, instead of only considering possibly dual normal maps and thus two
- // local canonical frames we have lobe specific frames because of the anisotropic hack:
- localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX]));
- }
- IF_DEBUG( if ( _DebugLobeMask.x != 0.0) )
- {
- float4x3 LSCC = mul(localLightVerts, preLightData.ltcTransformSpecular[COAT_LOBE_IDX]);
- ltcValue = PolygonIrradiance(LSCC);
+ lightData.diffuseDimmer *= intensity;
+ lightData.specularDimmer *= intensity;
+
+ // Translate the light s.t. the shaded point is at the origin of the coordinate system.
+ lightData.positionRWS -= positionWS;
+
+ float4x3 lightVerts;
+
+ // TODO: some of this could be precomputed.
+ lightVerts[0] = lightData.positionRWS + lightData.right * -halfWidth + lightData.up * -halfHeight; // LL
+ lightVerts[1] = lightData.positionRWS + lightData.right * -halfWidth + lightData.up * halfHeight; // UL
+ lightVerts[2] = lightData.positionRWS + lightData.right * halfWidth + lightData.up * halfHeight; // UR
+ lightVerts[3] = lightData.positionRWS + lightData.right * halfWidth + lightData.up * -halfHeight; // LR
+
+ // Rotate the endpoints into the local coordinate system.
+ float4x3 localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
+
+ if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above
+ {
+ // Since we proceed with calculating diffuse and transmission irradiance, we setup
+ // the points for the diffuse frame.
+ // There's no anisotropy on the diffuse component and this is oriented considering
+ // the proper base layer normal:
+ localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormalDiffuse));
+ }
+
+ // Calculate the L irradiance (ltcValue) first for the diffuse part and transmission,
+ // then for the specular base layer and finishing with the coat.
+ float3 ltcValue;
+
+ // Evaluate the diffuse part
+ // Polygon irradiance in the transformed configuration.
+ float4x3 LD = mul(localLightVerts, preLightData.ltcTransformDiffuse);
+ ltcValue = PolygonIrradiance(LD);
+ ltcValue *= lightData.diffuseDimmer;
// Only apply cookie if there is one
if ( lightData.cookieMode != COOKIEMODE_NONE )
{
- // Compute the cookie data for the specular term
- float3 formFactorS = PolygonFormFactor(LSCC);
- ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LSCC, formFactorS);
+ // Compute the cookie data for the diffuse term
+ float3 formFactorD = PolygonFormFactor(LD);
+ ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LD, formFactorD);
}
- lighting.specular += preLightData.energyCompensationFactor[COAT_LOBE_IDX] * preLightData.specularFGD[COAT_LOBE_IDX] * ltcValue;
- }
- }
- lighting.specular *= lightData.specularDimmer;
+ // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().
+ lighting.diffuse = preLightData.diffuseFGD * preLightData.diffuseEnergy * ltcValue;
+
+ UNITY_BRANCH if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION))
+ {
+ // Flip the view vector and the normal. The bitangent stays the same.
+ float3x3 flipMatrix = float3x3(-1, 0, 0,
+ 0, 1, 0,
+ 0, 0, -1);
+
+ // Use the Lambertian approximation for performance reasons.
+ // The matrix multiplication should not generate any extra ALU on GCN.
+ float3x3 ltcTransform = mul(flipMatrix, k_identity3x3);
+
+ // Polygon irradiance in the transformed configuration.
+ // TODO: double evaluation is very inefficient! This is a temporary solution.
+ float4x3 LTD = mul(localLightVerts, ltcTransform);
+ ltcValue = PolygonIrradiance(LTD);
+ ltcValue *= lightData.diffuseDimmer;
+ // Only apply cookie if there is one
+ if ( lightData.cookieMode != COOKIEMODE_NONE )
+ {
+ // Compute the cookie data for the transmission diffuse term
+ float3 formFactorTD = PolygonFormFactor(LTD);
+ ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LTD, formFactorTD);
+ }
+ // VLAYERED_DIFFUSE_ENERGY_HACKED_TERM:
+ // In Lit with Lambert, there's no diffuseFGD, it is one. In our case, we also
+ // need a diffuse energy term when vlayered.
+
+ // We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass.
+ // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF().
+ lighting.diffuse += bsdfData.transmittance * ltcValue * preLightData.diffuseEnergy;
+ }
+
+ // Evaluate the specular lobes for the stack
+ IF_DEBUG( if ( _DebugLobeMask.y != 0.0) )
+ {
+ if (AREA_LIGHTS_ANISOTROPY_ENABLED)
+ {
+ // In that case, instead of only considering possibly dual normal maps and thus two
+ // local canonical frames we have lobe specific frames because of the anisotropic hack:
+ localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX]));
+ }
+ // Polygon irradiance in the transformed configuration.
+ float4x3 LAS = mul(localLightVerts, preLightData.ltcTransformSpecular[BASE_LOBEA_IDX]);
+ ltcValue = PolygonIrradiance(LAS);
+ // Only apply cookie if there is one
+ if ( lightData.cookieMode != COOKIEMODE_NONE )
+ {
+ // Compute the cookie data for the specular term
+ float3 formFactorAS = PolygonFormFactor(LAS);
+ ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LAS, formFactorAS);
+ }
+
+ // See EvaluateBSDF_Env TODOENERGY:
+ lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEA_IDX] * preLightData.specularFGD[BASE_LOBEA_IDX] * ltcValue;
+ }
+ IF_DEBUG( if ( _DebugLobeMask.z != 0.0) )
+ {
+ if (AREA_LIGHTS_ANISOTROPY_ENABLED)
+ {
+ // In that case, instead of only considering possibly dual normal maps and thus two
+ // local canonical frames we have lobe specific frames because of the anisotropic hack:
+ localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX]));
+ }
+ float4x3 LS = mul(localLightVerts, preLightData.ltcTransformSpecular[BASE_LOBEB_IDX]);
+ ltcValue = PolygonIrradiance(LS);
+ // Only apply cookie if there is one
+ if ( lightData.cookieMode != COOKIEMODE_NONE )
+ {
+ // Compute the cookie data for the specular term
+ float3 formFactorS = PolygonFormFactor(LS);
+ ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LS, formFactorS);
+ }
+
+ lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEB_IDX] * preLightData.specularFGD[BASE_LOBEB_IDX] * ltcValue;
+ }
+
+ if (IsVLayeredEnabled(bsdfData))
+ {
+ if (IsCoatNormalMapEnabled(bsdfData))
+ {
+ localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX]));
+ }
+ if (AREA_LIGHTS_ANISOTROPY_ENABLED)
+ {
+ // In that case, instead of only considering possibly dual normal maps and thus two
+ // local canonical frames we have lobe specific frames because of the anisotropic hack:
+ localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX]));
+ }
+ IF_DEBUG( if ( _DebugLobeMask.x != 0.0) )
+ {
+ float4x3 LSCC = mul(localLightVerts, preLightData.ltcTransformSpecular[COAT_LOBE_IDX]);
+ ltcValue = PolygonIrradiance(LSCC);
+ // Only apply cookie if there is one
+ if ( lightData.cookieMode != COOKIEMODE_NONE )
+ {
+ // Compute the cookie data for the specular term
+ float3 formFactorS = PolygonFormFactor(LSCC);
+ ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LSCC, formFactorS);
+ }
+ lighting.specular += preLightData.energyCompensationFactor[COAT_LOBE_IDX] * preLightData.specularFGD[COAT_LOBE_IDX] * ltcValue;
+ }
+ }
+ lighting.specular *= lightData.specularDimmer;
+
+
+ // Save ALU by applying 'lightData.color' only once.
+ lighting.diffuse *= lightData.color;
+ lighting.specular *= lightData.color;
+
+ #ifdef DEBUG_DISPLAY
+ if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
+ {
+ // Make sure we're using the base layer frame:
+ localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
+ if (AREA_LIGHTS_ANISOTROPY_ENABLED)
+ {
+ // In that case orthoBasisViewNormal[] is per lobe due to anistropic hack,
+ // use orthoBasisViewNormalDiffuse:
+ localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormalDiffuse));
+ }
+ // Only lighting, not BSDF
+ // Apply area light on lambert then multiply by PI to cancel Lambert
+ lighting.diffuse = PolygonIrradiance(mul(localLightVerts, k_identity3x3));
+ lighting.diffuse *= PI * lightData.diffuseDimmer;
+ }
+ #endif
- // Save ALU by applying 'lightData.color' only once.
- lighting.diffuse *= lightData.color;
- lighting.specular *= lightData.color;
+ } // if light not too far
+
+ } // if light not back-facing
+
+ float shadow = 1.0;
+ float shadowMask = 1.0;
+#ifdef SHADOWS_SHADOWMASK
+ // shadowMaskSelector.x is -1 if there is no shadow mask
+ // Note that we override shadow value (in case we don't have any dynamic shadow)
+ shadow = shadowMask = (lightData.shadowMaskSelector.x >= 0.0) ? dot(BUILTIN_DATA_SHADOW_MASK, lightData.shadowMaskSelector) : 1.0;
+#endif
#if defined(SCREEN_SPACE_SHADOWS) && !defined(_SURFACE_TYPE_TRANSPARENT)
- float shadow = 1.0;
if ((lightData.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW)
+ {
shadow = GetScreenSpaceShadow(posInput, lightData.screenSpaceShadowIndex);
- lighting.diffuse *= shadow;
- lighting.specular *= shadow;
-#endif // defined(SCREEN_SPACE_SHADOWS) && !defined(_SURFACE_TYPE_TRANSPARENT)
-
-#ifdef DEBUG_DISPLAY
- if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
+ }
+ else
+#endif // ENABLE_RAYTRACING
+ if (lightData.shadowIndex != -1)
{
- // Make sure we're using the base layer frame:
- localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX]));
+#if RASTERIZED_AREA_LIGHT_SHADOWS
+ // lightData.positionRWS now contains the Light vector.
+ shadow = GetAreaLightAttenuation(lightLoopContext.shadowContext, posInput.positionSS, posInput.positionWS, bsdfData.normalWS, lightData.shadowIndex, normalize(lightData.positionRWS), length(lightData.positionRWS));
+#ifdef SHADOWS_SHADOWMASK
+ // See comment for punctual light shadow mask
+ shadow = lightData.nonLightMappedOnly ? min(shadowMask, shadow) : shadow;
+#endif
+ shadow = lerp(shadowMask, shadow, lightData.shadowDimmer);
- // Only lighting, not BSDF
- // Apply area light on lambert then multiply by PI to cancel Lambert
- lighting.diffuse = PolygonIrradiance(mul(localLightVerts, k_identity3x3));
- lighting.diffuse *= PI * lightData.diffuseDimmer;
+#endif
}
+
+#if RASTERIZED_AREA_LIGHT_SHADOWS || SUPPORTS_RAYTRACED_AREA_SHADOWS
+ float3 shadowColor = ComputeShadowColor(shadow, lightData.shadowTint, lightData.penumbraTint);
+ lighting.diffuse *= shadowColor;
+ lighting.specular *= shadowColor;
#endif
#endif // STACK_LIT_DISPLAY_REFERENCE_AREA
diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/ColorAdjustments.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/ColorAdjustments.cs
index 86770f2a32e..5b8dbfc5514 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/ColorAdjustments.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/ColorAdjustments.cs
@@ -9,9 +9,9 @@ namespace UnityEngine.Rendering.HighDefinition
public sealed class ColorAdjustments : VolumeComponent, IPostProcessComponent
{
///
- /// Sets the value that HDRP uses to adjust the overall exposure of the Scene, in EV.
+ /// Adjusts the brightness of the image just before color grading, in EV.
///
- [Tooltip("Sets the value that HDRP uses to adjust the overall exposure of the Scene, in EV.")]
+ [Tooltip("Adjusts the brightness of the image just before color grading, in EV.")]
public FloatParameter postExposure = new FloatParameter(0f);
///
diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/Exposure.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/Exposure.cs
index 0fcba3505b1..0007c9c6076 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/Exposure.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/Exposure.cs
@@ -85,6 +85,12 @@ public sealed class Exposure : VolumeComponent, IPostProcessComponent
[Tooltip("Sets the speed at which the exposure changes when the Camera moves from a bright area to a dark area.")]
public MinFloatParameter adaptationSpeedLightToDark = new MinFloatParameter(1f, 0.001f);
+ ///
+ /// Sets the texture mask used to weight the pixels in the buffer when computing exposure. Used only with .
+ ///
+ [Tooltip("Sets the texture mask to be used to weight the pixels in the buffer for the sake of computing exposure..")]
+ public NoInterpTextureParameter weightTextureMask = new NoInterpTextureParameter(null);
+
///
/// Tells if the effect needs to be rendered or not.
///
@@ -145,7 +151,16 @@ public enum MeteringMode
/// have the minimum weight, and pixels in between have a progressively lower weight the
/// closer they are to the screen borders.
///
- CenterWeighted
+ CenterWeighted,
+
+
+ ///
+ /// The Camera applies a weight to every pixel in the buffer and then uses them to measure
+ /// the exposure. The weighting is specified by the texture provided by the user. Note that if
+ /// no texture is provided, then this metering mode is equivalent to Average.
+ ///
+ MaskWeighted
+
}
///
diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
index 397eae6ba11..53acbb6240e 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs
@@ -246,6 +246,8 @@ public void Cleanup()
RTHandles.Release(m_InternalLogLut);
CoreUtils.Destroy(m_FinalPassMaterial);
CoreUtils.Destroy(m_ClearBlackMaterial);
+ CoreUtils.Destroy(m_SMAAMaterial);
+ CoreUtils.Destroy(m_TemporalAAMaterial);
CoreUtils.SafeRelease(m_BokehNearKernel);
CoreUtils.SafeRelease(m_BokehFarKernel);
CoreUtils.SafeRelease(m_BokehIndirectCmd);
@@ -262,6 +264,8 @@ public void Cleanup()
m_InternalLogLut = null;
m_FinalPassMaterial = null;
m_ClearBlackMaterial = null;
+ m_SMAAMaterial = null;
+ m_TemporalAAMaterial = null;
m_BokehNearKernel = null;
m_BokehFarKernel = null;
m_BokehIndirectCmd = null;
@@ -347,7 +351,11 @@ public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdIn
}
else
{
- if (IsExposureFixed())
+ // Fix exposure is store in Exposure Textures at the beginning of the frame as there is no need for color buffer
+ // Dynamic exposure (Auto, curve) is store in Exposure Textures at the end of the frame (as it rely on color buffer)
+ // Texture current and previous are swapped at the beginning of the frame.
+ bool isFixedExposure = IsExposureFixed();
+ if (isFixedExposure)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.FixedExposure)))
{
@@ -355,7 +363,14 @@ public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdIn
}
}
- cmd.SetGlobalTexture(HDShaderIDs._ExposureTexture, GetExposureTexture(camera));
+ // Note: GetExposureTexture(camera) must be call AFTER the call of DoFixedExposure to be correctly taken into account
+ // When we use Dynamic Exposure and we reset history we can't use pre-exposure (as there is no information)
+ // For this reasons we put neutral value at the beginning of the frame in Exposure textures and
+ // apply processed exposure from color buffer at the end of the Frame, only for a single frame.
+ // After that we re-use the pre-exposure system
+ RTHandle currentExposureTexture = (camera.resetPostProcessingHistory && !isFixedExposure) ? m_EmptyExposureTexture : GetExposureTexture(camera);
+
+ cmd.SetGlobalTexture(HDShaderIDs._ExposureTexture, currentExposureTexture);
cmd.SetGlobalTexture(HDShaderIDs._PrevExposureTexture, GetPreviousExposureTexture(camera));
}
}
@@ -460,9 +475,9 @@ void PoolSource(ref RTHandle src, RTHandle dst)
cmd.DispatchCompute(cs, kernel, (camera.actualWidth + 7) / 8, (camera.actualHeight + 7) / 8, camera.viewCount);
PoolSource(ref source, destination);
+ }
}
}
- }
if (m_PostProcessEnabled)
{
@@ -502,9 +517,15 @@ void PoolSource(ref RTHandle src, RTHandle dst)
}
}
+ // If Path tracing is enabled, then DoF is computed in the path tracer by sampling the lens aperure (when using the physical camera mode)
+ bool isDoFPathTraced = (camera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) &&
+ camera.volumeStack.GetComponent().enable.value &&
+ camera.camera.cameraType != CameraType.Preview &&
+ m_DepthOfField.focusMode == DepthOfFieldMode.UsePhysicalCamera);
+
// Depth of Field is done right after TAA as it's easier to just re-project the CoC
// map rather than having to deal with all the implications of doing it before TAA
- if (m_DepthOfField.IsActive() && !isSceneView && m_DepthOfFieldFS)
+ if (m_DepthOfField.IsActive() && !isSceneView && m_DepthOfFieldFS && !isDoFPathTraced)
{
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DepthOfField)))
{
@@ -842,9 +863,9 @@ void DoDynamicExposure(CommandBuffer cmd, HDCamera camera, RTHandle colorBuffer)
if (camera.resetPostProcessingHistory)
{
- kernel = cs.FindKernel("KReset");
- cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputTexture, prevExposure);
- cmd.DispatchCompute(cs, kernel, 1, 1, 1);
+ // For Dynamic Exposure, we need to undo the pre-exposure from the color buffer to calculate the correct one
+ // When we reset history we must setup neutral value
+ prevExposure = m_EmptyExposureTexture; // Use neutral texture
}
m_ExposureVariants[0] = 1; // (int)exposureSettings.luminanceSource.value;
@@ -858,6 +879,14 @@ void DoDynamicExposure(CommandBuffer cmd, HDCamera camera, RTHandle colorBuffer)
cmd.SetComputeIntParams(cs, HDShaderIDs._Variants, m_ExposureVariants);
cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._PreviousExposureTexture, prevExposure);
cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._SourceTexture, sourceTex);
+ if (m_Exposure.meteringMode == MeteringMode.MaskWeighted && m_Exposure.weightTextureMask.value != null)
+ {
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._ExposureWeightMask, m_Exposure.weightTextureMask.value);
+ }
+ else
+ {
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._ExposureWeightMask, Texture2D.whiteTexture);
+ }
cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputTexture, m_TempTexture1024);
cmd.DispatchCompute(cs, kernel, 1024 / 8, 1024 / 8, 1);
@@ -1823,7 +1852,11 @@ void DoMotionBlur(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.MotionBlurKernel)))
{
cs = m_Resources.shaders.motionBlurCS;
+ cs.shaderKeywords = null;
+
+ CoreUtils.SetKeyword(cs, "ENABLE_ALPHA", m_EnableAlpha);
kernel = cs.FindKernel("MotionBlurCS");
+
cmd.SetComputeVectorParam(cs, HDShaderIDs._TileTargetSize, tileTargetSize);
cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._MotionVecAndDepth, preppedMotionVec);
cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputTexture, destination);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute
index 8d413e4c841..24bb51c8249 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute
@@ -14,6 +14,9 @@
TEXTURE2D(_ExposureCurveTexture);
TEXTURE2D(_PreviousExposureTexture);
TEXTURE2D(_InputTexture);
+
+TEXTURE2D(_ExposureWeightMask);
+
TEXTURE2D_X(_SourceTexture);
RW_TEXTURE2D(float2, _OutputTexture);
@@ -42,6 +45,9 @@ CBUFFER_END
#define ParamAdaptationMode _Variants.z
#define ParamEvaluateMode _Variants.w
+#define PREPASS_TEX_SIZE 1024.0
+#define PREPASS_TEX_HALF_SIZE 512.0
+
float WeightSample(uint2 pixel)
{
UNITY_BRANCH
@@ -50,17 +56,23 @@ float WeightSample(uint2 pixel)
case 1u:
{
// Spot metering
- const float kRadius = 0.075 * 1024.0;
- const float2 kCenter = (512.0).xx;
+ const float kRadius = 0.075 * PREPASS_TEX_SIZE;
+ const float2 kCenter = (PREPASS_TEX_HALF_SIZE).xx;
float d = length(kCenter - pixel) - kRadius;
return 1.0 - saturate(d);
}
case 2u:
{
// Center-weighted
- const float2 kCenter = (512.0).xx;
- return 1.0 - saturate(pow(length(kCenter - pixel) / 512.0, 1.0));
+ const float2 kCenter = (PREPASS_TEX_HALF_SIZE).xx;
+ return 1.0 - saturate(pow(length(kCenter - pixel) / PREPASS_TEX_HALF_SIZE, 1.0));
}
+ case 3u:
+ {
+ // Mask weigthing
+ return SAMPLE_TEXTURE2D_LOD(_ExposureWeightMask, sampler_LinearClamp, pixel * rcp(PREPASS_TEX_SIZE), 0.0).x;
+ }
+
default:
{
// Global average
@@ -126,7 +138,7 @@ void KPrePass(uint2 dispatchThreadId : SV_DispatchThreadID)
// For XR, interleave single-pass views in a checkerboard pattern
UNITY_XR_ASSIGN_VIEW_INDEX((dispatchThreadId.x + dispatchThreadId.y) % _XRViewCount)
- PositionInputs posInputs = GetPositionInput(float2(dispatchThreadId), 1.0 / 1024.0, uint2(8u, 8u));
+ PositionInputs posInputs = GetPositionInput(float2(dispatchThreadId), rcp(PREPASS_TEX_SIZE), uint2(8u, 8u));
float2 uv = ClampAndScaleUVForBilinear(posInputs.positionNDC);
float luma;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlur.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlur.compute
index fb7d8dc3e85..0dcd86fbf5c 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlur.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlur.compute
@@ -1,9 +1,13 @@
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurCommon.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl"
#pragma kernel MotionBlurCS
+
//#pragma enable_d3d11_debug_symbols
-RW_TEXTURE2D_X(float3, _OutputTexture);
+#pragma multi_compile _ ENABLE_ALPHA
+
+RW_TEXTURE2D_X(CTYPE, _OutputTexture);
TEXTURE2D_X(_InputTexture);
TEXTURE2D_X(_TileMaxNeighbourhood);
@@ -127,19 +131,19 @@ void MirrorWeights(float depth1, float depth2, float motionVec1, float motionVec
// Sample processing
// ---------------------------------------------
-float3 ProcessSampleFastPath(uint sampleNumber, float2 dir, float invSampleCount, float2 centralUV, float randomVal, float dirSign)
+CTYPE ProcessSampleFastPath(uint sampleNumber, float2 dir, float invSampleCount, float2 centralUV, float randomVal, float dirSign)
{
float2 currDir = dirSign * dir;
float offsetLength = (sampleNumber + 0.5) + (dirSign * (randomVal - 0.5));
float2 sampleUV = ClampAndScaleUVForBilinear(centralUV + (offsetLength*invSampleCount) * currDir);
- float3 sampleColor = SAMPLE_TEXTURE2D_X_LOD(_InputTexture, s_point_clamp_sampler, sampleUV, 0).xyz;
+ CTYPE sampleColor = SAMPLE_TEXTURE2D_X_LOD(_InputTexture, s_point_clamp_sampler, sampleUV, 0).CTYPE_SWIZZLE;
return sampleColor;
}
-float4 ProcessSample(uint sampleNumber, float2 dir, float invSampleCount, float2 centralUV, float centralDepth, float centralMotionVecLen, float pixelToSampleScale, float randomVal, float dirSign, out float outDepth, out float outMotionVecLength)
+float4 ProcessSample(uint sampleNumber, float2 dir, float invSampleCount, float2 centralUV, float centralDepth, float centralMotionVecLen, float pixelToSampleScale, float randomVal, float dirSign, out float outDepth, out float outMotionVecLength, out float sampleAlpha)
{
float2 currDir = dirSign * dir;
@@ -147,7 +151,7 @@ float4 ProcessSample(uint sampleNumber, float2 dir, float invSampleCount, float2
float2 sampleUV = ClampAndScaleUVForBilinear(centralUV + (offsetLength*invSampleCount) * currDir);
float3 sampleMotionVecDepth = SAMPLE_TEXTURE2D_X_LOD(_MotionVecAndDepth, s_point_clamp_sampler, sampleUV, 0).xyz;
- float3 sampleColor = SAMPLE_TEXTURE2D_X_LOD(_InputTexture, s_point_clamp_sampler, sampleUV, 0).xyz;
+ CTYPE sampleColor = SAMPLE_TEXTURE2D_X_LOD(_InputTexture, s_point_clamp_sampler, sampleUV, 0).CTYPE_SWIZZLE;
outMotionVecLength = MotionVecLengthInPixelsFromEncoded(sampleMotionVecDepth.xy);
outDepth = sampleMotionVecDepth.z;
@@ -159,7 +163,12 @@ float4 ProcessSample(uint sampleNumber, float2 dir, float invSampleCount, float2
#endif
float sampleWeight = SampleWeight(centralDepth, outDepth, offsetLength, centralMotionVecLen, outMotionVecLength, pixelToSampleScale, _DepthScale, motionVecDiffWeight);
- return float4(sampleColor, sampleWeight);
+#if ENABLE_ALPHA
+ sampleAlpha = sampleColor.w;
+#else
+ sampleAlpha = 1.0;
+#endif
+ return float4(sampleColor.xyz, sampleWeight);
}
@@ -172,10 +181,10 @@ void MotionBlurCS(uint3 dispatchThreadId : SV_DispatchThreadID)
{
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
- float3 debugColor = 1.0f;
+ CTYPE debugColor = 1.0f;
// Get central sample early.
- float3 centralColor = _InputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)].xyz;
+ CTYPE centralColor = _InputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)].CTYPE_SWIZZLE;
float2 randomVals = float2(RandomValue(dispatchThreadId.xy, 0), RandomValue(dispatchThreadId.xy, 1));
@@ -206,18 +215,18 @@ void MotionBlurCS(uint3 dispatchThreadId : SV_DispatchThreadID)
#if DEBUG_VIEW == TILE_VIS
if (earlyOut)
{
- debugColor = float3(0.0, 1.0, 0.0);
+ debugColor.xz = 0.0;
}
else if (fastPath)
{
- debugColor = float3(1.0, 1.0, 0.0);
+ debugColor.z = 0.0;
}
else
{
- debugColor = float3(1.0, 0.0, 0.0);
+ debugColor.yz = 0.0;
}
- _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = 0.25 * centralColor + 0.75 * debugColor.xyz;
+ _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = 0.25 * centralColor + 0.75 * debugColor;
#else
@@ -240,7 +249,7 @@ void MotionBlurCS(uint3 dispatchThreadId : SV_DispatchThreadID)
float randomVal = randomVals.x;
float2 dir = 0.5 * maxMotionVec;
- float3 colorAccumulation = 0.0;
+ CTYPE colorAccumulation = 0.0;
if (fastPath)
{
@@ -271,6 +280,7 @@ void MotionBlurCS(uint3 dispatchThreadId : SV_DispatchThreadID)
float centralDepth = motionVecAndDepth.z;
float4 accumulation = 0.0;
+ float alphaAccumulation = 0.0;
for (uint i = 0; i < stepCount; ++i)
{
#if GUERTIN2014_DOUBLE_DIR
@@ -278,18 +288,25 @@ void MotionBlurCS(uint3 dispatchThreadId : SV_DispatchThreadID)
#endif
float fw_Depth, bw_Depth;
float fw_MotionVecLen, bw_MotionVecLen;
- float4 fw_Sample = ProcessSample(i, dir, invSampleCount, centerSampleUV, centralDepth, centralMotionVecLen, pixelToSampleScale, randomVal, -1, fw_Depth, fw_MotionVecLen);
- float4 bw_Sample = ProcessSample(i, dir, invSampleCount, centerSampleUV, centralDepth, centralMotionVecLen, pixelToSampleScale, randomVal, 1, bw_Depth, bw_MotionVecLen);
+ float fw_Alpha, bw_Alpha;
+ float4 fw_Sample = ProcessSample(i, dir, invSampleCount, centerSampleUV, centralDepth, centralMotionVecLen, pixelToSampleScale, randomVal, -1, fw_Depth, fw_MotionVecLen, fw_Alpha);
+ float4 bw_Sample = ProcessSample(i, dir, invSampleCount, centerSampleUV, centralDepth, centralMotionVecLen, pixelToSampleScale, randomVal, 1, bw_Depth, bw_MotionVecLen, bw_Alpha);
// Mirror weights
#if MIRROR_WEIGHTS
MirrorWeights(fw_Depth, bw_Depth, fw_MotionVecLen, bw_MotionVecLen, fw_Sample.w, bw_Sample.w);
#endif
accumulation += float4(fw_Sample.w * fw_Sample.rgb, fw_Sample.w) + float4(bw_Sample.w * bw_Sample.rgb, bw_Sample.w);
+#if ENABLE_ALPHA
+ alphaAccumulation += fw_Sample.w * fw_Alpha + bw_Sample.w * bw_Alpha;
+#endif
}
accumulation *= invSampleCount;
- colorAccumulation = accumulation.rgb + (1.0 - accumulation.w) * centralColor;
+ colorAccumulation.rgb = accumulation.rgb + (1.0 - accumulation.w) * centralColor.rgb;
+#if ENABLE_ALPHA
+ colorAccumulation.w = alphaAccumulation + (1.0 - accumulation.w) * centralColor.w;
+#endif
#if DEBUG_VIEW == WEIGHT_VIS
colorAccumulation = accumulation.w;
@@ -304,7 +321,7 @@ void MotionBlurCS(uint3 dispatchThreadId : SV_DispatchThreadID)
#endif
#if DEBUG_VIEW == DEBUG_SAMPLE_COUNT
- colorAccumulation = colorAccumulation * 0.25 + 0.75 * lerp(float3(0.0, 1.0, 0.0), float3(1.0, 0.0, 0.0), float(actualSampleCount) / _SampleCount);
+ colorAccumulation.xyz = colorAccumulation.xyz * 0.25 + 0.75 * lerp(float3(0.0, 1.0, 0.0), float3(1.0, 0.0, 0.0), float(actualSampleCount) / _SampleCount);
#endif
_OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = colorAccumulation;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/SubFrameManager.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/SubFrameManager.cs
index 745e2c52650..12f1acbb47f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/SubFrameManager.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/SubFrameManager.cs
@@ -174,7 +174,9 @@ internal Vector4 GetFrameWeights()
float weight = isRecording ? ShutterProfile(time) : 1.0f;
- m_AccumulatedWeight += weight;
+ if (m_CurrentIteration < m_AccumulationSamples)
+ m_AccumulatedWeight += weight;
+
if (m_AccumulatedWeight > 0)
{
return new Vector4(weight, totalWeight, 1.0f / m_AccumulatedWeight, 0.0f);
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 721d597a27d..74ad3623b32 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
@@ -186,7 +186,8 @@ internal struct ShadowHistoryUsage
internal Transform volumeAnchor;
internal Rect finalViewport; // This will have the correct viewport position and the size will be full resolution (ie : not taking dynamic rez into account)
internal int colorPyramidHistoryMipCount = 0;
- internal VBufferParameters[] vBufferParams; // Double-buffered; needed even if reprojection is off
+ internal VBufferParameters[] vBufferParams; // Double-buffered; needed even if reprojection is off
+ internal RTHandle[] volumetricHistoryBuffers; // Double-buffered; only used for reprojection
// Currently the frame count is not increase every render, for ray tracing shadow filtering. We need to have a number that increases every render
internal uint cameraFrameCount = 0;
internal bool animateMaterials;
@@ -406,7 +407,7 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp,
{
// Have to do this every frame in case the settings have changed.
// The condition inside controls whether we perform init/deinit or not.
- hdrp.ReinitializeVolumetricBufferParams(this);
+ HDRenderPipeline.ReinitializeVolumetricBufferParams(this);
bool isCurrentColorPyramidRequired = frameSettings.IsEnabled(FrameSettingsField.Refraction) || frameSettings.IsEnabled(FrameSettingsField.Distortion);
bool isHistoryColorPyramidRequired = IsSSREnabled() || antialiasing == AntialiasingMode.TemporalAntialiasing;
@@ -425,7 +426,8 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp,
{
// Reinit the system.
colorPyramidHistoryIsValid = false;
- volumetricHistoryIsValid = false;
+
+ HDRenderPipeline.DestroyVolumetricHistoryBuffers(this);
// The history system only supports the "nuke all" option.
m_HistoryRTSystem.Dispose();
@@ -438,7 +440,7 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp,
if (numVolumetricBuffersRequired != 0)
{
- hdrp.AllocateVolumetricHistoryBuffers(this, numVolumetricBuffersRequired);
+ HDRenderPipeline.CreateVolumetricHistoryBuffers(this, numVolumetricBuffersRequired);
}
// Mark as init.
@@ -482,7 +484,8 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp,
isFirstFrame = false;
cameraFrameCount++;
- hdrp.UpdateVolumetricBufferParams(this);
+ HDRenderPipeline.UpdateVolumetricBufferParams(this, hdrp.GetFrameCount());
+ HDRenderPipeline.ResizeVolumetricHistoryBuffers(this, hdrp.GetFrameCount());
// Here we use the non scaled resolution for the RTHandleSystem ref size because we assume that at some point we will need full resolution anyway.
// This is necessary because we assume that after post processes, we have the full size render target for debug rendering
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs
index bc6ae1a3eb3..47b2c979f1b 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs
@@ -7,8 +7,6 @@ public enum HDCameraFrameHistoryType
{
/// Color buffer mip chain.
ColorBufferMipChain,
- /// Volumetric lighting buffer.
- VolumetricLighting,
/// Exposure buffer.
Exposure,
/// Temporal antialiasing history.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs
index af2f4eff735..695f1f899a7 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs
@@ -27,28 +27,75 @@ static void ReadLightingBuffers(LightingBuffers buffers, RenderGraphBuilder buil
class BuildGPULightListPassData
{
- public ShadowGlobalParameters shadowGlobalParameters;
- public LightLoopGlobalParameters lightLoopGlobalParameters;
+ public ShadowGlobalParameters shadowGlobalParameters;
+ public LightLoopGlobalParameters lightLoopGlobalParameters;
- public BuildGPULightListParameters buildGPULightListParameters;
- public BuildGPULightListResources buildGPULightListResources;
+ public BuildGPULightListParameters buildGPULightListParameters;
public TextureHandle depthBuffer;
public TextureHandle stencilTexture;
public TextureHandle[] gBuffer = new TextureHandle[RenderGraph.kMaxMRTCount];
- public int gBufferCount;
+ public int gBufferCount;
+
+ // These buffers are not used outside of BuildGPULight list so they don't need to be known by the render graph.
+ public ComputeBuffer lightVolumeDataBuffer;
+ public ComputeBuffer convexBoundsBuffer;
+ public ComputeBuffer AABBBoundsBuffer;
+ public ComputeBuffer globalLightListAtomic;
+
+ public BuildGPULightListOutput output = new BuildGPULightListOutput();
+ }
+
+ struct BuildGPULightListOutput
+ {
+ public ComputeBufferHandle tileFeatureFlags;
+ public ComputeBufferHandle dispatchIndirectBuffer;
+ public ComputeBufferHandle perVoxelOffset;
+ public ComputeBufferHandle perTileLogBaseTweak;
+ public ComputeBufferHandle tileList;
+ public ComputeBufferHandle bigTileLightList;
+ public ComputeBufferHandle perVoxelLightLists;
+ public ComputeBufferHandle lightList;
+ }
+
+ static BuildGPULightListResources PrepareBuildGPULightListResources(RenderGraphContext context, BuildGPULightListPassData data)
+ {
+ var buildLightListResources = new BuildGPULightListResources();
+
+ buildLightListResources.depthBuffer = context.resources.GetTexture(data.depthBuffer);
+ buildLightListResources.stencilTexture = context.resources.GetTexture(data.stencilTexture);
+ if (data.buildGPULightListParameters.computeMaterialVariants && data.buildGPULightListParameters.enableFeatureVariants)
+ {
+ buildLightListResources.gBuffer = context.renderGraphPool.GetTempArray(data.gBufferCount);
+ for (int i = 0; i < data.gBufferCount; ++i)
+ buildLightListResources.gBuffer[i] = context.resources.GetTexture(data.gBuffer[i]);
+ }
+
+ buildLightListResources.lightVolumeDataBuffer = data.lightVolumeDataBuffer;
+ buildLightListResources.convexBoundsBuffer = data.convexBoundsBuffer;
+ buildLightListResources.AABBBoundsBuffer = data.AABBBoundsBuffer;
+ buildLightListResources.globalLightListAtomic = data.globalLightListAtomic;
+
+ buildLightListResources.tileFeatureFlags = context.resources.GetComputeBuffer(data.output.tileFeatureFlags);
+ buildLightListResources.dispatchIndirectBuffer = context.resources.GetComputeBuffer(data.output.dispatchIndirectBuffer);
+ buildLightListResources.perVoxelOffset = context.resources.GetComputeBuffer(data.output.perVoxelOffset);
+ buildLightListResources.perTileLogBaseTweak = context.resources.GetComputeBuffer(data.output.perTileLogBaseTweak);
+ buildLightListResources.tileList = context.resources.GetComputeBuffer(data.output.tileList);
+ buildLightListResources.bigTileLightList = context.resources.GetComputeBuffer(data.output.bigTileLightList);
+ buildLightListResources.perVoxelLightLists = context.resources.GetComputeBuffer(data.output.perVoxelLightLists);
+ buildLightListResources.lightList = context.resources.GetComputeBuffer(data.output.lightList);
+
+ return buildLightListResources;
}
- void BuildGPULightList(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthStencilBuffer, TextureHandle stencilBufferCopy, GBufferOutput gBuffer)
+ BuildGPULightListOutput BuildGPULightList(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthStencilBuffer, TextureHandle stencilBufferCopy, GBufferOutput gBuffer)
{
using (var builder = renderGraph.AddRenderPass("Build Light List", out var passData, ProfilingSampler.Get(HDProfileId.BuildLightList)))
{
builder.EnableAsyncCompute(hdCamera.frameSettings.BuildLightListRunsAsync());
passData.shadowGlobalParameters = PrepareShadowGlobalParameters(hdCamera);
- passData.lightLoopGlobalParameters = PrepareLightLoopGlobalParameters(hdCamera);
- passData.buildGPULightListParameters = PrepareBuildGPULightListParameters(hdCamera, buildForProbeVolumes: false);
- // TODO: Move this inside the render function onces compute buffers are RenderGraph ready
- passData.buildGPULightListResources = PrepareBuildGPULightListResources(m_TileAndClusterData, null, null, isGBufferNeeded: true);
+ passData.lightLoopGlobalParameters = PrepareLightLoopGlobalParameters(hdCamera, m_TileAndClusterData);
+ passData.buildGPULightListParameters = PrepareBuildGPULightListParameters(hdCamera, m_TileAndClusterData, ref m_ShaderVariablesLightListCB, m_TotalLightCount);
passData.depthBuffer = builder.ReadTexture(depthStencilBuffer);
passData.stencilTexture = builder.ReadTexture(stencilBufferCopy);
if (passData.buildGPULightListParameters.computeMaterialVariants && passData.buildGPULightListParameters.enableFeatureVariants)
@@ -58,33 +105,41 @@ void BuildGPULightList(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle
passData.gBufferCount = gBuffer.gBufferCount;
}
+ passData.lightVolumeDataBuffer = m_TileAndClusterData.lightVolumeDataBuffer;
+ passData.convexBoundsBuffer = m_TileAndClusterData.convexBoundsBuffer;
+ passData.AABBBoundsBuffer = m_TileAndClusterData.AABBBoundsBuffer;
+ passData.globalLightListAtomic = m_TileAndClusterData.globalLightListAtomic;
+
+ passData.output.tileFeatureFlags = builder.WriteComputeBuffer(renderGraph.ImportComputeBuffer(m_TileAndClusterData.tileFeatureFlags));
+ passData.output.dispatchIndirectBuffer = builder.WriteComputeBuffer(renderGraph.ImportComputeBuffer(m_TileAndClusterData.dispatchIndirectBuffer));
+ passData.output.perVoxelOffset = builder.WriteComputeBuffer(renderGraph.ImportComputeBuffer(m_TileAndClusterData.perVoxelOffset));
+ passData.output.perTileLogBaseTweak = builder.WriteComputeBuffer(renderGraph.ImportComputeBuffer(m_TileAndClusterData.perTileLogBaseTweak));
+ passData.output.tileList = builder.WriteComputeBuffer(renderGraph.ImportComputeBuffer(m_TileAndClusterData.tileList));
+ passData.output.bigTileLightList = builder.WriteComputeBuffer(renderGraph.ImportComputeBuffer(m_TileAndClusterData.bigTileLightList));
+ passData.output.perVoxelLightLists = builder.WriteComputeBuffer(renderGraph.ImportComputeBuffer(m_TileAndClusterData.perVoxelLightLists));
+ passData.output.lightList = builder.WriteComputeBuffer(renderGraph.ImportComputeBuffer(m_TileAndClusterData.lightList));
+
builder.SetRenderFunc(
(BuildGPULightListPassData data, RenderGraphContext context) =>
{
bool tileFlagsWritten = false;
- data.buildGPULightListResources.depthBuffer = context.resources.GetTexture(data.depthBuffer);
- data.buildGPULightListResources.stencilTexture = context.resources.GetTexture(data.stencilTexture);
- if (data.buildGPULightListParameters.computeMaterialVariants && data.buildGPULightListParameters.enableFeatureVariants)
- {
- data.buildGPULightListResources.gBuffer = context.renderGraphPool.GetTempArray(data.gBufferCount);
- for (int i = 0; i < data.gBufferCount; ++i)
- data.buildGPULightListResources.gBuffer[i] = context.resources.GetTexture(data.gBuffer[i]);
- }
+ var buildLightListResources = PrepareBuildGPULightListResources(context, data);
- ClearLightLists(data.buildGPULightListParameters, data.buildGPULightListResources, context.cmd);
- GenerateLightsScreenSpaceAABBs(data.buildGPULightListParameters, data.buildGPULightListResources, context.cmd);
- BigTilePrepass(data.buildGPULightListParameters, data.buildGPULightListResources, context.cmd);
- BuildPerTileLightList(data.buildGPULightListParameters, data.buildGPULightListResources, ref tileFlagsWritten, context.cmd);
- VoxelLightListGeneration(data.buildGPULightListParameters, data.buildGPULightListResources, context.cmd);
+ ClearLightLists(data.buildGPULightListParameters, buildLightListResources, context.cmd);
+ GenerateLightsScreenSpaceAABBs(data.buildGPULightListParameters, buildLightListResources, context.cmd);
+ BigTilePrepass(data.buildGPULightListParameters, buildLightListResources, context.cmd);
+ BuildPerTileLightList(data.buildGPULightListParameters, buildLightListResources, ref tileFlagsWritten, context.cmd);
+ VoxelLightListGeneration(data.buildGPULightListParameters, buildLightListResources, context.cmd);
- BuildDispatchIndirectArguments(data.buildGPULightListParameters, data.buildGPULightListResources, tileFlagsWritten, context.cmd);
+ BuildDispatchIndirectArguments(data.buildGPULightListParameters, buildLightListResources, tileFlagsWritten, context.cmd);
// TODO RENDERGRAPH WARNING: Note that the three sets of variables are bound here, but it should be handled differently.
PushShadowGlobalParams(data.shadowGlobalParameters, context.cmd);
PushLightLoopGlobalParams(data.lightLoopGlobalParameters, context.cmd);
});
+ return passData.output;
}
}
@@ -135,7 +190,6 @@ TextureHandle CreateDiffuseLightingBuffer(RenderGraph renderGraph, bool msaa)
class DeferredLightingPassData
{
public DeferredLightingParameters parameters;
- public DeferredLightingResources resources;
public TextureHandle colorBuffer;
public TextureHandle sssDiffuseLightingBuffer;
@@ -145,6 +199,11 @@ class DeferredLightingPassData
public int gbufferCount;
public int lightLayersTextureIndex;
public TextureHandle[] gbuffer = new TextureHandle[8];
+
+ public ComputeBufferHandle lightListBuffer;
+ public ComputeBufferHandle tileFeatureFlagsBuffer;
+ public ComputeBufferHandle tileListBuffer;
+ public ComputeBufferHandle dispatchIndirectBuffer;
}
struct LightingOutput
@@ -154,12 +213,13 @@ struct LightingOutput
LightingOutput RenderDeferredLighting( RenderGraph renderGraph,
HDCamera hdCamera,
- TextureHandle colorBuffer,
- TextureHandle depthStencilBuffer,
- TextureHandle depthPyramidTexture,
+ TextureHandle colorBuffer,
+ TextureHandle depthStencilBuffer,
+ TextureHandle depthPyramidTexture,
in LightingBuffers lightingBuffers,
in GBufferOutput gbuffer,
- in ShadowResult shadowResult)
+ in ShadowResult shadowResult,
+ in BuildGPULightListOutput lightLists)
{
if (hdCamera.frameSettings.litShaderMode != LitShaderMode.Deferred)
return new LightingOutput();
@@ -168,13 +228,6 @@ LightingOutput RenderDeferredLighting( RenderGraph renderGraph,
{
passData.parameters = PrepareDeferredLightingParameters(hdCamera, m_CurrentDebugDisplaySettings);
- // TODO: Move this inside the render function onces compute buffers are RenderGraph ready
- passData.resources = new DeferredLightingResources();
- passData.resources.lightListBuffer = m_TileAndClusterData.lightList;
- passData.resources.tileFeatureFlagsBuffer = m_TileAndClusterData.tileFeatureFlags;
- passData.resources.tileListBuffer = m_TileAndClusterData.tileList;
- passData.resources.dispatchIndirectBuffer = m_TileAndClusterData.dispatchIndirectBuffer;
-
passData.colorBuffer = builder.WriteTexture(colorBuffer);
if (passData.parameters.outputSplitLighting)
{
@@ -190,6 +243,7 @@ LightingOutput RenderDeferredLighting( RenderGraph renderGraph,
passData.depthBuffer = builder.ReadTexture(depthStencilBuffer);
passData.depthTexture = builder.ReadTexture(depthPyramidTexture);
+ // TODO RENDERGRAPH: Check why this is needed
ReadLightingBuffers(lightingBuffers, builder);
passData.lightLayersTextureIndex = gbuffer.lightLayersTextureIndex;
@@ -199,19 +253,31 @@ LightingOutput RenderDeferredLighting( RenderGraph renderGraph,
HDShadowManager.ReadShadowResult(shadowResult, builder);
+ passData.lightListBuffer = builder.ReadComputeBuffer(lightLists.lightList);
+ passData.tileFeatureFlagsBuffer = builder.ReadComputeBuffer(lightLists.tileFeatureFlags);
+ passData.tileListBuffer = builder.ReadComputeBuffer(lightLists.tileList);
+ passData.dispatchIndirectBuffer = builder.ReadComputeBuffer(lightLists.dispatchIndirectBuffer);
+
var output = new LightingOutput();
output.colorBuffer = passData.colorBuffer;
builder.SetRenderFunc(
(DeferredLightingPassData data, RenderGraphContext context) =>
{
- data.resources.colorBuffers = context.renderGraphPool.GetTempArray(2);
- data.resources.colorBuffers[0] = context.resources.GetTexture(data.colorBuffer);
- data.resources.colorBuffers[1] = context.resources.GetTexture(data.sssDiffuseLightingBuffer);
- data.resources.depthStencilBuffer = context.resources.GetTexture(data.depthBuffer);
- data.resources.depthTexture = context.resources.GetTexture(data.depthTexture);
+ var resources = new DeferredLightingResources();
+
+ resources.colorBuffers = context.renderGraphPool.GetTempArray(2);
+ resources.colorBuffers[0] = context.resources.GetTexture(data.colorBuffer);
+ resources.colorBuffers[1] = context.resources.GetTexture(data.sssDiffuseLightingBuffer);
+ resources.depthStencilBuffer = context.resources.GetTexture(data.depthBuffer);
+ resources.depthTexture = context.resources.GetTexture(data.depthTexture);
+
+ resources.lightListBuffer = context.resources.GetComputeBuffer(data.lightListBuffer);
+ resources.tileFeatureFlagsBuffer = context.resources.GetComputeBuffer(data.tileFeatureFlagsBuffer);
+ resources.tileListBuffer = context.resources.GetComputeBuffer(data.tileListBuffer);
+ resources.dispatchIndirectBuffer = context.resources.GetComputeBuffer(data.dispatchIndirectBuffer);
- // TODO: try to find a better way to bind this.
+ // RENDERGRAPH TODO: try to find a better way to bind this.
// Issue is that some GBuffers have several names (for example normal buffer is both NormalBuffer and GBuffer1)
// So it's not possible to use auto binding via dependency to shaderTagID
// Should probably get rid of auto binding and go explicit all the way (might need to wait for us to remove non rendergraph code path).
@@ -227,13 +293,13 @@ LightingOutput RenderDeferredLighting( RenderGraph renderGraph,
{
bool useCompute = data.parameters.useComputeLightingEvaluation && !k_PreferFragment;
if (useCompute)
- RenderComputeDeferredLighting(data.parameters, data.resources, context.cmd);
+ RenderComputeDeferredLighting(data.parameters, resources, context.cmd);
else
- RenderComputeAsPixelDeferredLighting(data.parameters, data.resources, context.cmd);
+ RenderComputeAsPixelDeferredLighting(data.parameters, resources, context.cmd);
}
else
{
- RenderPixelDeferredLighting(data.parameters, data.resources, context.cmd);
+ RenderPixelDeferredLighting(data.parameters, resources, context.cmd);
}
});
@@ -244,6 +310,7 @@ LightingOutput RenderDeferredLighting( RenderGraph renderGraph,
class RenderSSRPassData
{
public RenderSSRParameters parameters;
+ public TextureHandle depthBuffer;
public TextureHandle depthPyramid;
public TextureHandle colorPyramid;
public TextureHandle stencilBuffer;
@@ -257,6 +324,7 @@ TextureHandle RenderSSR( RenderGraph renderGraph,
HDCamera hdCamera,
TextureHandle normalBuffer,
TextureHandle motionVectorsBuffer,
+ TextureHandle depthBuffer,
TextureHandle depthPyramid,
TextureHandle stencilBuffer,
TextureHandle clearCoatMask)
@@ -285,7 +353,8 @@ TextureHandle RenderSSR( RenderGraph renderGraph,
var colorPyramid = renderGraph.ImportTexture(hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain));
- passData.parameters = PrepareSSRParameters(hdCamera, m_DepthBufferMipChainInfo);
+ passData.parameters = PrepareSSRParameters(hdCamera, m_DepthBufferMipChainInfo, true);
+ passData.depthBuffer = builder.ReadTexture(depthBuffer);
passData.depthPyramid = builder.ReadTexture(depthPyramid);
passData.colorPyramid = builder.ReadTexture(colorPyramid);
passData.stencilBuffer = builder.ReadTexture(stencilBuffer);
@@ -308,6 +377,7 @@ TextureHandle RenderSSR( RenderGraph renderGraph,
{
var res = context.resources;
RenderSSR(data.parameters,
+ res.GetTexture(data.depthBuffer),
res.GetTexture(data.depthPyramid),
res.GetTexture(data.hitPointsTexture),
res.GetTexture(data.stencilBuffer),
@@ -338,13 +408,13 @@ class RenderContactShadowPassData
{
public ContactShadowsParameters parameters;
public LightLoopLightData lightLoopLightData;
- public TileAndClusterData tileAndClusterData;
public TextureHandle depthTexture;
public TextureHandle contactShadowsTexture;
+ public ComputeBufferHandle lightList;
public HDShadowManager shadowManager;
}
- TextureHandle RenderContactShadows(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthTexture, int firstMipOffsetY)
+ TextureHandle RenderContactShadows(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthTexture, BuildGPULightListOutput lightLists, int firstMipOffsetY)
{
if (!WillRenderContactShadow())
return renderGraph.ImportTexture(TextureXR.GetClearTexture(), HDShaderIDs._ContactShadowTexture);
@@ -359,7 +429,7 @@ TextureHandle RenderContactShadows(RenderGraph renderGraph, HDCamera hdCamera, T
passData.parameters = PrepareContactShadowsParameters(hdCamera, firstMipOffsetY);
passData.lightLoopLightData = m_LightLoopLightData;
- passData.tileAndClusterData = m_TileAndClusterData;
+ passData.lightList = builder.ReadComputeBuffer(lightLists.lightList);
passData.depthTexture = builder.ReadTexture(depthTexture);
passData.shadowManager = m_ShadowManager;
passData.contactShadowsTexture = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true)
@@ -373,7 +443,7 @@ TextureHandle RenderContactShadows(RenderGraph renderGraph, HDCamera hdCamera, T
var res = context.resources;
data.shadowManager.PushGlobalParameters(context.cmd);
- RenderContactShadows(data.parameters, res.GetTexture(data.contactShadowsTexture), res.GetTexture(data.depthTexture), data.lightLoopLightData, data.tileAndClusterData, context.cmd);
+ RenderContactShadows(data.parameters, res.GetTexture(data.contactShadowsTexture), res.GetTexture(data.depthTexture), data.lightLoopLightData, res.GetComputeBuffer(data.lightList), context.cmd);
});
}
@@ -385,17 +455,17 @@ class VolumeVoxelizationPassData
{
public VolumeVoxelizationParameters parameters;
public TextureHandle densityBuffer;
+ public ComputeBufferHandle bigTileLightListBuffer;
public ComputeBuffer visibleVolumeBoundsBuffer;
public ComputeBuffer visibleVolumeDataBuffer;
- public ComputeBuffer bigTileLightListBuffer;
}
- TextureHandle VolumeVoxelizationPass( RenderGraph renderGraph,
- HDCamera hdCamera,
- ComputeBuffer visibleVolumeBoundsBuffer,
- ComputeBuffer visibleVolumeDataBuffer,
- ComputeBuffer bigTileLightListBuffer,
- int frameIndex)
+ TextureHandle VolumeVoxelizationPass( RenderGraph renderGraph,
+ HDCamera hdCamera,
+ ComputeBuffer visibleVolumeBoundsBuffer,
+ ComputeBuffer visibleVolumeDataBuffer,
+ ComputeBufferHandle bigTileLightList,
+ int frameIndex)
{
if (Fog.IsVolumetricFogEnabled(hdCamera))
{
@@ -406,13 +476,17 @@ TextureHandle VolumeVoxelizationPass( RenderGraph renderGraph,
passData.parameters = PrepareVolumeVoxelizationParameters(hdCamera, frameIndex);
passData.visibleVolumeBoundsBuffer = visibleVolumeBoundsBuffer;
passData.visibleVolumeDataBuffer = visibleVolumeDataBuffer;
- passData.bigTileLightListBuffer = bigTileLightListBuffer;
- passData.densityBuffer = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(ComputeVBufferResolutionXY, false, false)
+ passData.bigTileLightListBuffer = builder.ReadComputeBuffer(bigTileLightList);
+
+ float tileSize = 0;
+ Vector3Int viewportSize = ComputeVolumetricViewportSize(hdCamera, ref tileSize);
+
+ passData.densityBuffer = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(viewportSize.x, viewportSize.y, false, false)
{
dimension = TextureDimension.Tex3D,
colorFormat = GraphicsFormat.R16G16B16A16_SFloat, // 8888_sRGB is not precise enough
enableRandomWrite = true,
- slices = ComputeVBufferSliceCount(volumetricLightingPreset),
+ slices = viewportSize.z,
/* useDynamicScale: true, // <- TODO ,*/
name = "VBufferDensity"
}));
@@ -420,11 +494,11 @@ TextureHandle VolumeVoxelizationPass( RenderGraph renderGraph,
builder.SetRenderFunc(
(VolumeVoxelizationPassData data, RenderGraphContext ctx) =>
{
- VolumeVoxelizationPass(data.parameters,
+ VolumeVoxelizationPass( data.parameters,
ctx.resources.GetTexture(data.densityBuffer),
data.visibleVolumeBoundsBuffer,
data.visibleVolumeDataBuffer,
- data.bigTileLightListBuffer,
+ ctx.resources.GetComputeBuffer(data.bigTileLightListBuffer),
ctx.cmd);
});
@@ -441,10 +515,10 @@ class VolumetricLightingPassData
public TextureHandle lightingBuffer;
public TextureHandle historyBuffer;
public TextureHandle feedbackBuffer;
- public ComputeBuffer bigTileLightListBuffer;
+ public ComputeBufferHandle bigTileLightListBuffer;
}
- TextureHandle VolumetricLightingPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle densityBuffer, ComputeBuffer bigTileLightListBuffer, ShadowResult shadowResult, int frameIndex)
+ TextureHandle VolumetricLightingPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle densityBuffer, ComputeBufferHandle bigTileLightListBuffer, ShadowResult shadowResult, int frameIndex)
{
if (Fog.IsVolumetricFogEnabled(hdCamera))
{
@@ -452,24 +526,32 @@ TextureHandle VolumetricLightingPass(RenderGraph renderGraph, HDCamera hdCamera,
using (var builder = renderGraph.AddRenderPass("Volumetric Lighting", out var passData))
{
+ // TODO RENDERGRAPH
//builder.EnableAsyncCompute(hdCamera.frameSettings.VolumetricLightingRunsAsync());
passData.parameters = parameters;
- passData.bigTileLightListBuffer = bigTileLightListBuffer;
+ passData.bigTileLightListBuffer = builder.ReadComputeBuffer(bigTileLightListBuffer);
passData.densityBuffer = builder.ReadTexture(densityBuffer);
- passData.lightingBuffer = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(ComputeVBufferResolutionXY, false, false)
+
+ float tileSize = 0;
+ Vector3Int viewportSize = ComputeVolumetricViewportSize(hdCamera, ref tileSize);
+
+ passData.lightingBuffer = builder.WriteTexture(renderGraph.CreateTexture(new TextureDesc(viewportSize.x, viewportSize.y, false, false)
{
dimension = TextureDimension.Tex3D,
colorFormat = GraphicsFormat.R16G16B16A16_SFloat, // 8888_sRGB is not precise enough
enableRandomWrite = true,
- slices = ComputeVBufferSliceCount(volumetricLightingPreset),
+ slices = viewportSize.z,
/* useDynamicScale: true, // <- TODO ,*/
- name = "VBufferIntegral"
+ name = "VBufferLighting"
}, HDShaderIDs._VBufferLighting));
if (passData.parameters.enableReprojection)
{
- passData.historyBuffer = builder.ReadTexture(renderGraph.ImportTexture(hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.VolumetricLighting)));
- passData.feedbackBuffer = builder.WriteTexture(renderGraph.ImportTexture(hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.VolumetricLighting)));
+ var currIdx = (frameIndex + 0) & 1;
+ var prevIdx = (frameIndex + 1) & 1;
+
+ passData.feedbackBuffer = builder.WriteTexture(renderGraph.ImportTexture(hdCamera.volumetricHistoryBuffers[currIdx]));
+ passData.historyBuffer = builder.ReadTexture(renderGraph.ImportTexture(hdCamera.volumetricHistoryBuffers[prevIdx]));
}
HDShadowManager.ReadShadowResult(shadowResult, builder);
@@ -479,12 +561,13 @@ TextureHandle VolumetricLightingPass(RenderGraph renderGraph, HDCamera hdCamera,
{
RTHandle densityBufferRT = ctx.resources.GetTexture(data.densityBuffer);
RTHandle lightinBufferRT = ctx.resources.GetTexture(data.lightingBuffer);
+
VolumetricLightingPass( data.parameters,
densityBufferRT,
lightinBufferRT,
- data.parameters.enableReprojection ? ctx.resources.GetTexture(data.historyBuffer) : null,
+ data.parameters.enableReprojection ? ctx.resources.GetTexture(data.historyBuffer) : null,
data.parameters.enableReprojection ? ctx.resources.GetTexture(data.feedbackBuffer) : null,
- data.bigTileLightListBuffer,
+ ctx.resources.GetComputeBuffer(data.bigTileLightListBuffer),
ctx.cmd);
if (data.parameters.filterVolume)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
index 379d8298beb..497c5984b3a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
@@ -63,7 +63,7 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest,
}
else
{
- BuildGPULightList(m_RenderGraph, hdCamera, prepassOutput.depthBuffer, prepassOutput.stencilBuffer, prepassOutput.gbuffer);
+ var gpuLightListOutput = BuildGPULightList(m_RenderGraph, hdCamera, prepassOutput.depthBuffer, prepassOutput.stencilBuffer, prepassOutput.gbuffer);
lightingBuffers.ambientOcclusionBuffer = m_AmbientOcclusionSystem.Render(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, prepassOutput.motionVectorsBuffer, m_FrameCount);
// Should probably be inside the AO render function but since it's a separate class it's currently not super clean to do.
@@ -75,13 +75,14 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest,
hdCamera,
prepassOutput.resolvedNormalBuffer,
prepassOutput.resolvedMotionVectorsBuffer,
+ prepassOutput.depthBuffer,
prepassOutput.depthPyramidTexture,
prepassOutput.stencilBuffer,
clearCoatMask);
- lightingBuffers.contactShadowsBuffer = RenderContactShadows(m_RenderGraph, hdCamera, msaa ? prepassOutput.depthValuesMSAA : prepassOutput.depthPyramidTexture, GetDepthBufferMipChainInfo().mipLevelOffsets[1].y);
+ lightingBuffers.contactShadowsBuffer = RenderContactShadows(m_RenderGraph, hdCamera, msaa ? prepassOutput.depthValuesMSAA : prepassOutput.depthPyramidTexture, gpuLightListOutput, GetDepthBufferMipChainInfo().mipLevelOffsets[1].y);
- var volumetricDensityBuffer = VolumeVoxelizationPass(m_RenderGraph, hdCamera, m_VisibleVolumeBoundsBuffer, m_VisibleVolumeDataBuffer, m_TileAndClusterData.bigTileLightList, m_FrameCount);
+ var volumetricDensityBuffer = VolumeVoxelizationPass(m_RenderGraph, hdCamera, m_VisibleVolumeBoundsBuffer, m_VisibleVolumeDataBuffer, gpuLightListOutput.bigTileLightList, m_FrameCount);
shadowResult = RenderShadows(m_RenderGraph, hdCamera, cullingResults);
@@ -113,11 +114,11 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest,
// hdCamera.xr.StopSinglePass(cmd);
//}
- var volumetricLighting = VolumetricLightingPass(m_RenderGraph, hdCamera, volumetricDensityBuffer, m_TileAndClusterData.bigTileLightList, shadowResult, m_FrameCount);
+ var volumetricLighting = VolumetricLightingPass(m_RenderGraph, hdCamera, volumetricDensityBuffer, gpuLightListOutput.bigTileLightList, shadowResult, m_FrameCount);
StartXRSinglePass(m_RenderGraph, hdCamera);
- var deferredLightingOutput = RenderDeferredLighting(m_RenderGraph, hdCamera, colorBuffer, prepassOutput.depthBuffer, prepassOutput.depthPyramidTexture, lightingBuffers, prepassOutput.gbuffer, shadowResult);
+ var deferredLightingOutput = RenderDeferredLighting(m_RenderGraph, hdCamera, colorBuffer, prepassOutput.depthBuffer, prepassOutput.depthPyramidTexture, lightingBuffers, prepassOutput.gbuffer, shadowResult, gpuLightListOutput);
RenderForwardOpaque(m_RenderGraph, hdCamera, colorBuffer, lightingBuffers, prepassOutput.depthBuffer, shadowResult, prepassOutput.dbuffer, cullingResults);
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 3c489e118fd..ba05ca5c744 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
@@ -102,7 +102,16 @@ internal static Volume GetOrCreateDefaultVolume()
readonly PostProcessSystem m_PostProcessSystem;
readonly XRSystem m_XRSystem;
+ // Keep track of previous Graphic and QualitySettings value to reset when switching to another pipeline
+ bool m_PreviousLightsUseLinearIntensity;
+ bool m_PreviousLightsUseColorTemperature;
+ bool m_PreviousSRPBatcher;
+ ShadowmaskMode m_PreviousShadowMaskMode;
+
bool m_FrameSettingsHistoryEnabled = false;
+#if UNITY_EDITOR
+ bool m_PreviousEnableCookiesInLightmapper = true;
+#endif
///
/// This functions allows the user to have an approximation of the number of rays that were traced for a given frame.
@@ -222,6 +231,8 @@ internal static Volume GetOrCreateDefaultVolume()
// Detect when windows size is changing
int m_MaxCameraWidth;
int m_MaxCameraHeight;
+ // Keep track of the maximum number of XR instanced views
+ int m_MaxViewCount = 1;
// Use to detect frame changes
int m_FrameCount;
@@ -668,16 +679,22 @@ void SetRenderingFeatures()
Shader.globalRenderPipeline = "HDRenderPipeline";
// HD use specific GraphicsSettings
+ m_PreviousLightsUseLinearIntensity = GraphicsSettings.lightsUseLinearIntensity;
GraphicsSettings.lightsUseLinearIntensity = true;
+ m_PreviousLightsUseColorTemperature = GraphicsSettings.lightsUseColorTemperature;
GraphicsSettings.lightsUseColorTemperature = true;
-
+ m_PreviousSRPBatcher = GraphicsSettings.useScriptableRenderPipelineBatching;
GraphicsSettings.useScriptableRenderPipelineBatching = m_Asset.enableSRPBatcher;
+ // In case shadowmask mode isn't setup correctly, force it to correct usage (as there is no UI to fix it)
+ m_PreviousShadowMaskMode = QualitySettings.shadowmaskMode;
+ QualitySettings.shadowmaskMode = ShadowmaskMode.DistanceShadowmask;
+
SupportedRenderingFeatures.active = new SupportedRenderingFeatures()
{
reflectionProbeModes = SupportedRenderingFeatures.ReflectionProbeModes.Rotation,
defaultMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly,
- mixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly | SupportedRenderingFeatures.LightmapMixedBakeModes.Shadowmask,
+ mixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly | (m_Asset.currentPlatformRenderPipelineSettings.supportShadowMask ? SupportedRenderingFeatures.LightmapMixedBakeModes.Shadowmask : 0),
lightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed | LightmapBakeType.Realtime,
lightmapsModes = LightmapsMode.NonDirectional | LightmapsMode.CombinedDirectional,
lightProbeProxyVolumes = true,
@@ -693,11 +710,22 @@ void SetRenderingFeatures()
, overridesLODBias = true
, overridesMaximumLODLevel = true
, terrainDetailUnsupported = true
+ , overridesShadowmask = true // Don't display the shadow mask UI in Quality Settings
+ , overridesRealtimeReflectionProbes = true // Don't display the real time reflection probes checkbox UI in Quality Settings
};
Lightmapping.SetDelegate(GlobalIlluminationUtils.hdLightsDelegate);
#if UNITY_EDITOR
+ // HDRP always enable baking of cookie by default
+ #if UNITY_2020_2_OR_NEWER
+ m_PreviousEnableCookiesInLightmapper = UnityEditor.EditorSettings.enableCookiesInLightmapper;
+ UnityEditor.EditorSettings.enableCookiesInLightmapper = true;
+ #else
+ m_PreviousEnableCookiesInLightmapper = UnityEditor.EditorSettings.disableCookiesInLightmapper;
+ UnityEditor.EditorSettings.disableCookiesInLightmapper = false;
+ #endif
+
SceneViewDrawMode.SetupDrawMode();
if (UnityEditor.PlayerSettings.colorSpace == ColorSpace.Gamma)
@@ -782,12 +810,22 @@ void UnsetRenderingFeatures()
{
Shader.globalRenderPipeline = "";
- SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
+ GraphicsSettings.lightsUseLinearIntensity = m_PreviousLightsUseLinearIntensity;
+ GraphicsSettings.lightsUseColorTemperature = m_PreviousLightsUseColorTemperature;
+ GraphicsSettings.useScriptableRenderPipelineBatching = m_PreviousSRPBatcher;
+ QualitySettings.shadowmaskMode = m_PreviousShadowMaskMode;
- // Reset srp batcher state just in case
- GraphicsSettings.useScriptableRenderPipelineBatching = false;
+ SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
Lightmapping.ResetDelegate();
+
+#if UNITY_EDITOR
+ #if UNITY_2020_2_OR_NEWER
+ UnityEditor.EditorSettings.enableCookiesInLightmapper = m_PreviousEnableCookiesInLightmapper;
+ #else
+ UnityEditor.EditorSettings.disableCookiesInLightmapper = m_PreviousEnableCookiesInLightmapper;
+ #endif
+#endif
}
void InitializeDebugMaterials()
@@ -962,18 +1000,29 @@ void DisposeProbeCameraPool()
ConstantBuffer.ReleaseAll();
CameraCaptureBridge.enabled = false;
+
+ // Dispose of Render Pipeline can be call either by OnValidate() or by OnDisable().
+ // Inside an OnValidate() call we can't call a DestroyImmediate().
+ // Here we are releasing our singleton to not leak while doing a domain reload.
+ // However this is doing a call to DestroyImmediate().
+ // To workaround this, and was we only leak with Singleton while doing domain reload (and not in OnValidate)
+ // we are detecting if we are in an OnValidate call and releasing the Singleton only if it is not the case.
+ if (!m_Asset.isInOnValidateCall)
+ HDUtils.ReleaseComponentSingletons();
}
void Resize(HDCamera hdCamera)
{
- bool resolutionChanged = (hdCamera.actualWidth > m_MaxCameraWidth) || (hdCamera.actualHeight > m_MaxCameraHeight);
+ // m_MaxCameraWidth and m_MaxCameraHeight start at 0 so we will at least go through this once at first frame to allocate the buffers for the first time.
+ bool resolutionChanged = (hdCamera.actualWidth > m_MaxCameraWidth) || (hdCamera.actualHeight > m_MaxCameraHeight) || (hdCamera.viewCount > m_MaxViewCount);
- if (resolutionChanged || LightLoopNeedResize(hdCamera, m_TileAndClusterData))
+ if (resolutionChanged)
{
// update recorded window resolution
m_MaxCameraWidth = Mathf.Max(m_MaxCameraWidth, hdCamera.actualWidth);
m_MaxCameraHeight = Mathf.Max(m_MaxCameraHeight, hdCamera.actualHeight);
+ m_MaxViewCount = Math.Max(m_MaxViewCount, hdCamera.viewCount);
if (m_MaxCameraWidth > 0 && m_MaxCameraHeight > 0)
{
@@ -1174,6 +1223,7 @@ public struct Target
// Indices of render request to render before this one
public List dependsOnRenderRequestIndices;
public CameraSettings cameraSettings;
+ public List<(HDProbe.RenderData, HDProbe)> viewDependentProbesData;
}
struct HDCullingResults
{
@@ -1393,7 +1443,8 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c
},
dependsOnRenderRequestIndices = ListPool.Get(),
index = renderRequests.Count,
- cameraSettings = CameraSettings.From(hdCamera)
+ cameraSettings = CameraSettings.From(hdCamera),
+ viewDependentProbesData = ListPool<(HDProbe.RenderData, HDProbe)>.Get()
// TODO: store DecalCullResult
};
renderRequests.Add(request);
@@ -1477,6 +1528,8 @@ float ComputeVisibility(int visibleInIndex, HDProbe visibleProbe)
parentCamera = visibleInRenderRequest.hdCamera.camera;
+ var renderDatas = ListPool.Get();
+
AddHDProbeRenderRequests(
visibleProbe,
viewerTransform,
@@ -1484,8 +1537,16 @@ float ComputeVisibility(int visibleInIndex, HDProbe visibleProbe)
HDUtils.GetSceneCullingMaskFromCamera(visibleInRenderRequest.hdCamera.camera),
parentCamera,
visibleInRenderRequest.hdCamera.camera.fieldOfView,
- visibleInRenderRequest.hdCamera.camera.aspect
+ visibleInRenderRequest.hdCamera.camera.aspect,
+ ref renderDatas
);
+
+ foreach (var renderData in renderDatas)
+ {
+ visibleInRenderRequest.viewDependentProbesData.Add((renderData, visibleProbe));
+ }
+
+ ListPool.Release(renderDatas);
}
}
else
@@ -1500,7 +1561,11 @@ float ComputeVisibility(int visibleInIndex, HDProbe visibleProbe)
visibleInOneViewer = true;
}
if (visibleInOneViewer)
- AddHDProbeRenderRequests(visibleProbe, null, visibilities, 0, parentCamera);
+ {
+ var renderDatas = ListPool.Get();
+ AddHDProbeRenderRequests(visibleProbe, null, visibilities, 0, parentCamera, referenceFieldOfView: 90, referenceAspect: 1, ref renderDatas);
+ ListPool.Release(renderDatas);
+ }
}
}
foreach (var pair in renderRequestIndicesWhereTheProbeIsVisible)
@@ -1514,8 +1579,9 @@ void AddHDProbeRenderRequests(
List<(int index, float weight)> visibilities,
ulong overrideSceneCullingMask,
Camera parentCamera,
- float referenceFieldOfView = 90,
- float referenceAspect = 1
+ float referenceFieldOfView,
+ float referenceAspect,
+ ref List renderDatas
)
{
var position = ProbeCapturePositionSettings.ComputeFrom(
@@ -1614,16 +1680,20 @@ ref _cullingResults
if (!visibleProbe.realtimeTexture.IsCreated())
visibleProbe.realtimeTexture.Create();
- visibleProbe.SetRenderData(
- ProbeSettings.Mode.Realtime,
- new HDProbe.RenderData(
+ var renderData = new HDProbe.RenderData(
camera.worldToCameraMatrix,
camera.projectionMatrix,
camera.transform.position,
camera.transform.rotation,
cameraSettings[j].frustum.fieldOfView,
cameraSettings[j].frustum.aspect
- )
+ );
+
+ renderDatas.Add(renderData);
+
+ visibleProbe.SetRenderData(
+ ProbeSettings.Mode.Realtime,
+ renderData
);
// TODO: Assign the actual final target to render to.
@@ -1640,7 +1710,8 @@ ref _cullingResults
clearCameraSettings = true,
dependsOnRenderRequestIndices = ListPool.Get(),
index = renderRequests.Count,
- cameraSettings = cameraSettings[j]
+ cameraSettings = cameraSettings[j],
+ viewDependentProbesData = ListPool<(HDProbe.RenderData, HDProbe)>.Get()
// TODO: store DecalCullResult
};
@@ -1763,6 +1834,15 @@ ref _cullingResults
target.id = m_TemporaryTargetForCubemaps;
}
+ // The HDProbe store only one RenderData per probe, however RenderData can be view dependent (e.g. planar probes).
+ // To avoid that the render data for the wrong view is used, we previously store a copy of the render data
+ // for each viewer and we are going to set it on the probe right before said viewer is rendered.
+ foreach (var probeDataPair in renderRequest.viewDependentProbesData)
+ {
+ var probe = probeDataPair.Item2;
+ var probeRenderData = probeDataPair.Item1;
+ probe.SetRenderData(ProbeSettings.Mode.Realtime, probeRenderData);
+ }
// var aovRequestIndex = 0;
foreach (var aovRequest in renderRequest.hdCamera.aovRequests)
@@ -1802,6 +1882,7 @@ ref _cullingResults
renderRequest.hdCamera.camera.targetTexture = null;
ListPool.Release(renderRequest.dependsOnRenderRequestIndices);
+ ListPool<(HDProbe.RenderData, HDProbe)>.Release(renderRequest.viewDependentProbesData);
// Culling results can be shared between render requests: clear only when required
if (!skipClearCullingResults.Contains(renderRequest.index))
@@ -2088,7 +2169,7 @@ void Callback(CommandBuffer c, HDGPUAsyncTaskParams a)
void Callback(CommandBuffer c, HDCamera cam)
{
var hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline);
- var globalParams = hdrp.PrepareLightLoopGlobalParameters(cam);
+ var globalParams = hdrp.PrepareLightLoopGlobalParameters(cam, m_ProbeVolumeClusterData);
PushProbeVolumeLightListGlobalParams(globalParams, c);
}
}
@@ -2096,7 +2177,7 @@ void Callback(CommandBuffer c, HDCamera cam)
{
BuildGPULightListProbeVolumesCommon(hdCamera, cmd);
var hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline);
- var globalParams = hdrp.PrepareLightLoopGlobalParameters(hdCamera);
+ var globalParams = hdrp.PrepareLightLoopGlobalParameters(hdCamera, m_ProbeVolumeClusterData);
PushProbeVolumeLightListGlobalParams(globalParams, cmd);
}
}
@@ -2263,7 +2344,7 @@ void AsyncSSAODispatch(CommandBuffer c, HDGPUAsyncTaskParams a)
void Callback(CommandBuffer c, HDCamera cam)
{
var hdrp = (RenderPipelineManager.currentPipeline as HDRenderPipeline);
- var globalParams = hdrp.PrepareLightLoopGlobalParameters(cam);
+ var globalParams = hdrp.PrepareLightLoopGlobalParameters(cam, m_TileAndClusterData);
PushLightLoopGlobalParams(globalParams, c);
}
}
@@ -2276,11 +2357,11 @@ void Callback(CommandBuffer c, HDCamera cam)
m_AmbientOcclusionSystem.Render(cmd, hdCamera, renderContext, m_FrameCount);
// Run the contact shadows here as they need the light list
- HDUtils.CheckRTCreated(m_ContactShadowBuffer);
- RenderContactShadows(hdCamera, cmd);
- PushFullScreenDebugTexture(hdCamera, cmd, m_ContactShadowBuffer, FullScreenDebugMode.ContactShadows);
+ HDUtils.CheckRTCreated(m_ContactShadowBuffer);
+ RenderContactShadows(hdCamera, cmd);
+ PushFullScreenDebugTexture(hdCamera, cmd, m_ContactShadowBuffer, FullScreenDebugMode.ContactShadows);
- RenderScreenSpaceShadows(hdCamera, cmd);
+ RenderScreenSpaceShadows(hdCamera, cmd);
if (hdCamera.frameSettings.VolumeVoxelizationRunsAsync())
{
@@ -2681,6 +2762,7 @@ out ScriptableCullingParameters cullingParams
// From this point, we should only use frame settings from the camera
hdCamera.Update(currentFrameSettings, this, m_MSAASamples, xrPass);
+ ResizeVolumetricLightingBuffers(hdCamera, GetFrameCount()); // Safe to update the Volumetric Lighting System now
// Custom Render requires a proper HDCamera, so we return after the HDCamera was setup
if (additionalCameraData != null && additionalCameraData.hasCustomRender)
@@ -3133,6 +3215,10 @@ void RenderDBuffer(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext
{
// We still bind black textures to make sure that something is bound (can be a problem on some platforms)
m_DbufferManager.BindBlackTextures(cmd);
+
+ // Bind buffer to make sure that something is bound .
+ cmd.SetGlobalBuffer(HDShaderIDs._DecalPropertyMaskBufferSRV, m_DbufferManager.propertyMaskBuffer);
+
return;
}
@@ -3477,7 +3563,7 @@ void RenderSky(HDCamera hdCamera, CommandBuffer cmd)
if (Fog.IsFogEnabled(hdCamera) || Fog.IsPBRFogEnabled(hdCamera))
{
var pixelCoordToViewDirWS = hdCamera.mainViewConstants.pixelCoordToViewDirWS;
- m_SkyManager.RenderOpaqueAtmosphericScattering(cmd, hdCamera, colorBuffer, m_LightingBufferHandle, intermediateBuffer, depthBuffer, pixelCoordToViewDirWS, hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA));
+ m_SkyManager.RenderOpaqueAtmosphericScattering(cmd, hdCamera, colorBuffer, m_LightingBuffer, intermediateBuffer, depthBuffer, pixelCoordToViewDirWS, hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA));
}
}
@@ -3829,6 +3915,7 @@ struct RenderSSRParameters
public ComputeShader ssrCS;
public int tracingKernel;
public int reprojectionKernel;
+ public bool transparentSSR;
public int width, height, viewCount;
@@ -3838,7 +3925,7 @@ struct RenderSSRParameters
public ShaderVariablesScreenSpaceReflection cb;
}
- RenderSSRParameters PrepareSSRParameters(HDCamera hdCamera, in HDUtils.PackedMipChainInfo depthPyramid)
+ RenderSSRParameters PrepareSSRParameters(HDCamera hdCamera, in HDUtils.PackedMipChainInfo depthPyramid, bool transparentSSR)
{
var volumeSettings = hdCamera.volumeStack.GetComponent();
var parameters = new RenderSSRParameters();
@@ -3846,6 +3933,7 @@ RenderSSRParameters PrepareSSRParameters(HDCamera hdCamera, in HDUtils.PackedMip
parameters.ssrCS = m_ScreenSpaceReflectionsCS;
parameters.tracingKernel = m_SsrTracingKernel;
parameters.reprojectionKernel = m_SsrReprojectionKernel;
+ parameters.transparentSSR = transparentSSR;
parameters.width = hdCamera.actualWidth;
parameters.height = hdCamera.actualHeight;
@@ -3867,7 +3955,7 @@ RenderSSRParameters PrepareSSRParameters(HDCamera hdCamera, in HDUtils.PackedMip
cb._SsrRoughnessFadeEndTimesRcpLength = (roughnessFadeLength != 0) ? (cb._SsrRoughnessFadeEnd * (1.0f / roughnessFadeLength)) : 1;
cb._SsrRoughnessFadeRcpLength = (roughnessFadeLength != 0) ? (1.0f / roughnessFadeLength) : 0;
cb._SsrEdgeFadeRcpLength = Mathf.Min(1.0f / volumeSettings.screenFadeDistance.value, float.MaxValue);
- cb._ColorPyramidUvScaleAndLimitPrevFrame = HDUtils.ComputeUvScaleAndLimit(hdCamera.historyRTHandleProperties.previousViewportSize, hdCamera.historyRTHandleProperties.previousRenderTargetSize);
+ cb._ColorPyramidUvScaleAndLimitPrevFrame = HDUtils.ComputeViewportScaleAndLimit(hdCamera.historyRTHandleProperties.previousViewportSize, hdCamera.historyRTHandleProperties.previousRenderTargetSize);
cb._SsrColorPyramidMaxMip = hdCamera.colorPyramidHistoryMipCount - 1;
cb._SsrDepthPyramidMaxMip = depthPyramid.mipLevelCount - 1;
@@ -3878,6 +3966,7 @@ RenderSSRParameters PrepareSSRParameters(HDCamera hdCamera, in HDUtils.PackedMip
}
static void RenderSSR( in RenderSSRParameters parameters,
+ RTHandle depthTexture,
RTHandle depthPyramid,
RTHandle SsrHitPointTexture,
RTHandle stencilBuffer,
@@ -3892,6 +3981,12 @@ static void RenderSSR( in RenderSSRParameters parameters,
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SsrTracing)))
{
// cmd.SetComputeTextureParam(cs, kernel, "_SsrDebugTexture", m_SsrDebugTexture);
+ // Bind the non mip chain if we are rendering the transaprent version
+ if (parameters.transparentSSR)
+ {
+ CoreUtils.SetKeyword(cmd, "DEPTH_SOURCE_NOT_FROM_MIP_CHAIN", true);
+ cmd.SetComputeTextureParam(cs, parameters.tracingKernel, HDShaderIDs._DepthTexture, depthTexture);
+ }
cmd.SetComputeTextureParam(cs, parameters.tracingKernel, HDShaderIDs._CameraDepthTexture, depthPyramid);
cmd.SetComputeTextureParam(cs, parameters.tracingKernel, HDShaderIDs._SsrClearCoatMaskTexture, clearCoatMask);
cmd.SetComputeTextureParam(cs, parameters.tracingKernel, HDShaderIDs._SsrHitPointTexture, SsrHitPointTexture);
@@ -3911,6 +4006,9 @@ static void RenderSSR( in RenderSSRParameters parameters,
ConstantBuffer.Push(cmd, parameters.cb, cs, HDShaderIDs._ShaderVariablesScreenSpaceReflection);
cmd.DispatchCompute(cs, parameters.tracingKernel, HDUtils.DivRoundUp(parameters.width, 8), HDUtils.DivRoundUp(parameters.height, 8), parameters.viewCount);
+
+ if (parameters.transparentSSR)
+ CoreUtils.SetKeyword(cmd, "DEPTH_SOURCE_NOT_FROM_MIP_CHAIN", false);
}
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.SsrReprojection)))
@@ -3948,8 +4046,8 @@ void RenderSSR(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext ren
// Evaluate the clear coat mask texture based on the lit shader mode
RTHandle clearCoatMask = hdCamera.frameSettings.litShaderMode == LitShaderMode.Deferred ? m_GbufferManager.GetBuffer(2) : TextureXR.GetBlackTexture();
- var parameters = PrepareSSRParameters(hdCamera, m_SharedRTManager.GetDepthBufferMipChainInfo());
- RenderSSR(parameters, m_SharedRTManager.GetDepthTexture(), m_SsrHitPointTexture,
+ var parameters = PrepareSSRParameters(hdCamera, m_SharedRTManager.GetDepthBufferMipChainInfo(), false);
+ RenderSSR(parameters, m_SharedRTManager.GetDepthStencilBuffer(), m_SharedRTManager.GetDepthTexture(), m_SsrHitPointTexture,
m_SharedRTManager.GetStencilBuffer(hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA)), clearCoatMask, previousColorPyramid,
m_SsrLightingTexture, cmd, renderContext);
@@ -3978,16 +4076,12 @@ void RenderSSRTransparent(HDCamera hdCamera, CommandBuffer cmd, ScriptableRender
// Clear the SSR lighting buffer (not sure it is required)
CoreUtils.SetRenderTarget(cmd, m_SsrLightingTexture, ClearFlag.Color, Color.clear);
CoreUtils.SetRenderTarget(cmd, m_SsrHitPointTexture, ClearFlag.Color, Color.clear);
-
- // Invalid the depth pyramid and regenerate the depth pyramid
- m_IsDepthBufferCopyValid = false;
- GenerateDepthPyramid(hdCamera, cmd, FullScreenDebugMode.DepthPyramid);
}
// Evaluate the screen space reflection for the transparent pixels
var previousColorPyramid = hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.ColorBufferMipChain);
- var parameters = PrepareSSRParameters(hdCamera, m_SharedRTManager.GetDepthBufferMipChainInfo());
- RenderSSR(parameters, m_SharedRTManager.GetDepthTexture(), m_SsrHitPointTexture, m_SharedRTManager.GetStencilBuffer(), TextureXR.GetBlackTexture(), previousColorPyramid, m_SsrLightingTexture, cmd, renderContext);
+ var parameters = PrepareSSRParameters(hdCamera, m_SharedRTManager.GetDepthBufferMipChainInfo(), true);
+ RenderSSR(parameters, m_SharedRTManager.GetDepthStencilBuffer(), m_SharedRTManager.GetDepthTexture(), m_SsrHitPointTexture, m_SharedRTManager.GetStencilBuffer(), TextureXR.GetBlackTexture(), previousColorPyramid, m_SsrLightingTexture, cmd, renderContext);
// If color pyramid was not valid, we bind a black texture
if (!hdCamera.colorPyramidHistoryIsValid)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs
index de83731a0eb..e557f10660d 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs
@@ -17,6 +17,8 @@ enum ShaderVariantLogLevel
[HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "HDRP-Asset" + Documentation.endURL)]
public partial class HDRenderPipelineAsset : RenderPipelineAsset
{
+ [System.NonSerialized]
+ internal bool isInOnValidateCall = false;
HDRenderPipelineAsset()
{
@@ -36,12 +38,16 @@ protected override RenderPipeline CreatePipeline()
///
protected override void OnValidate()
{
+ isInOnValidateCall = true;
+
//Do not reconstruct the pipeline if we modify other assets.
//OnValidate is called once at first selection of the asset.
if (GraphicsSettings.currentRenderPipeline == this)
base.OnValidate();
UpdateRenderingLayerNames();
+
+ isInOnValidateCall = false;
}
[SerializeField]
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 cc02abb2680..28dc5a92ebe 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs
@@ -380,9 +380,10 @@ static class HDShaderIDs
public static readonly int _VBufferDensity = Shader.PropertyToID("_VBufferDensity");
public static readonly int _VBufferLighting = Shader.PropertyToID("_VBufferLighting");
- public static readonly int _VBufferLightingIntegral = Shader.PropertyToID("_VBufferLightingIntegral");
- public static readonly int _VBufferLightingHistory = Shader.PropertyToID("_VBufferLightingHistory");
- public static readonly int _VBufferLightingFeedback = Shader.PropertyToID("_VBufferLightingFeedback");
+ public static readonly int _VBufferHistory = Shader.PropertyToID("_VBufferHistory");
+ public static readonly int _VBufferFeedback = Shader.PropertyToID("_VBufferFeedback");
+ public static readonly int _VBufferFilteringInput = Shader.PropertyToID("_VBufferFilteringInput");
+ public static readonly int _VBufferFilteringOutput = Shader.PropertyToID("_VBufferFilteringOutput");
public static readonly int _VolumeBounds = Shader.PropertyToID("_VolumeBounds");
public static readonly int _VolumeData = Shader.PropertyToID("_VolumeData");
public static readonly int _VolumeMaskAtlas = Shader.PropertyToID("_VolumeMaskAtlas");
@@ -457,6 +458,10 @@ static class HDShaderIDs
public static readonly int _RaytracingPixelSpreadAngle = Shader.PropertyToID("_RaytracingPixelSpreadAngle");
public static readonly string _RaytracingAccelerationStructureName = "_RaytracingAccelerationStructure";
+ // Path tracing variables
+ public static readonly int _PathTracedDoFConstants = Shader.PropertyToID("_PathTracedDoFConstants");
+ public static readonly int _InvViewportScaleBias = Shader.PropertyToID("_InvViewportScaleBias");
+
// Light Cluster
public static readonly int _MinClusterPos = Shader.PropertyToID("_MinClusterPos");
public static readonly int _MaxClusterPos = Shader.PropertyToID("_MaxClusterPos");
@@ -566,6 +571,7 @@ static class HDShaderIDs
// Deferred Lighting
public static readonly int _RaytracingLitBufferRW = Shader.PropertyToID("_RaytracingLitBufferRW");
public static readonly int _RaytracingDiffuseRay = Shader.PropertyToID("_RaytracingDiffuseRay");
+ public static readonly int _RayTracingDiffuseLightingOnly = Shader.PropertyToID("_RayTracingDiffuseLightingOnly");
// Ray binning
public static readonly int _RayBinResult = Shader.PropertyToID("_RayBinResult");
@@ -596,6 +602,7 @@ static class HDShaderIDs
public static readonly int _ExposureParams = Shader.PropertyToID("_ExposureParams");
public static readonly int _AdaptationParams = Shader.PropertyToID("_AdaptationParams");
public static readonly int _ExposureCurveTexture = Shader.PropertyToID("_ExposureCurveTexture");
+ public static readonly int _ExposureWeightMask = Shader.PropertyToID("_ExposureWeightMask");
public static readonly int _Variants = Shader.PropertyToID("_Variants");
public static readonly int _InputTexture = Shader.PropertyToID("_InputTexture");
public static readonly int _OutputTexture = Shader.PropertyToID("_OutputTexture");
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 d30b4c852a7..be059b353ca 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
@@ -49,6 +49,7 @@ public sealed class PathTracing : VolumeComponent
[Tooltip("Defines the maximum intensity value computed for a path segment.")]
public ClampedFloatParameter maximumIntensity = new ClampedFloatParameter(10f, 0f, 100f);
}
+
public partial class HDRenderPipeline
{
PathTracing m_PathTracingSettings = null;
@@ -95,6 +96,17 @@ internal void ResetPathTracing()
m_SubFrameManager.Reset();
}
+ private Vector4 ComputeDoFConstants(HDCamera hdCamera, PathTracing settings)
+ {
+ var dofSettings = hdCamera.volumeStack.GetComponent();
+ bool enableDof = (dofSettings.focusMode.value == DepthOfFieldMode.UsePhysicalCamera) && !(hdCamera.camera.cameraType == CameraType.SceneView);
+
+ // focalLength is in mm, so we need to convert to meters. We also want the aperture radius, not diameter, so we divide by two.
+ float apertureRadius = (enableDof && hdCamera.physicalParameters != null && hdCamera.physicalParameters.aperture > 0) ? 0.5f * 0.001f * hdCamera.camera.focalLength / hdCamera.physicalParameters.aperture : 0.0f;
+
+ return new Vector4(apertureRadius, dofSettings.focusDistance.value, 0.0f, 0.0f);
+ }
+
#if UNITY_EDITOR
private void OnSceneEdit()
@@ -244,7 +256,6 @@ void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputText
cmd.SetGlobalTexture(HDShaderIDs._ScramblingTexture, m_Asset.renderPipelineResources.textures.scramblingTex);
// Inject the ray generation data
-
cmd.SetGlobalFloat(HDShaderIDs._RaytracingNumSamples, m_SubFrameManager.subFrameCount);
cmd.SetGlobalFloat(HDShaderIDs._RaytracingMinRecursion, m_PathTracingSettings.minimumDepth.value);
cmd.SetGlobalFloat(HDShaderIDs._RaytracingMaxRecursion, m_PathTracingSettings.maximumDepth.value);
@@ -275,6 +286,8 @@ void RenderPathTracing(HDCamera hdCamera, CommandBuffer cmd, RTHandle outputText
// Additional data for path tracing
cmd.SetRayTracingTextureParam(pathTracingShader, HDShaderIDs._RadianceTexture, m_RadianceTexture);
cmd.SetRayTracingMatrixParam(pathTracingShader, HDShaderIDs._PixelCoordToViewDirWS, hdCamera.mainViewConstants.pixelCoordToViewDirWS);
+ cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._PathTracedDoFConstants, ComputeDoFConstants(hdCamera, m_PathTracingSettings));
+ cmd.SetRayTracingVectorParam(pathTracingShader, HDShaderIDs._InvViewportScaleBias, HDUtils.ComputeInverseViewportScaleBias(hdCamera));
// Run the computation
cmd.DispatchRays(pathTracingShader, "RayGen", (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, 1);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace
index 954056c50b9..96d27f76657 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace
@@ -6,6 +6,7 @@
#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/Sampling/Sampling.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl"
@@ -22,6 +23,10 @@ float4x4 _PixelCoordToViewDirWS;
int _RaytracingCameraSkyEnabled;
float3 _RaytracingCameraClearColor;
+// DoF related parameters
+float4 _PathTracedDoFConstants; // x: aperture radius, y: focus distance, zw: unused
+float4 _InvViewportScaleBias;
+
// Output(s)
RWTexture2D _RadianceTexture;
@@ -66,12 +71,44 @@ void RayGen()
jitteredPixelCoord.x += GetSample(currentPixelCoord, _RaytracingSampleIndex, 40);
jitteredPixelCoord.y += GetSample(currentPixelCoord, _RaytracingSampleIndex, 41);
- // Compute the ray direction, from those coordinates
- float3 directionWS = -normalize(mul(jitteredPixelCoord, (float3x3)_PixelCoordToViewDirWS));
+ float3 directionWS;
+ float3 cameraPosWS;
+
+ float apertureRadius = _PathTracedDoFConstants.x;
+ if (apertureRadius == 0.0)
+ {
+ // Compute the ray direction from those coordinates (fast path for zero aperture)
+ directionWS = -normalize(mul(jitteredPixelCoord, (float3x3)_PixelCoordToViewDirWS));
+ cameraPosWS = _WorldSpaceCameraPos;
+ }
+ else
+ {
+ // Compute the ray origin and direction for a lens with non-zero aperture
+
+ // Apply the inverse viewport transform to go from viewport coordinates to NDC
+ jitteredPixelCoord.xy = jitteredPixelCoord.xy * _InvViewportScaleBias.xy + _InvViewportScaleBias.zw;
+
+ // Sample the lens apperture using the next available dimensions (we use 40 for path tracing, 2 for sub-pixel jittering, 64 for SSS -> 106, 107)
+ float r1 = GetSample(currentPixelCoord, _RaytracingSampleIndex, 106);
+ float r2 = GetSample(currentPixelCoord, _RaytracingSampleIndex, 107);
+ float2 uv = apertureRadius * SampleDiskUniform(r1, r2);
+
+ // Compute the new ray origin ( _ViewMatrix[0] = right, _ViewMatrix[1] = up, _ViewMatrix[2] = forward )
+ float focusDistance = _PathTracedDoFConstants.y;
+ float3 focusPoint = _WorldSpaceCameraPos - _ViewMatrix[2] * focusDistance;
+ cameraPosWS = _WorldSpaceCameraPos + _ViewMatrix[0] * uv.x + _ViewMatrix[1] * uv.y;
+
+ // Create the new view matrix
+ float3 newForward = normalize(focusPoint - cameraPosWS);
+ float3 newRight = cross(newForward, _ViewMatrix[1]);
+ float3x3 newViewMatrix = GetLocalFrame(newForward, newRight);
+
+ directionWS = normalize(mul(jitteredPixelCoord, newViewMatrix));
+ }
// Create the ray descriptor for this pixel
RayDesc rayDescriptor;
- rayDescriptor.Origin = _WorldSpaceCameraPos;
+ rayDescriptor.Origin = cameraPosWS;
rayDescriptor.Direction = directionWS;
rayDescriptor.TMin = _RaytracingCameraNearPlane;
rayDescriptor.TMax = FLT_INF;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingDeferredLightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingDeferredLightLoop.cs
index 979d0abace4..be5088abae2 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingDeferredLightLoop.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingDeferredLightLoop.cs
@@ -231,7 +231,7 @@ static void RenderRaytracingDeferredLighting(CommandBuffer cmd, in DeferredLight
cmd.SetRayTracingTextureParam(parameters.gBufferRaytracingRT, HDShaderIDs._SkyTexture, buffers.skyTexture);
// Only compute diffuse lighting if required
- CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", parameters.diffuseLightingOnly);
+ cmd.SetGlobalInt(HDShaderIDs._RayTracingDiffuseLightingOnly, parameters.diffuseLightingOnly ? 1 : 0);
CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);
// All rays are diffuse if we are evaluating diffuse lighting only
@@ -254,9 +254,6 @@ static void RenderRaytracingDeferredLighting(CommandBuffer cmd, in DeferredLight
cmd.DispatchRays(parameters.gBufferRaytracingRT, m_RayGenGBuffer, widthResolution, heightResolution, (uint)parameters.viewCount);
}
- // Disable the diffuse lighting only flag
- CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);
-
// Now let's do the deferred shading pass on the samples
int currentKernel = parameters.deferredRaytracingCS.FindKernel(parameters.halfResolution ? "RaytracingDeferredHalf" : "RaytracingDeferred");
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs
index 442034e5409..740f1e1ef71 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs
@@ -56,18 +56,30 @@ void RenderIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, ScriptableRende
GlobalIllumination giSettings = hdCamera.volumeStack.GetComponent();
- switch (giSettings.mode.value)
+ // Based on what the asset supports, follow the volume or force the right mode.
+ if (m_Asset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Both)
{
- case RayTracingMode.Performance:
+ switch (giSettings.mode.value)
{
- RenderIndirectDiffusePerformance(hdCamera, cmd, renderContext, frameCount);
+ case RayTracingMode.Performance:
+ {
+ RenderIndirectDiffusePerformance(hdCamera, cmd, renderContext, frameCount);
+ }
+ break;
+ case RayTracingMode.Quality:
+ {
+ RenderIndirectDiffuseQuality(hdCamera, cmd, renderContext, frameCount);
+ }
+ break;
}
- break;
- case RayTracingMode.Quality:
- {
- RenderIndirectDiffuseQuality(hdCamera, cmd, renderContext, frameCount);
- }
- break;
+ }
+ else if (m_Asset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Quality)
+ {
+ RenderIndirectDiffuseQuality(hdCamera, cmd, renderContext, frameCount);
+ }
+ else
+ {
+ RenderIndirectDiffusePerformance(hdCamera, cmd, renderContext, frameCount);
}
// Bind the indirect diffuse texture (for forward materials)
@@ -317,13 +329,12 @@ void RenderIndirectDiffuseQuality(HDCamera hdCamera, CommandBuffer cmd, Scriptab
// Only use the shader variant that has multi bounce if the bounce count > 1
CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", giSettings.bounceCount.value > 1);
- // Run the computation
- CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", true);
+ // Run the computation
+ cmd.SetGlobalInt(HDShaderIDs._RayTracingDiffuseLightingOnly, 1);
cmd.DispatchRays(indirectDiffuseRT, m_RayGenIndirectDiffuseIntegrationName, (uint)widthResolution, (uint)heightResolution, (uint)hdCamera.viewCount);
// Disable the keywords we do not need anymore
- CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);
CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", false);
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RaytracingFilterIndirectDiffuse)))
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs
index a163f01aab7..e7e1734040d 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs
@@ -291,7 +291,7 @@ void BuildGPULightVolumes(HDRayTracingLights rayTracingLights)
if (light == null || !light.enabled) continue;
// Reserve space in the cookie atlas
- m_RenderPipeline.ReserveCookieAtlasTexture(currentLight, light);
+ m_RenderPipeline.ReserveCookieAtlasTexture(currentLight, light, currentLight.type);
// Grab the light range
@@ -754,7 +754,7 @@ public void ReserveCookieAtlasSlots( HDRayTracingLights rayTracingLights)
additionalLightData.gameObject.TryGetComponent(out lightComponent);
// Reserve the cookie resolution in the 2D atlas
- m_RenderPipeline.ReserveCookieAtlasTexture(additionalLightData, lightComponent);
+ m_RenderPipeline.ReserveCookieAtlasTexture(additionalLightData, lightComponent, additionalLightData.type);
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs
index 8fd85ad43a2..cc729748287 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingReflection.cs
@@ -28,18 +28,30 @@ void RenderRayTracedReflections(HDCamera hdCamera, CommandBuffer cmd, RTHandle o
{
ScreenSpaceReflection reflectionSettings = hdCamera.volumeStack.GetComponent();
- switch (reflectionSettings.mode.value)
+ // Based on what the asset supports, follow the volume or force the right mode.
+ if (m_Asset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Both)
{
- case RayTracingMode.Performance:
+ switch (reflectionSettings.mode.value)
{
- RenderReflectionsPerformance(hdCamera, cmd, outputTexture, renderContext, frameCount);
+ case RayTracingMode.Performance:
+ {
+ RenderReflectionsPerformance(hdCamera, cmd, outputTexture, renderContext, frameCount);
+ }
+ break;
+ case RayTracingMode.Quality:
+ {
+ RenderReflectionsQuality(hdCamera, cmd, outputTexture, renderContext, frameCount);
+ }
+ break;
}
- break;
- case RayTracingMode.Quality:
- {
- RenderReflectionsQuality(hdCamera, cmd, outputTexture, renderContext, frameCount);
- }
- break;
+ }
+ else if (m_Asset.currentPlatformRenderPipelineSettings.supportedRayTracingMode == RenderPipelineSettings.SupportedRayTracingMode.Quality)
+ {
+ RenderReflectionsQuality(hdCamera, cmd, outputTexture, renderContext, frameCount);
+ }
+ else
+ {
+ RenderReflectionsPerformance(hdCamera, cmd, outputTexture, renderContext, frameCount);
}
}
@@ -308,7 +320,7 @@ void RenderReflectionsQuality(HDCamera hdCamera, CommandBuffer cmd, RTHandle out
CoreUtils.SetKeyword(cmd, "MULTI_BOUNCE_INDIRECT", settings.bounceCount.value > 1);
// We are not in the diffuse only case
- CoreUtils.SetKeyword(cmd, "DIFFUSE_LIGHTING_ONLY", false);
+ cmd.SetGlobalInt(HDShaderIDs._RayTracingDiffuseLightingOnly, 0);
// Run the computation
cmd.DispatchRays(reflectionShader, m_RayGenIntegrationName, (uint)hdCamera.actualWidth, (uint)hdCamera.actualHeight, (uint)hdCamera.viewCount);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace
index ee418bafeb1..ac00a2ca669 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace
@@ -76,8 +76,7 @@ void RayGenSubSurface()
DECODE_FROM_SSSBUFFER(posInput.positionSS, sssData);
float3 shapeParam = _ShapeParamsAndMaxScatterDists[sssData.diffusionProfileIndex].rgb * _WorldScalesAndFilterRadiiAndThicknessRemaps[sssData.diffusionProfileIndex].x;
- // Deduce our scattering distance
- // For some reason the value in shapeParam is negative, convert it to milimeters while we are there.
+ // Deduce our scattering distance (converted to mm)
float3 scatteringDistance = 1.0 / shapeParam * 0.001;
// Define which sample in the sequence we are up to.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl
index 239acf7d27f..77731365d6f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl
@@ -35,6 +35,8 @@ GLOBAL_CBUFFER_START(UnityRayTracingGlobals, UNITY_RAY_TRACING_GLOBAL_CBUFFER_RE
// Path tracing parameters
int _RaytracingMinRecursion;
int _RaytracingMaxRecursion;
+ // Ray traced indirect diffuse data
+ int _RayTracingDiffuseLightingOnly;
CBUFFER_END
RW_TEXTURE2D_ARRAY(uint, _RayCountTexture);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs
index ae9bf328baa..8dc863829f2 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs
@@ -132,7 +132,8 @@ public void AllocateTargetTexturesIfRequired(ref List textures)
}
/// Allocate texture if required.
- /// A buffer of texture ready to use.
+ /// A buffer of textures ready to use.
+ /// A buffer of textures ready to use for custom pass AOVs.
public void AllocateTargetTexturesIfRequired(ref List textures, ref List customPassTextures)
{
if (!isValid || textures == null)
@@ -275,6 +276,7 @@ public void Execute(CommandBuffer cmd, List framePassTextures, RenderO
/// Execute the frame pass callback. It assumes that the textures are properly initialized and filled.
/// The command buffer to use.
/// The textures to use.
+ /// The custom pass AOV textures to use.
/// The properties computed for this frame.
public void Execute(CommandBuffer cmd, List framePassTextures, List customPassTextures, RenderOutputProperties outputProperties)
{
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader
index e3d3c2f7bba..bdb882276dd 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader
@@ -3,6 +3,8 @@ Shader "Hidden/HDRP/DepthValues"
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone vulkan metal switch
+ #pragma multi_compile _ _HAS_MOTION_VECTORS
+
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
// #pragma enable_d3d11_debug_symbols
@@ -10,7 +12,9 @@ Shader "Hidden/HDRP/DepthValues"
// Target multisampling textures
TEXTURE2D_X_MSAA(float, _DepthTextureMS);
TEXTURE2D_X_MSAA(float4, _NormalTextureMS);
+ #ifdef _HAS_MOTION_VECTORS
TEXTURE2D_X_MSAA(float2, _MotionVectorTextureMS);
+ #endif
struct Attributes
{
@@ -29,7 +33,9 @@ Shader "Hidden/HDRP/DepthValues"
{
float4 depthValues : SV_Target0;
float4 normal : SV_Target1;
+ #ifdef _HAS_MOTION_VECTORS
float2 motionVectors : SV_Target2;
+ #endif
float actualDepth : SV_Depth;
};
@@ -51,7 +57,9 @@ Shader "Hidden/HDRP/DepthValues"
float depthVal = LOAD_TEXTURE2D_X_MSAA(_DepthTextureMS, pixelCoords, 0).x;
fragO.depthValues = float4(depthVal, depthVal, depthVal, 0.0f);
fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0);
+ #ifdef _HAS_MOTION_VECTORS
fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, 0);
+ #endif
fragO.actualDepth = fragO.depthValues.x;
return fragO;
}
@@ -77,8 +85,10 @@ Shader "Hidden/HDRP/DepthValues"
fragO.depthValues.z *= 0.5;
fragO.actualDepth = fragO.depthValues.x;
fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0);
+ #ifdef _HAS_MOTION_VECTORS
// We pick the closest sample to camera, not really a great solution, but resolving motion vectors is ill defined.
fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, closestSample);
+ #endif
return fragO;
}
@@ -103,8 +113,10 @@ Shader "Hidden/HDRP/DepthValues"
fragO.depthValues.z *= 0.25;
fragO.actualDepth = fragO.depthValues.x;
fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0);
+ #ifdef _HAS_MOTION_VECTORS
// We pick the closest sample to camera, not really a great solution, but resolving motion vectors is ill defined.
fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, closestSample);
+ #endif
return fragO;
}
@@ -129,8 +141,10 @@ Shader "Hidden/HDRP/DepthValues"
fragO.depthValues.z *= 0.125;
fragO.actualDepth = fragO.depthValues.x;
fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0);
+ #ifdef _HAS_MOTION_VECTORS
// We pick the closest sample to camera, not really a great solution, but resolving motion vectors is ill defined.
fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, closestSample);
+ #endif
return fragO;
}
ENDHLSL
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs
index d16186a2d52..f413e1df6ad 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs
@@ -39,6 +39,8 @@ public void Release()
RTHandles.Release(m_TempDownsamplePyramid[i]);
m_TempDownsamplePyramid[i] = null;
}
+
+ CoreUtils.Destroy(m_ColorPyramidPSMat);
}
private int tmpTargetCount
@@ -222,4 +224,4 @@ public int RenderColorGaussianPyramid(CommandBuffer cmd, Vector2Int size, Textur
return srcMipLevel + 1;
}
}
-}
\ No newline at end of file
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs
index c6ed498e656..1adb07ae3df 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs
@@ -279,6 +279,14 @@ public sealed class ShaderResources
[Reload("Runtime/RenderPipeline/Accumulation/Shaders/Accumulation.compute")]
public ComputeShader accumulationCS;
+ // Compositor
+ [Reload("Runtime/Compositor/Shaders/AlphaInjection.shader")]
+ public Shader alphaInjectionPS;
+ [Reload("Runtime/Compositor/Shaders/ChromaKeying.shader")]
+ public Shader chromaKeyingPS;
+ [Reload("Runtime/Compositor/Shaders/CustomClear.shader")]
+ public Shader customClearPS;
+
// Iterator to retrieve all compute shaders in reflection so we don't have to keep a list of
// used compute shaders up to date (prefer editor-only usage)
public IEnumerable GetAllComputeShaders()
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/SceneViewDrawMode.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/SceneViewDrawMode.cs
index 507732895d6..72613d64978 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/SceneViewDrawMode.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/SceneViewDrawMode.cs
@@ -19,8 +19,7 @@ static private bool RejectDrawMode(SceneView.CameraMode cameraMode)
cameraMode.drawMode == DrawCameraMode.DeferredSmoothness ||
cameraMode.drawMode == DrawCameraMode.DeferredNormal ||
cameraMode.drawMode == DrawCameraMode.ValidateAlbedo ||
- cameraMode.drawMode == DrawCameraMode.ValidateMetalSpecular ||
- cameraMode.drawMode == DrawCameraMode.LightOverlap
+ cameraMode.drawMode == DrawCameraMode.ValidateMetalSpecular
)
return false;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
index a2b55e98c4b..fd48e4900f2 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
@@ -339,6 +339,7 @@ public enum FrameSettingsField
/// When enabled, HDRP uses material variant classification to compute lighting.
[FrameSettingsField(3, autoName: ComputeMaterialVariants, positiveDependencies: new[] { DeferredTile })]
ComputeMaterialVariants = 125,
+ /// When enabled, HDRP uses probe volumes for baked lighting.
[FrameSettingsField(1, autoName: ProbeVolume)]
ProbeVolume = 127,
@@ -350,7 +351,9 @@ public enum FrameSettingsField
[DebuggerDisplay("{mask.humanizedData}")]
public struct FrameSettingsOverrideMask
{
- /// Mask of overridden values.
+ /// Gets the underlying BitArray HDRP uses to store the override mask and thus specific which field is overridden or not.
+ /// Note: BitArray128 is implements IBitArray and therefore has the scripting API described below. It is recomended to use the interface as the exact BitArray con evolve from one version of the package to another as the we need more capacity here.
+ ///
[SerializeField]
public BitArray128 mask;
}
@@ -545,27 +548,27 @@ partial struct FrameSettings
BitArray128 bitDatas;
///
- /// if lodBiasMode == LODBiasMode.Fixed, then this value will overwrite QualitySettings.lodBias
- /// if lodBiasMode == LODBiasMode.ScaleQualitySettings, then this value will scale QualitySettings.lodBias
+ /// If lodBiasMode is LODBiasMode.Fixed, then this value overwrites QualitySettings.lodBias.
+ /// If lodBiasMode is LODBiasMode.ScaleQualitySettings, then this value scales QualitySettings.lodBias.
///
[SerializeField]
public float lodBias;
- /// Define how the QualitySettings.lodBias value is set.
+ /// Specifies how HDRP calculates QualitySettings.lodBias.
[SerializeField]
public LODBiasMode lodBiasMode;
- /// The quality level to use when fetching the quality setting value.
+ /// The quality level the rendering component uses when it fetches the quality setting value.
[SerializeField]
public int lodBiasQualityLevel;
///
- /// if maximumLODLevelMode == MaximumLODLevelMode.FromQualitySettings, then this value will overwrite QualitySettings.maximumLODLevel
- /// if maximumLODLevelMode == MaximumLODLevelMode.OffsetQualitySettings, then this value will offset QualitySettings.maximumLODLevel
+ /// If maximumLODLevelMode is MaximumLODLevelMode.FromQualitySettings, then this value overwrites QualitySettings.maximumLODLevel
+ /// If maximumLODLevelMode is MaximumLODLevelMode.OffsetQualitySettings, then this value offsets QualitySettings.maximumLODLevel
///
[SerializeField]
public int maximumLODLevel;
- /// Define how the QualitySettings.maximumLODLevel value is set.
+ /// Specifies how HDRP calculates QualitySettings.maximumLODLevel.
[SerializeField]
public MaximumLODLevelMode maximumLODLevelMode;
- /// The quality level to use when fetching the quality setting value.
+ /// The maximum quality level the rendering component uses when it fetches the quality setting value.
[SerializeField]
public int maximumLODLevelQualityLevel;
@@ -583,34 +586,29 @@ partial struct FrameSettings
internal int sssResolvedSampleBudget;
///
- /// The material quality level to use for this rendering.
- /// if materialQuality == 0, then the material quality from the current quality settings
- /// (in HDRP Asset) will be used.
+ /// The material quality level this rendering component uses.
+ /// If materialQuality == 0, the rendering component uses the material quality from the current quality settings in the HDRP Asset.
///
public MaterialQuality materialQuality;
- /// Helper to see binary saved data on LitShaderMode as a LitShaderMode enum.
+ /// Specifies the rendering path this rendering component uses. Here you can use the LitShaderMode enum to specify whether the rendering component uses forward or deferred rendering.
public LitShaderMode litShaderMode
{
get => bitDatas[(uint)FrameSettingsField.LitShaderMode] ? LitShaderMode.Deferred : LitShaderMode.Forward;
set => bitDatas[(uint)FrameSettingsField.LitShaderMode] = value == LitShaderMode.Deferred;
}
- ///
- /// Get stored data for this field.
- ///
+ /// Gets the stored override value for the passed in Frame Setting. Use this to access boolean values.
/// Requested field.
/// True if the field is enabled.
public bool IsEnabled(FrameSettingsField field) => bitDatas[(uint)field];
- ///
- /// Set stored data for this field.
- ///
+ /// Sets the stored override value for the passed in Frame Setting. Use this to access boolean values.
/// Requested field.
/// State to set to the field.
public void SetEnabled(FrameSettingsField field, bool value) => bitDatas[(uint)field] = value;
///
- /// Compute the LOD bias value to use
+ /// Calculates the LOD bias value to use.
///
/// The HDRP Assets to use
/// The LOD Bias to use
@@ -627,7 +625,7 @@ public float GetResolvedLODBias(HDRenderPipelineAsset hdrp)
}
///
- /// Compute the Maximum LOD level to use
+ /// Calculates the Maximum LOD level to use.
///
/// The HDRP Asset to use
/// The Maximum LOD level to use.
@@ -815,7 +813,7 @@ internal static void AggregateFrameSettings(ref FrameSettings aggregatedFrameSet
}
///
- /// Equality operator.
+ /// Equality operator between two FrameSettings. Return `true` if equivalent. (comparison of content).
///
/// First frame settings.
/// Second frame settings.
@@ -834,7 +832,7 @@ internal static void AggregateFrameSettings(ref FrameSettings aggregatedFrameSet
&& a.materialQuality == b.materialQuality;
///
- /// Inequality operator.
+ /// Inequality operator between two FrameSettings. Return `true` if different. (comparison of content).
///
/// First frame settings.
/// Second frame settings.
@@ -842,7 +840,7 @@ internal static void AggregateFrameSettings(ref FrameSettings aggregatedFrameSet
public static bool operator !=(FrameSettings a, FrameSettings b) => !(a == b);
///
- /// Equality operator.
+ /// Equality operator between two FrameSettings. Return `true` if equivalent. (comparison of content).
///
/// Frame Settings to compare to.
/// True if both settings are equal.
@@ -861,7 +859,7 @@ public override bool Equals(object obj)
&& materialQuality.Equals(((FrameSettings)obj).materialQuality);
///
- /// Returns the hash code of the frame settings.
+ /// Returns the hash code of this object.
///
/// Hash code of the frame settings.
public override int GetHashCode()
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs
index 89521524742..686106a379a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs
@@ -59,6 +59,19 @@ public enum CustomBufferFormat
R11G11B10 = GraphicsFormat.B10G11R11_UFloatPack32,
}
+ ///
+ /// Supported Ray Tracing Mode.
+ ///
+ public enum SupportedRayTracingMode
+ {
+ /// Performance mode only.
+ Performance = 1 << 0,
+ /// Quality mode only.
+ Quality = 1 << 1,
+ /// Both Performance and Quality modes.
+ Both = Performance | Quality
+ }
+
internal static RenderPipelineSettings NewDefault() => new RenderPipelineSettings()
{
supportShadowMask = true,
@@ -94,6 +107,7 @@ public enum CustomBufferFormat
lightingQualitySettings = GlobalLightingQualitySettings.NewDefault(),
supportRayTracing = false,
+ supportedRayTracingMode = SupportedRayTracingMode.Both,
lodBias = new FloatScalableSetting(new[] { 1.0f, 1, 1 }, ScalableSettingSchemaId.With3Levels),
maximumLODLevel = new IntScalableSetting(new[] { 0, 0, 0 }, ScalableSettingSchemaId.With3Levels),
lightLayerName0 = "Light Layer default",
@@ -133,8 +147,6 @@ public struct LightSettings
public IntScalableSetting sssSampleBudget;
/// Support volumetric lighting.
public bool supportVolumetrics;
- /// High quality volumetric lighting.
- public bool increaseResolutionOfVolumetrics;
/// Support light layers.
public bool supportLightLayers;
/// Name for light layer 0.
@@ -194,6 +206,8 @@ public struct LightSettings
[SerializeField] internal bool supportProbeVolume;
/// Support ray tracing.
public bool supportRayTracing;
+ /// Support ray tracing mode.
+ public SupportedRayTracingMode supportedRayTracingMode;
/// Global Probe Volume settings.
[SerializeField] internal GlobalProbeVolumeSettings probeVolumeSettings;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs
index 6a28a727ebd..4cbe667b0a0 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs
@@ -16,7 +16,6 @@ enum ShaderPass
LightTransport,
Shadows,
SubsurfaceScattering,
- VolumeVoxelization,
VolumetricLighting,
DbufferProjector,
DbufferMesh,
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl
index 1a0c51fe34d..fa2fad1b720 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl
@@ -17,20 +17,19 @@
#define SHADERPASS_LIGHT_TRANSPORT (7)
#define SHADERPASS_SHADOWS (8)
#define SHADERPASS_SUBSURFACE_SCATTERING (9)
-#define SHADERPASS_VOLUME_VOXELIZATION (10)
-#define SHADERPASS_VOLUMETRIC_LIGHTING (11)
-#define SHADERPASS_DBUFFER_PROJECTOR (12)
-#define SHADERPASS_DBUFFER_MESH (13)
-#define SHADERPASS_FORWARD_EMISSIVE_PROJECTOR (14)
-#define SHADERPASS_FORWARD_EMISSIVE_MESH (15)
-#define SHADERPASS_RAYTRACING (16)
-#define SHADERPASS_RAYTRACING_INDIRECT (17)
-#define SHADERPASS_RAYTRACING_VISIBILITY (18)
-#define SHADERPASS_RAYTRACING_FORWARD (19)
-#define SHADERPASS_RAYTRACING_GBUFFER (20)
-#define SHADERPASS_RAYTRACING_SUB_SURFACE (21)
-#define SHADERPASS_PATH_TRACING (22)
-#define SHADERPASS_CONSTANT (23)
+#define SHADERPASS_VOLUMETRIC_LIGHTING (10)
+#define SHADERPASS_DBUFFER_PROJECTOR (11)
+#define SHADERPASS_DBUFFER_MESH (12)
+#define SHADERPASS_FORWARD_EMISSIVE_PROJECTOR (13)
+#define SHADERPASS_FORWARD_EMISSIVE_MESH (14)
+#define SHADERPASS_RAYTRACING (15)
+#define SHADERPASS_RAYTRACING_INDIRECT (16)
+#define SHADERPASS_RAYTRACING_VISIBILITY (17)
+#define SHADERPASS_RAYTRACING_FORWARD (18)
+#define SHADERPASS_RAYTRACING_GBUFFER (19)
+#define SHADERPASS_RAYTRACING_SUB_SURFACE (20)
+#define SHADERPASS_PATH_TRACING (21)
+#define SHADERPASS_CONSTANT (22)
#endif
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl
index e8217a7674f..7a20c2225c3 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl
@@ -30,10 +30,11 @@ void ClosestHitGBuffer(inout RayIntersectionGBuffer rayIntersectionGbuffer : SV_
GetSurfaceAndBuiltinData(fragInput, viewWS, posInput, surfaceData, builtinData, currentVertex, rayIntersectionGbuffer.cone, isVisible);
// Sometimes, we only want to use the diffuse when we compute the indirect diffuse
- #ifdef DIFFUSE_LIGHTING_ONLY
- builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
- builtinData.backBakeDiffuseLighting = float3(0.0, 0.0, 0.0);
- #endif
+ if (_RayTracingDiffuseLightingOnly)
+ {
+ builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
+ builtinData.backBakeDiffuseLighting = float3(0.0, 0.0, 0.0);
+ }
// First we pack the data into the standard bsdf data
StandardBSDFData standardLitData;
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 933c718c71a..50b5082dd07 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
@@ -34,14 +34,15 @@ void ClosestHitMain(inout RayIntersection rayIntersection : SV_RayPayload, Attri
GetSurfaceAndBuiltinData(fragInput, viewWS, posInput, surfaceData, builtinData, currentVertex, rayIntersection.cone, isVisible);
// Compute the bsdf data
- BSDFData bsdfData = ConvertSurfaceDataToBSDFData(posInput.positionSS, surfaceData);
+ BSDFData bsdfData = ConvertSurfaceDataToBSDFData(posInput.positionSS, surfaceData);
#ifdef HAS_LIGHTLOOP
// We do not want to use the diffuse when we compute the indirect diffuse
- #ifdef DIFFUSE_LIGHTING_ONLY
- builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
- builtinData.backBakeDiffuseLighting = float3(0.0, 0.0, 0.0);
- #endif
+ if (_RayTracingDiffuseLightingOnly)
+ {
+ builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
+ builtinData.backBakeDiffuseLighting = float3(0.0, 0.0, 0.0);
+ }
// Compute the prelight data
PreLightData preLightData = GetPreLightData(viewWS, posInput, bsdfData);
@@ -57,9 +58,17 @@ void ClosestHitMain(inout RayIntersection rayIntersection : SV_RayPayload, Attri
sample.x = GetBNDSequenceSample(rayIntersection.pixelCoord, rayIntersection.sampleIndex, rayIntersection.remainingDepth * 2);
sample.y = GetBNDSequenceSample(rayIntersection.pixelCoord, rayIntersection.sampleIndex, rayIntersection.remainingDepth * 2 + 1);
- #ifdef DIFFUSE_LIGHTING_ONLY
- // Importance sample with a cosine lobe
- float3 sampleDir = SampleHemisphereCosine(sample.x, sample.y, surfaceData.normalWS);
+ float3 sampleDir;
+ if (_RayTracingDiffuseLightingOnly)
+ {
+ sampleDir = SampleHemisphereCosine(sample.x, sample.y, surfaceData.normalWS);
+ }
+ else
+ {
+ float roughness = PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness);
+ float NdotL, NdotH, VdotH;
+ SampleGGXDir(sample, viewWS, fragInput.tangentToWorld, roughness, sampleDir, NdotL, NdotH, VdotH);
+ }
// Create the ray descriptor for this pixel
RayDesc rayDescriptor;
@@ -82,50 +91,26 @@ void ClosestHitMain(inout RayIntersection rayIntersection : SV_RayPayload, Attri
reflectedIntersection.cone.spreadAngle = rayIntersection.cone.spreadAngle;
reflectedIntersection.cone.width = rayIntersection.cone.width;
+ bool launchRay = true;
+ if (!_RayTracingDiffuseLightingOnly)
+ launchRay = dot(sampleDir, surfaceData.normalWS) > 0.0;
+
// Evaluate the ray intersection
- TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, RAYTRACINGRENDERERFLAG_OPAQUE, 0, 1, 0, rayDescriptor, reflectedIntersection);
+ if (launchRay)
+ TraceRay(_RaytracingAccelerationStructure
+ , RAY_FLAG_CULL_BACK_FACING_TRIANGLES
+ , _RayTracingDiffuseLightingOnly ? RAYTRACINGRENDERERFLAG_GLOBAL_ILLUMINATION : RAYTRACINGRENDERERFLAG_REFLECTION
+ , 0, 1, 0, rayDescriptor, reflectedIntersection);
// Contribute to the pixel
- builtinData.bakeDiffuseLighting = reflectedIntersection.color;
- #else
- // Importance sample the direction using GGX
- float3 sampleDir = float3(0.0, 0.0, 0.0);
- float roughness = PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness);
- float NdotL, NdotH, VdotH;
- SampleGGXDir(sample, viewWS, fragInput.tangentToWorld, roughness, sampleDir, NdotL, NdotH, VdotH);
-
- // If the sample is under the surface
- if (dot(sampleDir, surfaceData.normalWS) > 0.0)
+ if (_RayTracingDiffuseLightingOnly)
+ builtinData.bakeDiffuseLighting = reflectedIntersection.color;
+ else
{
- // Build the reflected ray
- RayDesc reflectedRay;
- reflectedRay.Origin = pointWSPos + surfaceData.normalWS * _RaytracingRayBias;
- reflectedRay.Direction = sampleDir;
- reflectedRay.TMin = 0;
- reflectedRay.TMax = _RaytracingRayMaxLength;
-
- // Create and init the RayIntersection structure for this
- RayIntersection reflectedIntersection;
- reflectedIntersection.color = float3(0.0, 0.0, 0.0);
- reflectedIntersection.incidentDirection = reflectedRay.Direction;
- reflectedIntersection.origin = reflectedRay.Origin;
- reflectedIntersection.t = -1.0f;
- reflectedIntersection.remainingDepth = rayIntersection.remainingDepth + 1;
- reflectedIntersection.pixelCoord = rayIntersection.pixelCoord;
- reflectedIntersection.sampleIndex = rayIntersection.sampleIndex;
-
- // In order to achieve filtering for the textures, we need to compute the spread angle of the pixel
- reflectedIntersection.cone.spreadAngle = rayIntersection.cone.spreadAngle;
- reflectedIntersection.cone.width = rayIntersection.cone.width;
-
- // Evaluate the ray intersection
- TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, RAYTRACINGRENDERERFLAG_OPAQUE, 0, 1, 0, reflectedRay, reflectedIntersection);
-
- // Override the transmitted color
+ // Override the reflected color
reflected = reflectedIntersection.color;
reflectedWeight = 1.0;
}
- #endif
}
#endif
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs
index ce92adf6263..e4eb93d15cf 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs
@@ -24,7 +24,7 @@ public class HDUtils
static internal HDAdditionalLightData s_DefaultHDAdditionalLightData { get { return ComponentSingleton.instance; } }
/// Default HDAdditionalCameraData
static internal HDAdditionalCameraData s_DefaultHDAdditionalCameraData { get { return ComponentSingleton.instance; } }
-
+
static List m_TempCustomPassVolumeList = new List();
static Texture3D m_ClearTexture3D;
@@ -196,6 +196,23 @@ internal static Matrix4x4 ComputePixelCoordToWorldSpaceViewDirectionMatrix(float
return Matrix4x4.Transpose(worldToViewMatrix.transpose * viewSpaceRasterTransform);
}
+ // Scale and bias to transform unnormalized viewport/pixel coordinates to normalized device coordinates
+ internal static Vector4 ComputeInverseViewportScaleBias(HDCamera hdCamera)
+ {
+ float verticalFoV = hdCamera.camera.GetGateFittedFieldOfView() * Mathf.Deg2Rad;
+ Vector2 lensShift = hdCamera.camera.GetGateFittedLensShift();
+
+ float aspectRatio = hdCamera.camera.aspect < 0 ? hdCamera.screenSize.x * hdCamera.screenSize.w : hdCamera.camera.aspect;
+ float tanHalfVertFoV = Mathf.Tan(0.5f * verticalFoV);
+
+ // See the comment in ComputePixelCoordToWorldSpaceViewDirectionMatrix for the derivation
+ return new Vector4(
+ -2.0f * hdCamera.screenSize.z * tanHalfVertFoV * aspectRatio,
+ -2.0f * hdCamera.screenSize.w * tanHalfVertFoV,
+ (1.0f - 2.0f * lensShift.x) * tanHalfVertFoV * aspectRatio,
+ (1.0f - 2.0f * lensShift.y) * tanHalfVertFoV);
+ }
+
internal static float ComputZPlaneTexelSpacing(float planeDepth, float verticalFoV, float resolutionY)
{
float tanHalfVertFoV = Mathf.Tan(0.5f * verticalFoV);
@@ -470,7 +487,7 @@ internal static RenderPipelineAsset SwitchToBuiltinRenderPipeline(out bool asset
}
// Set the renderPipelineAsset, either on the quality settings if it was unset from there or in GraphicsSettings.
- // IMPORTANT: RenderPipelineManager.currentPipeline won't be HDRP until a camera.Render() call is made.
+ // IMPORTANT: RenderPipelineManager.currentPipeline won't be HDRP until a camera.Render() call is made.
internal static void RestoreRenderPipelineAsset(bool wasUnsetFromQuality, RenderPipelineAsset renderPipelineAsset)
{
if(wasUnsetFromQuality)
@@ -589,21 +606,31 @@ internal static void CheckRTCreated(RenderTexture rt)
rt.Create();
}
- internal static Vector4 ComputeUvScaleAndLimit(Vector2Int viewportResolution, Vector2Int bufferSize)
+ internal static float ComputeViewportScale(int viewportSize, int bufferSize)
{
- Vector2 rcpBufferSize = new Vector2(1.0f / bufferSize.x, 1.0f / bufferSize.y);
+ float rcpBufferSize = 1.0f / bufferSize;
+
+ // Scale by (vp_dim / buf_dim).
+ return viewportSize * rcpBufferSize;
+ }
- // vp_scale = vp_dim / tex_dim.
- Vector2 uvScale = new Vector2(viewportResolution.x * rcpBufferSize.x,
- viewportResolution.y * rcpBufferSize.y);
+ internal static float ComputeViewportLimit(int viewportSize, int bufferSize)
+ {
+ float rcpBufferSize = 1.0f / bufferSize;
- // clamp to (vp_dim - 0.5) / tex_dim.
- Vector2 uvLimit = new Vector2((viewportResolution.x - 0.5f) * rcpBufferSize.x,
- (viewportResolution.y - 0.5f) * rcpBufferSize.y);
+ // Clamp to (vp_dim - 0.5) / buf_dim.
+ return (viewportSize - 0.5f) * rcpBufferSize;
+ }
- return new Vector4(uvScale.x, uvScale.y, uvLimit.x, uvLimit.y);
+ internal static Vector4 ComputeViewportScaleAndLimit(Vector2Int viewportSize, Vector2Int bufferSize)
+ {
+ return new Vector4(ComputeViewportScale(viewportSize.x, bufferSize.x), // Scale(x)
+ ComputeViewportScale(viewportSize.y, bufferSize.y), // Scale(y)
+ ComputeViewportLimit(viewportSize.x, bufferSize.x), // Limit(x)
+ ComputeViewportLimit(viewportSize.y, bufferSize.y)); // Limit(y)
}
+
#if UNITY_EDITOR
// This function can't be in HDEditorUtils because we need it in HDRenderPipeline.cs (and HDEditorUtils is in an editor asmdef)
internal static bool IsSupportedBuildTarget(UnityEditor.BuildTarget buildTarget)
@@ -998,5 +1025,12 @@ internal static void DisplayUnsupportedAPIMessage(string graphicAPI = null)
string msg = "Platform " + currentPlatform + " with device " + graphicAPI + " is not supported with High Definition Render Pipeline, no rendering will occur";
DisplayUnsupportedMessage(msg);
}
+
+ internal static void ReleaseComponentSingletons()
+ {
+ ComponentSingleton.Release();
+ ComponentSingleton.Release();
+ ComponentSingleton.Release();
+ }
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRSystem.cs
index e7d5d48222d..e678042bd1a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRSystem.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRSystem.cs
@@ -73,7 +73,14 @@ internal XRSystem(RenderPipelineResources.ShaderResources shaders)
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
internal static void XRSystemInit()
{
+ if (GraphicsSettings.currentRenderPipeline == null)
+ return;
+
+ #if UNITY_2020_2_OR_NEWER
+ SubsystemManager.GetSubsystems(displayList);
+ #else
SubsystemManager.GetInstances(displayList);
+ #endif
for (int i = 0; i < displayList.Count; i++)
{
@@ -161,7 +168,12 @@ internal void ReleaseFrame()
bool RefreshXrSdk()
{
#if ENABLE_VR && ENABLE_XR_MODULE
+
+ #if UNITY_2020_2_OR_NEWER
+ SubsystemManager.GetSubsystems(displayList);
+ #else
SubsystemManager.GetInstances(displayList);
+ #endif
if (displayList.Count > 0)
{
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset
index 5d7fab79d0f..57616a47365 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset
@@ -15,133 +15,86 @@ MonoBehaviour:
m_Version: 4
shaders:
defaultPS: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
- debugDisplayLatlongPS: {fileID: 4800000, guid: c1d1d149a043a5349ba367da6c2051ba,
- type: 3}
- debugViewMaterialGBufferPS: {fileID: 4800000, guid: 439949ea1bfa91b4ba0d04269fcde33d,
- type: 3}
+ debugDisplayLatlongPS: {fileID: 4800000, guid: c1d1d149a043a5349ba367da6c2051ba, type: 3}
+ debugViewMaterialGBufferPS: {fileID: 4800000, guid: 439949ea1bfa91b4ba0d04269fcde33d, type: 3}
debugViewTilesPS: {fileID: 4800000, guid: c7c2bd17b06ceb4468e14081aaf1b96f, type: 3}
debugFullScreenPS: {fileID: 4800000, guid: e874aca2df8300a488258738c31f85cf, type: 3}
- debugColorPickerPS: {fileID: 4800000, guid: 8137b807709e178498f22ed710864bb0,
- type: 3}
- debugLightVolumePS: {fileID: 4800000, guid: 8e706c0e71fcec34a8f5c9713e5e2943,
- type: 3}
- debugLightVolumeCS: {fileID: 7200000, guid: f5d5d21faef5cf445ac2c5d8ff9c4184,
- type: 3}
+ debugColorPickerPS: {fileID: 4800000, guid: 8137b807709e178498f22ed710864bb0, type: 3}
+ debugLightVolumePS: {fileID: 4800000, guid: 8e706c0e71fcec34a8f5c9713e5e2943, type: 3}
+ debugLightVolumeCS: {fileID: 7200000, guid: f5d5d21faef5cf445ac2c5d8ff9c4184, type: 3}
debugBlitQuad: {fileID: 4800000, guid: cf5ca5b6ef18b3f429ed707ee9ceac9f, type: 3}
deferredPS: {fileID: 4800000, guid: 00dd221e34a6ab349a1196b0f2fab693, type: 3}
colorPyramidPS: {fileID: 4800000, guid: 2fcfb8d92f45e4549b3f0bad5d0654bf, type: 3}
depthPyramidCS: {fileID: 7200000, guid: 64a553bb564274041906f78ffba955e4, type: 3}
copyChannelCS: {fileID: 7200000, guid: a4d45eda75e8e474dbe24a31f741f3b4, type: 3}
- screenSpaceReflectionsCS: {fileID: 7200000, guid: d1de9ac7d9016204da289affe9677942,
- type: 3}
+ screenSpaceReflectionsCS: {fileID: 7200000, guid: d1de9ac7d9016204da289affe9677942, type: 3}
applyDistortionPS: {fileID: 4800000, guid: 02ae56f4306413c4a96dcf005cde1971, type: 3}
- clearDispatchIndirectCS: {fileID: 7200000, guid: fc1f553acb80a6446a32d33e403d0656,
- type: 3}
+ clearDispatchIndirectCS: {fileID: 7200000, guid: fc1f553acb80a6446a32d33e403d0656, type: 3}
clearLightListsCS: {fileID: 7200000, guid: 743eb3491795b9545955695d591195a1, type: 3}
- buildDispatchIndirectCS: {fileID: 7200000, guid: 4eb1b418be7044c40bb5200496c50f14,
- type: 3}
+ buildDispatchIndirectCS: {fileID: 7200000, guid: 4eb1b418be7044c40bb5200496c50f14, type: 3}
buildScreenAABBCS: {fileID: 7200000, guid: 728dce960f8a9c44bbc3abb3b851d8f6, type: 3}
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- type: 3}
- buildPerBigTileLightListCS: {fileID: 7200000, guid: 5ee1f9d6e09abe045b2f5e0b784b9072,
- type: 3}
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- type: 3}
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- type: 3}
- buildMaterialFlagsCS: {fileID: 7200000, guid: fb3eda953cd6e634e877fb777be2cd08,
- type: 3}
+ buildPerTileLightListCS: {fileID: 7200000, guid: 65af3444cbf4b3747a4dead7ee00cfee, type: 3}
+ buildPerBigTileLightListCS: {fileID: 7200000, guid: 5ee1f9d6e09abe045b2f5e0b784b9072, type: 3}
+ buildPerVoxelLightListCS: {fileID: 7200000, guid: 0bb1b7e0ddcd5c44baf3ddc7456eb196, type: 3}
+ lightListClusterClearAtomicIndexCS: {fileID: 7200000, guid: 1e3472a94b14a334a93230bbc700d7b2, type: 3}
+ buildMaterialFlagsCS: {fileID: 7200000, guid: fb3eda953cd6e634e877fb777be2cd08, type: 3}
deferredCS: {fileID: 7200000, guid: 0b64f79746d2daf4198eaf6eab9af259, type: 3}
contactShadowCS: {fileID: 7200000, guid: 3e6900e06dc185a4380af4dacb4db0a4, type: 3}
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- type: 3}
- volumetricLightingFilteringCS: {fileID: 7200000, guid: ef9a910d0ec6ebb41ae3f5c7a69daf46,
- type: 3}
+ volumeVoxelizationCS: {fileID: 7200000, guid: c20b371db720da244b73830ec74a343a, type: 3}
+ volumetricLightingCS: {fileID: 7200000, guid: b4901a10df2d1e24282725e9fbc77c97, type: 3}
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deferredTilePS: {fileID: 4800000, guid: dedaf4ea0d134ca4aad1d95a558c46e5, type: 3}
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- type: 3}
- subsurfaceScatteringCS: {fileID: 7200000, guid: b06a7993621def248addd55d0fe931b1,
- type: 3}
+ screenSpaceShadowPS: {fileID: 4800000, guid: bfa43a48695613b4ea19c58858ae1a61, type: 3}
+ probeVolumeAtlasBlitCS: {fileID: 7200000, guid: 07f429bf534edb44eb5a0e4b2c65b108, type: 3}
+ probeVolumeAtlasOctahedralDepthBlitCS: {fileID: 7200000, guid: f60c895d3a3061848844b36ccf9e44a9, type: 3}
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combineLightingPS: {fileID: 4800000, guid: 2e37131331fbdca449b1a2bc47a639ca, type: 3}
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- type: 3}
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+ cameraMotionVectorsPS: {fileID: 4800000, guid: 035941b63024d1943af48811c1db20d9, type: 3}
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copyDepthBufferPS: {fileID: 4800000, guid: 42dfcc8fe803ece4096c58630689982f, type: 3}
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- type: 3}
+ upsampleTransparentPS: {fileID: 4800000, guid: 2ad7ce40f0dbaf64dadef1f58d8524d3, type: 3}
resolveStencilCS: {fileID: 7200000, guid: 65b89cac5f286b043a31bf8041776ee7, type: 3}
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- type: 3}
- computeGgxIblSampleDataCS: {fileID: 7200000, guid: 764a24bb47ef5ba4781d9ae82ca07445,
- type: 3}
+ buildProbabilityTablesCS: {fileID: 7200000, guid: b9f26cf340afe9145a699753531b2a4c, type: 3}
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- type: 3}
+ opaqueAtmosphericScatteringPS: {fileID: 4800000, guid: 32f724728cf19904291226f239ec16f0, type: 3}
hdriSkyPS: {fileID: 4800000, guid: 9bd32a6ece529fd4f9408b8d7e00c10d, type: 3}
- integrateHdriSkyPS: {fileID: 4800000, guid: 48db2705cf2856d4e893eb30a6892d1b,
- type: 3}
+ integrateHdriSkyPS: {fileID: 4800000, guid: 48db2705cf2856d4e893eb30a6892d1b, type: 3}
skyboxCubemapPS: {fileID: 103, guid: 0000000000000000f000000000000000, type: 0}
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- type: 3}
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encodeBC6HCS: {fileID: 7200000, guid: aa922d239de60304f964e24488559eeb, type: 3}
cubeToPanoPS: {fileID: 4800000, guid: 595434cc3b6405246b6cd3086d0b6f7d, type: 3}
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- type: 3}
- clearUIntTextureCS: {fileID: 7200000, guid: d067ad4b88af51c498875426894aef76,
- type: 3}
+ blitCubeTextureFacePS: {fileID: 4800000, guid: d850d0a2481878d4bbf17e5126b04163, type: 3}
+ filterAreaLightCookiesPS: {fileID: 4800000, guid: c243aac96dda5fa40bed693ed5ba02c4, type: 3}
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xrMirrorViewPS: {fileID: 4800000, guid: e6255f98cf405eb45ab6f9006cf11e1f, type: 3}
xrOcclusionMeshPS: {fileID: 4800000, guid: 46a45b32bb110604fb36216b63bcdb81, type: 3}
shadowClearPS: {fileID: 4800000, guid: e3cab24f27741f44d8af1e94d006267c, type: 3}
evsmBlurCS: {fileID: 7200000, guid: fb36979473602464fa32deacb9630c08, type: 3}
- debugHDShadowMapPS: {fileID: 4800000, guid: 93d40cc9a6e13994f86f576a624efa18,
- type: 3}
+ debugHDShadowMapPS: {fileID: 4800000, guid: 93d40cc9a6e13994f86f576a624efa18, type: 3}
momentShadowsCS: {fileID: 7200000, guid: 4dea53e2ff15ed0448817c2aa4246e53, type: 3}
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- type: 3}
- decalClearPropertyMaskBufferCS: {fileID: 7200000, guid: 1076a08965d4a91479b72599724f7fd6,
- type: 3}
+ decalNormalBufferPS: {fileID: 4800000, guid: fd532bf1795188c4daaa66ea798b8b0a, type: 3}
+ decalClearPropertyMaskBufferCS: {fileID: 7200000, guid: 1076a08965d4a91479b72599724f7fd6, type: 3}
GTAOCS: {fileID: 7200000, guid: 6710b06492bd58c4bb8aec0fdc1fced3, type: 3}
- GTAOSpatialDenoiseCS: {fileID: 7200000, guid: 2cb33c21587d12b4388d7866ab6c65f6,
- type: 3}
- GTAOTemporalDenoiseCS: {fileID: 7200000, guid: 31e0ca4c210f97c468037d11a5b832bb,
- type: 3}
+ GTAOSpatialDenoiseCS: {fileID: 7200000, guid: 2cb33c21587d12b4388d7866ab6c65f6, type: 3}
+ GTAOTemporalDenoiseCS: {fileID: 7200000, guid: 31e0ca4c210f97c468037d11a5b832bb, type: 3}
GTAOCopyHistoryCS: {fileID: 7200000, guid: 7f43be57ffd12ff469d4fc175c00c4b4, type: 3}
- GTAOBlurAndUpsample: {fileID: 7200000, guid: 9eb1abde882538a4ea46fa23e49ab9fa,
- type: 3}
+ GTAOBlurAndUpsample: {fileID: 7200000, guid: 9eb1abde882538a4ea46fa23e49ab9fa, type: 3}
depthValuesPS: {fileID: 4800000, guid: 6e6a4a3dbb788234594aa74f2d6aeb6f, type: 3}
colorResolvePS: {fileID: 4800000, guid: dd7047092f3c82b40b3a07868f9c4de2, type: 3}
copyAlphaCS: {fileID: 7200000, guid: c2c7eb6611725264187721ef9df0354b, type: 3}
@@ -150,38 +103,23 @@ MonoBehaviour:
applyExposureCS: {fileID: 7200000, guid: 1a6fea1dc099b984d8f2b27d504dc096, type: 3}
uberPostCS: {fileID: 7200000, guid: f1bf52f7c71bffd4f91e6cd90d12a4f7, type: 3}
lutBuilder3DCS: {fileID: 7200000, guid: 37f2b1b0ecd6f1c439e4c1b4f2fdb524, type: 3}
- depthOfFieldKernelCS: {fileID: 7200000, guid: 7869415cc3e4eaa4d82ac21a752a2780,
- type: 3}
+ depthOfFieldKernelCS: {fileID: 7200000, guid: 7869415cc3e4eaa4d82ac21a752a2780, type: 3}
depthOfFieldCoCCS: {fileID: 7200000, guid: 048b235b54fbfaa4d80ec85ea847d4f8, type: 3}
- depthOfFieldCoCReprojectCS: {fileID: 7200000, guid: 4980decaa3878d6448569489f5fc7931,
- type: 3}
- depthOfFieldDilateCS: {fileID: 7200000, guid: 1c93af4338c0c1b42b92464992eebc10,
- type: 3}
+ depthOfFieldCoCReprojectCS: {fileID: 7200000, guid: 4980decaa3878d6448569489f5fc7931, type: 3}
+ depthOfFieldDilateCS: {fileID: 7200000, guid: 1c93af4338c0c1b42b92464992eebc10, type: 3}
depthOfFieldMipCS: {fileID: 7200000, guid: d3ef53de069ded64e8377cba6eb951fa, type: 3}
- depthOfFieldMipSafeCS: {fileID: 7200000, guid: 2d24ee7b2c804d947a5c371c12ed46bd,
- type: 3}
- depthOfFieldPrefilterCS: {fileID: 7200000, guid: f2b89d19910854346b792fe7177ce634,
- type: 3}
- depthOfFieldTileMaxCS: {fileID: 7200000, guid: 84f84585ea8a7a849bea4a581adb93a7,
- type: 3}
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- type: 3}
- depthOfFieldCombineCS: {fileID: 7200000, guid: c8049ca85c4c7d047ba28f34d800c663,
- type: 3}
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- type: 3}
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- type: 3}
- paniniProjectionCS: {fileID: 7200000, guid: 0ddbf72c8fbb6e44b983f470c8384ef6,
- type: 3}
- motionBlurMotionVecPrepCS: {fileID: 7200000, guid: ed9438fa777911d48933402087203b15,
- type: 3}
- motionBlurGenTileCS: {fileID: 7200000, guid: 336e1fdbb3a1b8647b06208415f87804,
- type: 3}
- motionBlurMergeTileCS: {fileID: 7200000, guid: cd14ddf849edeed43b0e3ccf66023038,
- type: 3}
- motionBlurNeighborhoodTileCS: {fileID: 7200000, guid: 5ea9865df3e53b448856785b88f8e7b9,
- type: 3}
+ depthOfFieldMipSafeCS: {fileID: 7200000, guid: 2d24ee7b2c804d947a5c371c12ed46bd, type: 3}
+ depthOfFieldPrefilterCS: {fileID: 7200000, guid: f2b89d19910854346b792fe7177ce634, type: 3}
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+ depthOfFieldGatherCS: {fileID: 7200000, guid: 486be52dddc4e054fb10a7b9b78788c2, type: 3}
+ depthOfFieldCombineCS: {fileID: 7200000, guid: c8049ca85c4c7d047ba28f34d800c663, type: 3}
+ depthOfFieldPreCombineFarCS: {fileID: 7200000, guid: 3b4a2acd03d1ce2438d93c325d588735, type: 3}
+ depthOfFieldClearIndirectArgsCS: {fileID: 7200000, guid: 69905045e1d0a65458b205d6ab55502b, type: 3}
+ paniniProjectionCS: {fileID: 7200000, guid: 0ddbf72c8fbb6e44b983f470c8384ef6, type: 3}
+ motionBlurMotionVecPrepCS: {fileID: 7200000, guid: ed9438fa777911d48933402087203b15, type: 3}
+ motionBlurGenTileCS: {fileID: 7200000, guid: 336e1fdbb3a1b8647b06208415f87804, type: 3}
+ motionBlurMergeTileCS: {fileID: 7200000, guid: cd14ddf849edeed43b0e3ccf66023038, type: 3}
+ motionBlurNeighborhoodTileCS: {fileID: 7200000, guid: 5ea9865df3e53b448856785b88f8e7b9, type: 3}
motionBlurCS: {fileID: 7200000, guid: 2af5c49c7865edb4b823826970ec176a, type: 3}
bloomPrefilterCS: {fileID: 7200000, guid: 243b24008041aaa4a91800690f63c684, type: 3}
bloomBlurCS: {fileID: 7200000, guid: 133a68380d324de4ea8d3ff8657b02d8, type: 3}
@@ -190,11 +128,12 @@ MonoBehaviour:
finalPassPS: {fileID: 4800000, guid: 5ac9ef0c50282754b93c7692488e7ee7, type: 3}
clearBlackPS: {fileID: 4800000, guid: 3330c1503ea8c6d4d9408df3f64227eb, type: 3}
SMAAPS: {fileID: 4800000, guid: 9655f4aa89a469c49aceaceabf9bc77b, type: 3}
- temporalAntialiasingPS: {fileID: 4800000, guid: 3dd9fd928fdb83743b1f27d15df22179,
- type: 3}
- contrastAdaptiveSharpenCS: {fileID: 7200000, guid: 560896aec2f412c48995be35551a4ac6,
- type: 3}
+ temporalAntialiasingPS: {fileID: 4800000, guid: 3dd9fd928fdb83743b1f27d15df22179, type: 3}
+ contrastAdaptiveSharpenCS: {fileID: 7200000, guid: 560896aec2f412c48995be35551a4ac6, type: 3}
accumulationCS: {fileID: 7200000, guid: ed80add7a217efa468d137d6f7c668f3, type: 3}
+ alphaInjectionPS: {fileID: 4800000, guid: 4edd96259a5e8b44c90479928f0cd11e, type: 3}
+ chromaKeyingPS: {fileID: 4800000, guid: 49feb6b111e82ec4eb6d3d08e4b6903e, type: 3}
+ customClearPS: {fileID: 4800000, guid: 9cef3686fa32c8840947ed99b561195c, type: 3}
textures:
debugFontTex: {fileID: 2800000, guid: a3ad2df0e49aaa341a3b3a80f93b3f66, type: 3}
colorGradient: {fileID: 2800000, guid: 4ea52e665573c1644bf05dd9b11fd2a4, type: 3}
@@ -265,20 +204,15 @@ MonoBehaviour:
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- type: 3}
- owenScrambled256Tex: {fileID: 2800000, guid: 2a205358e67aa9e4a94a128ac9362f4e,
- type: 3}
+ owenScrambledRGBATex: {fileID: 2800000, guid: b0fe077c1ee7d80428f3d8dfa28a027d, type: 3}
+ owenScrambled256Tex: {fileID: 2800000, guid: 2a205358e67aa9e4a94a128ac9362f4e, type: 3}
scramblingTex: {fileID: 2800000, guid: bf25cd6288e2c8d43854a61a8496a830, type: 3}
rankingTile1SPP: {fileID: 2800000, guid: f2fe0251f704c4c478a8063775cffedb, type: 3}
- scramblingTile1SPP: {fileID: 2800000, guid: 6185473f62ad3e74da4acac5d482917a,
- type: 3}
+ scramblingTile1SPP: {fileID: 2800000, guid: 6185473f62ad3e74da4acac5d482917a, type: 3}
rankingTile8SPP: {fileID: 2800000, guid: af4bd638a4b3eb14781e6441adcdfbb9, type: 3}
- scramblingTile8SPP: {fileID: 2800000, guid: 152f8b933250a7b448fc2d4d301b9944,
- type: 3}
+ scramblingTile8SPP: {fileID: 2800000, guid: 152f8b933250a7b448fc2d4d301b9944, type: 3}
rankingTile256SPP: {fileID: 2800000, guid: 1e604a266c415cd46b36d97cd9220aa8, type: 3}
- scramblingTile256SPP: {fileID: 2800000, guid: 882fb55d7b3e7c94598a318df9376e32,
- type: 3}
+ scramblingTile256SPP: {fileID: 2800000, guid: 882fb55d7b3e7c94598a318df9376e32, type: 3}
filmGrainTex:
- {fileID: 2800000, guid: 284a1ac236869fa4eacf377d73c7dff8, type: 3}
- {fileID: 2800000, guid: bd74961b009b93145a998ae93a5fc186, type: 3}
@@ -294,8 +228,6 @@ MonoBehaviour:
SMAAAreaTex: {fileID: 2800000, guid: 92e0d85ab4eca874098e7fcf6f8f674e, type: 3}
defaultHDRISky: {fileID: 8900000, guid: 8253d41e6e8b11a4cbe77a4f8f82934d, type: 3}
assets:
- defaultDiffusionProfile: {fileID: 11400000, guid: 2b7005ba3a4d8474b8cdc34141ad766e,
- type: 2}
- emissiveCylinderMesh: {fileID: 2534964839176971238, guid: accb6d90f0d50fe4ca0f68159b4323de,
- type: 3}
+ defaultDiffusionProfile: {fileID: 11400000, guid: 2b7005ba3a4d8474b8cdc34141ad766e, type: 2}
+ emissiveCylinderMesh: {fileID: 2534964839176971238, guid: accb6d90f0d50fe4ca0f68159b4323de, type: 3}
emissiveQuadMesh: {fileID: 4300000, guid: 1d5a8595286f94f4bb54171d49f473c3, type: 3}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.FBX.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.FBX.meta
index 11742d7ea9e..9844b941314 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.FBX.meta
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.FBX.meta
@@ -109,7 +109,7 @@ ModelImporter:
tangentSpace:
normalSmoothAngle: 60
normalImportMode: 0
- tangentImportMode: 0
+ tangentImportMode: 4
normalCalculationMode: 4
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 1
blendShapeNormalImportMode: 1
diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute
index 89c740ed8a5..87fa3fc4707 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute
+++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute
@@ -79,7 +79,10 @@ void KERNEL_NAME(uint3 groupId : SV_GroupID,
#else
- bool isFirstThread = WaveIsFirstLane();
+ // Need to workaround a warning incorrectly triggered when on Xbox One, so instead of using WaveIsFirstLane()
+ // we check the groupThreadId as in the non intrinsic version.
+ //bool isFirstThread = WaveIsFirstLane();
+ bool isFirstThread = groupThreadId.x == 0 && groupThreadId.y == 0;
uint coarseStencilValue = WaveActiveBitOr(resolvedStencil);
#endif
diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs
index 66f7b13cacd..5cb15eb4136 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs
@@ -126,7 +126,8 @@ unsafe struct ShaderVariablesGlobal
// VBuffer
public Vector4 _VBufferViewportSize; // { w, h, 1/w, 1/h }
- public Vector4 _VBufferSharedUvScaleAndLimit; // Necessary us to work with sub-allocation (resource aliasing) in the RTHandle system
+ public Vector4 _VBufferLightingViewportScale; // Necessary us to work with sub-allocation (resource aliasing) in the RTHandle system
+ public Vector4 _VBufferLightingViewportLimit; // Necessary us to work with sub-allocation (resource aliasing) in the RTHandle system
public Vector4 _VBufferDistanceEncodingParams; // See the call site for description
public Vector4 _VBufferDistanceDecodingParams; // See the call site for description
public uint _VBufferSliceCount;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl
index f952d600063..ad91938ad04 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl
@@ -58,7 +58,8 @@ GLOBAL_CBUFFER_START(ShaderVariablesGlobal, b0)
float _HeightFogBaseHeight;
float _GlobalFogAnisotropy;
float4 _VBufferViewportSize;
- float4 _VBufferSharedUvScaleAndLimit;
+ float4 _VBufferLightingViewportScale;
+ float4 _VBufferLightingViewportLimit;
float4 _VBufferDistanceEncodingParams;
float4 _VBufferDistanceDecodingParams;
uint _VBufferSliceCount;
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 15cc2560985..b91015b7943 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
@@ -73,7 +73,7 @@ unsafe struct ShaderVariablesPhysicallyBasedSky
static ComputeShader s_GroundIrradiancePrecomputationCS;
static ComputeShader s_InScatteredRadiancePrecomputationCS;
- static Material s_PbrSkyMaterial;
+ Material s_PbrSkyMaterial;
static MaterialPropertyBlock s_PbrSkyMaterialProperties;
ShaderVariablesPhysicallyBasedSky m_ConstantBuffer;
@@ -124,8 +124,7 @@ public override void Build()
s_InScatteredRadiancePrecomputationCS = hdrpResources.shaders.inScatteredRadiancePrecomputationCS;
s_PbrSkyMaterialProperties = new MaterialPropertyBlock();
- if (s_PbrSkyMaterial == null) // Material instance is static.
- s_PbrSkyMaterial = CoreUtils.CreateEngineMaterial(hdrpResources.shaders.physicallyBasedSkyPS);
+ s_PbrSkyMaterial = CoreUtils.CreateEngineMaterial(hdrpResources.shaders.physicallyBasedSkyPS);
Debug.Assert(s_GroundIrradiancePrecomputationCS != null);
Debug.Assert(s_InScatteredRadiancePrecomputationCS != null);
@@ -170,6 +169,8 @@ public override void Cleanup()
RTHandles.Release(m_InScatteredRadianceTables[3]); m_InScatteredRadianceTables[3] = null;
RTHandles.Release(m_InScatteredRadianceTables[4]); m_InScatteredRadianceTables[4] = null;
+ CoreUtils.Destroy(s_PbrSkyMaterial);
+
m_LastPrecomputedBounce = 0;
}
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 d3aa6bb1293..16729facca7 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs
@@ -4,10 +4,13 @@
namespace UnityEngine.Rendering.HighDefinition
{
+ ///
+ /// Class controlling which sky is used for static and baked lighting.
+ ///
[HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Static-Lighting-Sky" + Documentation.endURL)]
[ExecuteAlways]
[AddComponentMenu("")] // Hide this object from the Add Component menu
- class StaticLightingSky : MonoBehaviour
+ public class StaticLightingSky : MonoBehaviour
{
[SerializeField]
VolumeProfile m_Profile;
@@ -16,12 +19,10 @@ class StaticLightingSky : MonoBehaviour
int m_LastComputedHash;
bool m_NeedUpdateStaticLightingSky;
- [NonSerialized]
- public SkySettings m_SkySettings; // This one contain only property values from overridden properties in the original profile component
- [NonSerialized]
- public SkySettings m_SkySettingsFromProfile;
+ SkySettings m_SkySettings; // This one contain only property values from overridden properties in the original profile component
+ SkySettings m_SkySettingsFromProfile;
- public SkySettings skySettings
+ internal SkySettings skySettings
{
get
{
@@ -42,7 +43,9 @@ public SkySettings skySettings
List m_VolumeSkyList = new List();
-
+ ///
+ /// Volume profile where the sky settings used for static lighting will be fetched.
+ ///
public VolumeProfile profile
{
get
@@ -69,6 +72,10 @@ public VolumeProfile profile
}
}
+ ///
+ /// Unique ID of the sky used for static lighting.
+ /// The unique ID should be for a sky that is present in the profile. See SkySettings.GetUniqueID to get the ID per sky type.
+ ///
public int staticLightingSkyUniqueID
{
get
@@ -125,7 +132,9 @@ void UpdateCurrentStaticLightingSky()
var profileSkyParameters = m_SkySettingsFromProfile.parameters;
var defaultVolume = HDRenderPipeline.GetOrCreateDefaultVolume();
- defaultVolume.sharedProfile.TryGet(skyType, out SkySettings defaultSky);
+ SkySettings defaultSky = null;
+ if (defaultVolume.sharedProfile != null) // This can happen with old projects.
+ defaultVolume.sharedProfile.TryGet(skyType, out defaultSky);
var defaultSkyParameters = defaultSky != null ? defaultSky.parameters : null; // Can be null if the profile does not contain the component.
// Seems to inexplicably happen sometimes on domain reload.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs
index 531e03b333f..94618852e64 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/VisualEnvironment.cs
@@ -11,7 +11,7 @@ namespace UnityEngine.Rendering.HighDefinition
public sealed class VisualEnvironment : VolumeComponent
{
/// Type of sky that should be used for rendering.
- public IntParameter skyType = new IntParameter(0);
+ public NoInterpIntParameter skyType = new NoInterpIntParameter(0);
/// Defines the way the ambient probe should be computed.
public SkyAmbientModeParameter skyAmbientMode = new SkyAmbientModeParameter(SkyAmbientMode.Static);
diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Decals.unity b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Decals.unity
new file mode 100644
index 00000000000..8ea135ebbff
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Decals.unity
@@ -0,0 +1,655 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!29 &1
+OcclusionCullingSettings:
+ m_ObjectHideFlags: 0
+ serializedVersion: 2
+ m_OcclusionBakeSettings:
+ smallestOccluder: 5
+ smallestHole: 0.25
+ backfaceThreshold: 100
+ m_SceneGUID: 00000000000000000000000000000000
+ m_OcclusionCullingData: {fileID: 0}
+--- !u!104 &2
+RenderSettings:
+ m_ObjectHideFlags: 0
+ serializedVersion: 9
+ m_Fog: 0
+ m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
+ m_FogMode: 3
+ m_FogDensity: 0.01
+ m_LinearFogStart: 0
+ m_LinearFogEnd: 300
+ m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
+ m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
+ m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
+ m_AmbientIntensity: 1
+ m_AmbientMode: 0
+ m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
+ m_SkyboxMaterial: {fileID: 0}
+ m_HaloStrength: 0.5
+ m_FlareStrength: 1
+ m_FlareFadeSpeed: 3
+ m_HaloTexture: {fileID: 0}
+ m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0}
+ m_DefaultReflectionMode: 0
+ m_DefaultReflectionResolution: 128
+ m_ReflectionBounces: 2
+ m_ReflectionIntensity: 1
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similarity index 100%
rename from com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Decal/DC_WaterPuddle.mat
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new file mode 100644
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index 7124cdafec7..77ba3add6b9 100644
--- a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/GreyFloor.mat
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similarity index 98%
rename from com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Hair/Hair_Lower_Layer.mat
rename to com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Hair_Lower_Layer.mat
index b600d760373..205eb8e6d44 100644
--- a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Hair/Hair_Lower_Layer.mat
+++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Hair_Lower_Layer.mat
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diff --git a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Hair/Hair_Lower_Layer.mat.meta b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Hair_Lower_Layer.mat.meta
similarity index 100%
rename from com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Hair/Hair_Lower_Layer.mat.meta
rename to com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Hair_Lower_Layer.mat.meta
diff --git a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Hair/Hair_Upper_Layer.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Hair_Upper_Layer.mat
similarity index 97%
rename from com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Hair/Hair_Upper_Layer.mat
rename to com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Hair_Upper_Layer.mat
index b371a9d4760..a09f1d2c8f7 100644
--- a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Hair/Hair_Upper_Layer.mat
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similarity index 100%
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diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Linen.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Linen.mat
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diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Linen.mat.meta b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Linen.mat.meta
new file mode 100644
index 00000000000..f0c399d2660
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diff --git a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Meshes/Metal.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal.mat
similarity index 96%
rename from com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Meshes/Metal.mat
rename to com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal.mat
index bb4f2af5dac..e79d38ffa0b 100644
--- a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Meshes/Metal.mat
+++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal.mat
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@@ -34,6 +35,7 @@ Material:
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diff --git a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Meshes/Metal.mat.meta b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal.mat.meta
similarity index 100%
rename from com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Meshes/Metal.mat.meta
rename to com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Metal.mat.meta
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new file mode 100644
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diff --git a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Fabric/Silk.mat b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Silk.mat
similarity index 92%
rename from com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Fabric/Silk.mat
rename to com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Silk.mat
index c13580f2f4f..6c45cd446a1 100644
--- a/com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Fabric/Silk.mat
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@@ -212,13 +212,14 @@ Material:
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rename from com.unity.render-pipelines.high-definition/Samples~/ShaderGraphSamples/Fabric/Silk.mat.meta
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diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Velvet.mat.meta b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Materials/Velvet.mat.meta
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deleted file mode 100644
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diff --git a/com.unity.render-pipelines.high-definition/package.json b/com.unity.render-pipelines.high-definition/package.json
index b1bed0c4cc7..8a67bd82a14 100644
--- a/com.unity.render-pipelines.high-definition/package.json
+++ b/com.unity.render-pipelines.high-definition/package.json
@@ -24,11 +24,6 @@
"description": "Adds additional post-processing data to your project, such as Lens Dirt textures.",
"path": "Samples~/PostProcessingData"
},
- {
- "displayName": "Shader Graph Samples",
- "description": "Adds Shader Graph samples to your project. Open the SampleScene to see typical use cases for the Hair, Fabric, and Decal Master Nodes for Shader Graph.",
- "path": "Samples~/ShaderGraphSamples"
- },
{
"displayName": "Procedural Sky",
"description": "Adds the deprecated procedural sky of HDRP.",
diff --git a/com.unity.template-hd/Assets/ExampleAssets/Textures/Light_Cookie/Spotlight_Cookie.tif.meta b/com.unity.template-hd/Assets/ExampleAssets/Textures/Light_Cookie/Spotlight_Cookie.tif.meta
index d79433dcd62..bd32ff45f3c 100644
--- a/com.unity.template-hd/Assets/ExampleAssets/Textures/Light_Cookie/Spotlight_Cookie.tif.meta
+++ b/com.unity.template-hd/Assets/ExampleAssets/Textures/Light_Cookie/Spotlight_Cookie.tif.meta
@@ -1,9 +1,9 @@
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guid: 8e34454a458313a44b4ebf0f2daea16c
TextureImporter:
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+ internalIDToNameTable: []
externalObjects: {}
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+ serializedVersion: 11
mipmaps:
mipMapMode: 0
enableMipMap: 1
@@ -21,6 +21,9 @@ TextureImporter:
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normalMapFilter: 0
isReadable: 0
+ streamingMipmaps: 0
+ streamingMipmapsPriority: 0
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cubemapConvolution: 0
@@ -31,7 +34,7 @@ TextureImporter:
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wrapU: 1
wrapV: 1
wrapW: 1
@@ -55,10 +58,12 @@ TextureImporter:
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compressionQualitySet: 0
textureFormatSet: 0
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+ - serializedVersion: 3
buildTarget: DefaultTexturePlatform
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+ maxTextureSize: 256
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
@@ -67,9 +72,10 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
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+ forceMaximumCompressionQuality_BC6H_BC7: 0
+ - serializedVersion: 3
buildTarget: Standalone
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+ maxTextureSize: 256
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
@@ -78,7 +84,8 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
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@@ -89,7 +96,8 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
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buildTarget: Android
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resizeAlgorithm: 0
@@ -100,9 +108,10 @@ TextureImporter:
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overridden: 0
androidETC2FallbackOverride: 0
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buildTarget: Windows Store Apps
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+ maxTextureSize: 256
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
@@ -111,6 +120,7 @@ TextureImporter:
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
+ forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
@@ -118,11 +128,15 @@ TextureImporter:
physicsShape: []
bones: []
spriteID:
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vertices: []
indices:
edges: []
weights: []
+ secondaryTextures: []
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+ pSDShowRemoveMatteOption: 0
userData:
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diff --git a/com.unity.template-hd/Assets/HDRPDefaultResources/DefaultSceneRoot.prefab b/com.unity.template-hd/Assets/HDRPDefaultResources/DefaultSceneRoot.prefab
index c681905d071..0fc763dbfed 100644
--- a/com.unity.template-hd/Assets/HDRPDefaultResources/DefaultSceneRoot.prefab
+++ b/com.unity.template-hd/Assets/HDRPDefaultResources/DefaultSceneRoot.prefab
@@ -155,6 +155,11 @@ MonoBehaviour:
dithering: 0
stopNaNs: 0
taaSharpenStrength: 0.6
+ TAAQuality: 1
+ taaHistorySharpening: 0.35
+ taaAntiFlicker: 0.5
+ taaMotionVectorRejection: 0
+ taaAntiHistoryRinging: 0
physicalParameters:
m_Iso: 200
m_ShutterSpeed: 0.005
@@ -164,6 +169,7 @@ MonoBehaviour:
m_BarrelClipping: 0.25
m_Anamorphism: 0
flipYMode: 0
+ xrRendering: 1
fullscreenPassthrough: 0
allowDynamicResolution: 0
customRenderingSettings: 0
@@ -182,6 +188,9 @@ MonoBehaviour:
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maximumLODLevelMode: 0
maximumLODLevelQualityLevel: 0
+ sssQualityMode: 0
+ sssQualityLevel: 0
+ sssCustomSampleBudget: 20
materialQuality: 0
renderingPathCustomFrameSettingsOverrideMask:
mask:
@@ -235,7 +244,7 @@ MonoBehaviour:
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blendDistance: 0
weight: 1
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+ sharedProfile: {fileID: 11400000, guid: 2801c2ff7303a7543a8727f862f6c236, type: 2}
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m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3}
m_Name:
m_EditorClassIdentifier:
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+ m_Version: 10
m_ObsoleteShadowResolutionTier: 1
m_ObsoleteUseShadowQualitySettings: 0
m_ObsoleteCustomShadowResolution: 512
@@ -387,7 +396,9 @@ MonoBehaviour:
m_FilterSizeTraced: 16
m_SunLightConeAngle: 0.5
m_LightShadowRadius: 0.5
+ m_SemiTransparentShadow: 0
m_ColorShadow: 1
+ m_DistanceBasedFiltering: 0
m_EvsmExponent: 15
m_EvsmLightLeakBias: 0
m_EvsmVarianceBias: 0.00001
@@ -436,6 +447,8 @@ MonoBehaviour:
useVolumetric: 1
featuresFoldout: 1
showAdditionalSettings: 0
+ m_AreaLightEmissiveMeshShadowCastingMode: 0
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@@ -446,7 +459,7 @@ GameObject:
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m_Layer: 0
- m_Name: Root
+ m_Name: DefaultSceneRoot
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
diff --git a/com.unity.template-hd/Assets/HDRPDefaultResources/Sky and Fog Settings Profile.asset b/com.unity.template-hd/Assets/HDRPDefaultResources/Sky and Fog Settings Profile.asset
index 699fb859ec3..0e2305fb302 100644
--- a/com.unity.template-hd/Assets/HDRPDefaultResources/Sky and Fog Settings Profile.asset
+++ b/com.unity.template-hd/Assets/HDRPDefaultResources/Sky and Fog Settings Profile.asset
@@ -26,6 +26,12 @@ MonoBehaviour:
hdr: 1
showAlpha: 0
showEyeDropper: 1
+ tint:
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+ m_Value: {r: 1, g: 1, b: 1, a: 1}
+ hdr: 1
+ showAlpha: 0
+ showEyeDropper: 1
maxFogDistance:
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m_Value: 5000
@@ -81,6 +87,16 @@ MonoBehaviour:
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min: 0
max: 1
+ screenResolutionPercentage:
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+ m_Value: 12.5
+ min: 6.25
+ max: 100
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m_Value: 0
@@ -174,7 +190,7 @@ MonoBehaviour:
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hdriSky:
m_OverrideState: 1
- m_Value: {fileID: 8900000, guid: 8253d41e6e8b11a4cbe77a4f8f82934d, type: 3}
+ m_Value: {fileID: 8900000, guid: 54a3a0570aebe8949bec4966f1376581, type: 3}
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diff --git a/com.unity.template-hd/Packages/manifest.json b/com.unity.template-hd/Packages/manifest.json
index 5d6d4cba94a..abce18618fd 100644
--- a/com.unity.template-hd/Packages/manifest.json
+++ b/com.unity.template-hd/Packages/manifest.json
@@ -5,13 +5,13 @@
"com.unity.ads": "3.4.4",
"com.unity.analytics": "3.3.5",
"com.unity.collab-proxy": "1.3.7",
- "com.unity.ide.rider": "2.0.1",
- "com.unity.ide.visualstudio": "2.0.0",
+ "com.unity.ide.rider": "2.0.2",
+ "com.unity.ide.visualstudio": "2.0.1",
"com.unity.ide.vscode": "1.2.0",
"com.unity.multiplayer-hlapi": "1.0.4",
"com.unity.purchasing": "2.0.6",
- "com.unity.render-pipelines.high-definition": "9.0.0-preview.2",
- "com.unity.test-framework": "1.1.11",
+ "com.unity.render-pipelines.high-definition": "9.0.0-preview.16",
+ "com.unity.test-framework": "1.1.13",
"com.unity.textmeshpro": "3.0.0-preview.1",
"com.unity.timeline": "1.2.6",
"com.unity.ugui": "1.0.0",
diff --git a/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def.asset b/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def.asset
index 9faf9907e43..4ea302e13f4 100644
--- a/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def.asset
+++ b/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Def.asset
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m_Name: HDRP_Test_Def
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@@ -157,7 +157,7 @@ MonoBehaviour:
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m_RenderingPathDefaultCameraFrameSettings:
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+ data1: 139549384114013
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sssQualityMode: 0
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+ data1: 139713129348893
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sssQualityLevel: 0
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sssSampleBudget:
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lightLayerName1: Light Layer 1
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+ atlasHeight: 128
+ atlasDepth: 512
+ atlasOctahedralDepthWidth: 2048
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lightLoopSettings:
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+ cookieFormat: 74
pointCookieSize: 512
cubeCookieTexArraySize: 16
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