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{fileID: 198941061589059314, guid: 7340be8cd4dd8d34d808e2c6090d869f, type: 3} - propertyPath: m_Text - value: 'Sky: Gradient' + propertyPath: m_CharacterSize + value: 1 objectReference: {fileID: 0} - - target: {fileID: 198941061589059314, guid: 7340be8cd4dd8d34d808e2c6090d869f, + - target: {fileID: 2366749451762349873, guid: 7340be8cd4dd8d34d808e2c6090d869f, type: 3} - propertyPath: m_Anchor - value: 0 - objectReference: {fileID: 0} + propertyPath: targetCamera + value: + objectReference: {fileID: 1146205449} - target: {fileID: 2366749451762349873, guid: 7340be8cd4dd8d34d808e2c6090d869f, type: 3} propertyPath: testSettings value: objectReference: {fileID: 1146205447} - - target: {fileID: 2366749451762349873, guid: 7340be8cd4dd8d34d808e2c6090d869f, + - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, type: 3} - propertyPath: targetCamera - value: - objectReference: {fileID: 1146205449} + propertyPath: m_RootOrder + value: 3 + objectReference: {fileID: 0} + - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, + type: 3} + propertyPath: m_LocalScale.x + value: 0.027777778 + objectReference: {fileID: 0} + - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, + type: 3} + propertyPath: m_LocalScale.y + value: 0.027777778 + objectReference: {fileID: 0} + - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, + type: 3} + propertyPath: m_LocalScale.z + value: 0.027777778 + objectReference: {fileID: 0} - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, type: 3} propertyPath: m_LocalPosition.x @@ -3144,6 +3194,11 @@ PrefabInstance: propertyPath: m_LocalPosition.z value: 0 objectReference: {fileID: 0} + - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, + type: 3} + propertyPath: m_LocalRotation.w + value: 1 + objectReference: {fileID: 0} - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, type: 3} propertyPath: m_LocalRotation.x @@ -3159,16 +3214,6 @@ PrefabInstance: propertyPath: m_LocalRotation.z value: -0 objectReference: {fileID: 0} - - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, - type: 3} - propertyPath: m_LocalRotation.w - value: 1 - objectReference: {fileID: 0} - - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, - type: 3} - propertyPath: m_RootOrder - value: 3 - objectReference: {fileID: 0} - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, type: 3} propertyPath: m_LocalEulerAnglesHint.x @@ -3184,21 +3229,6 @@ PrefabInstance: propertyPath: m_LocalEulerAnglesHint.z value: 0 objectReference: {fileID: 0} - - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, - type: 3} - propertyPath: m_LocalScale.x - value: 0.027777778 - objectReference: {fileID: 0} - - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, - type: 3} - propertyPath: m_LocalScale.y - value: 0.027777778 - objectReference: {fileID: 0} - - target: {fileID: 5489785850083597078, guid: 7340be8cd4dd8d34d808e2c6090d869f, - type: 3} - propertyPath: m_LocalScale.z - value: 0.027777778 - objectReference: {fileID: 0} - target: {fileID: 6004892619064504655, guid: 7340be8cd4dd8d34d808e2c6090d869f, type: 3} propertyPath: m_Name @@ -3255,6 +3285,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -3384,6 +3415,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -3501,6 +3533,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -3582,6 +3615,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -3663,6 +3697,7 @@ MeshRenderer: m_CastShadows: 1 m_ReceiveShadows: 1 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 @@ -3750,6 +3785,10 @@ PrefabInstance: propertyPath: m_IsActive value: 1 objectReference: {fileID: 0} + - target: {fileID: 4209882255362944, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} + propertyPath: m_RootOrder + value: 0 + objectReference: {fileID: 0} - target: {fileID: 4209882255362944, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} propertyPath: m_LocalPosition.x value: 0 @@ -3762,6 +3801,10 @@ PrefabInstance: propertyPath: m_LocalPosition.z value: 0 objectReference: {fileID: 0} + - target: {fileID: 4209882255362944, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} + propertyPath: m_LocalRotation.w + value: 1 + objectReference: {fileID: 0} - target: {fileID: 4209882255362944, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} propertyPath: m_LocalRotation.x value: -0 @@ -3774,14 +3817,6 @@ PrefabInstance: propertyPath: m_LocalRotation.z value: -0 objectReference: {fileID: 0} - - target: {fileID: 4209882255362944, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} - propertyPath: m_LocalRotation.w - value: 1 - objectReference: {fileID: 0} - - target: {fileID: 4209882255362944, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} - propertyPath: m_RootOrder - value: 0 - objectReference: {fileID: 0} - target: {fileID: 4209882255362944, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} propertyPath: m_LocalEulerAnglesHint.x value: 0 @@ -3796,18 +3831,18 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 20109210616973140, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} - propertyPath: orthographic + propertyPath: m_Enabled value: 1 objectReference: {fileID: 0} - target: {fileID: 20109210616973140, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} - propertyPath: orthographic size - value: 0.5 + propertyPath: orthographic + value: 1 objectReference: {fileID: 0} - target: {fileID: 20109210616973140, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} - propertyPath: m_Enabled - value: 1 + propertyPath: orthographic size + value: 0.5 objectReference: {fileID: 0} - target: {fileID: 114777190906822814, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} @@ -3821,8 +3856,8 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 114995348509370400, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} - propertyPath: ImageComparisonSettings.TargetHeight - value: 360 + propertyPath: xrThresholdMultiplier + value: 1.9 objectReference: {fileID: 0} - target: {fileID: 114995348509370400, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} @@ -3831,8 +3866,8 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 114995348509370400, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} - propertyPath: xrThresholdMultiplier - value: 1.3 + propertyPath: ImageComparisonSettings.TargetHeight + value: 360 objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} diff --git a/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs b/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs index d641038553a..7e5007c7acd 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs @@ -4,6 +4,7 @@ using System.Collections.Generic; using UnityEngine.UIElements; using System.IO; +using UnityEditor; using UnityEditor.UIElements; namespace UnityEditor.Rendering.LookDev @@ -117,14 +118,15 @@ public int IndexOf(Environment environment) [CustomEditor(typeof(EnvironmentLibrary))] class EnvironmentLibraryEditor : Editor { - VisualElement root; + VisualElement m_Root; + VisualElement m_OpenButton; public sealed override VisualElement CreateInspectorGUI() { var library = target as EnvironmentLibrary; - root = new VisualElement(); + m_Root = new VisualElement(); - Button open = new Button(() => + m_OpenButton = new Button(() => { if (!LookDev.open) LookDev.Open(); @@ -132,11 +134,22 @@ public sealed override VisualElement CreateInspectorGUI() LookDev.currentEnvironmentDisplayer.Repaint(); }) { - text = "Open in LookDev window" + text = "Open in Look Dev window" }; + m_OpenButton.SetEnabled(LookDev.supported); - root.Add(open); - return root; + m_Root.Add(m_OpenButton); + return m_Root; + } + + void OnEnable() => EditorApplication.update += Update; + void OnDisable() => EditorApplication.update -= Update; + + void Update() + { + // Current SRP can be changed at any time so we need to do this at every update. + if (m_OpenButton != null) + m_OpenButton.SetEnabled(LookDev.supported); } // Don't use ImGUI diff --git a/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl index ebde07b4f8d..e92151aacd0 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl @@ -29,15 +29,16 @@ float3x3 RotationFromAxisAngle(float3 A, float sinAngle, float cosAngle) // Solves the quadratic equation of the form: a*t^2 + b*t + c = 0. // Returns 'false' if there are no real roots, 'true' otherwise. -// Numerically stable. -// Ref: Numerical Recipes in C++ (3rd Edition) +// Ensures that roots.x <= roots.y. bool SolveQuadraticEquation(float a, float b, float c, out float2 roots) { - float d = b * b - 4 * a * c; - float q = -0.5 * (b + CopySign(sqrt(d), b)); - roots = float2(c / q, q / a); + float det = Sq(b) - 4.0 * a * c; - return (d >= 0); + float sqrtDet = sqrt(det); + roots.x = (-b - sign(a) * sqrtDet) / (2.0 * a); + roots.y = (-b + sign(a) * sqrtDet) / (2.0 * a); + + return (det >= 0.0); } //----------------------------------------------------------------------------- @@ -159,8 +160,8 @@ bool IntersectRayCone(float3 rayOrigin, float3 rayDirection, // Check whether we have at least 1 root. bool hit = SolveQuadraticEquation(a, 2 * b, c, roots); - tEntr = min(roots.x, roots.y); - tExit = max(roots.x, roots.y); + tEntr = roots.x; + tExit = roots.y; float3 pEntr = o + tEntr * d; float3 pExit = o + tExit * d; @@ -181,6 +182,15 @@ bool IntersectRayCone(float3 rayOrigin, float3 rayDirection, return hit; } +bool IntersectSphereAABB(float3 position, float radius, float3 aabbMin, float3 aabbMax) +{ + float x = max(aabbMin.x, min(position.x, aabbMax.x)); + float y = max(aabbMin.y, min(position.y, aabbMax.y)); + float z = max(aabbMin.z, min(position.z, aabbMax.z)); + float distance2 = ((x - position.x) * (x - position.x) + (y - position.y) * (y - position.y) + (z - position.z) * (z - position.z)); + return distance2 < radius * radius; +} + //----------------------------------------------------------------------------- // Miscellaneous functions //----------------------------------------------------------------------------- diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index e44997976f5..ad45d0a1fa2 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -6,8 +6,48 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [10.3.0] - 2020-12-01 +### Added +- Added a slider to control the fallback value of the directional shadow when the cascade have no coverage. +- Added light unit slider for automatic and automatic histrogram exposure limits. + ### Fixed - Fixed issue where some ShaderGraph generated shaders were not SRP compatible because of UnityPerMaterial cbuffer layout mismatches (case 1292501) +- Fixed computation of geometric normal in path tracing (case 1293029). +- Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234). +- Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions +- Fixed issue where some ShaderGraph generated shaders were not SRP compatible because of UnityPerMaterial cbuffer layout mismatches [1292501] (https://issuetracker.unity3d.com/issues/a2-some-translucent-plus-alphaclipping-shadergraphs-are-not-srp-batcher-compatible) +- Fixed issues with path-traced volumetric scattering (cases 1295222, 1295234) +- Fixed Rendergraph issue with virtual texturing and debug mode while in forward. +- Fixed wrong coat normal space in shader graph +- Fixed issue with faulty shadow transition when view is close to an object under some aspect ratio conditions +- Fixed NullPointerException when baking probes from the lighting window (case 1289680) +- Fixed volumetric fog with XR single-pass rendering. +- Fixed issues with first frame rendering when RenderGraph is used (auto exposure, AO) +- Fixed AOV api in render graph (case 1296605) +- Fixed a small discrepancy in the marker placement in light intensity sliders (case 1299750) +- Fixed issue with VT resolve pass rendergraph errors when opaque and transparent are disabled in frame settings. +- Fixed a bug in the sphere-aabb light cluster (case 1294767). +- Fixed issue when submitting SRPContext during EndCameraRendering. +- Fixed baked light being included into the ray tracing light cluster (case 1296203). +- Fixed enums UI for the shadergraph nodes. +- Fixed ShaderGraph stack blocks appearing when opening the settings in Hair and Eye ShaderGraphs. +- Fixed white screen when undoing in the editor. +- Fixed display of LOD Bias and maximum level in frame settings when using Quality Levels +- Fixed an issue when trying to open a look dev env library when Look Dev is not supported. +- Fixed shader graph not supporting indirectdxr multibounce (case 1294694). +- Fixed the planar depth texture not being properly created and rendered to (case 1299617). +- Fixed C# 8 compilation issue with turning on nullable checks (case 1300167) +- Fixed affects AO for deacl materials. +- Fixed case where material keywords would not get setup before usage. +- Fixed an issue with material using distortion from ShaderGraph init after Material creation (case 1294026) + +### Changed +- Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection. +- Rename HDRP sub menu in Assets/Create/Shader to HD Render Pipeline for consistency. +- Improved robustness of volumetric sampling in path tracing (case 1295187). +- Changed the message when the graphics device doesn't support ray tracing (case 1287355). +- When a Custom Pass Volume is disabled, the custom pass Cleanup() function is called, it allows to release resources when the volume isn't used anymore. +- Enable Reflector for Spotlight by default ## [10.2.1] - 2020-11-30 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Camera-Relative-Rendering.md b/com.unity.render-pipelines.high-definition/Documentation~/Camera-Relative-Rendering.md index 9648d5e3be0..abdbd4bab56 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Camera-Relative-Rendering.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Camera-Relative-Rendering.md @@ -6,7 +6,7 @@ Absolute precision of floating point numbers decreases as numbers become larger. ## Using Camera-relative rendering -Camera-relative rendering is enabled by default in the ShaderConfig.cs file (in your Project window go to **Packages > Runtime > ShaderLibrary** and click on **ShaderConfig.cs**). To disable this feature, set `CameraRelativeRendering` to `0`, and then generate Shader includes to update the ShaderConfig.cs.hlsl file (menu: **Edit > Render Pipeline** and click **Generate Shader Includes)**. +Camera-relative rendering is enabled by default in the ShaderConfig.cs file (in your Project window go to **Packages > High Definition RP Config > Runtime > ShaderLibrary** and click on **ShaderConfig.cs**). To disable this feature, set `CameraRelativeRendering` to `0`, and then generate Shader includes to update the ShaderConfig.cs.hlsl file (menu: **Edit > Render Pipeline** and click **Generate Shader Includes)**. ## How Camera-relative rendering works diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md index ee3c07d7a97..e9321e83947 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md @@ -1,214 +1,214 @@ # High Definition Render Pipeline/Built-in Render Pipeline comparison -The tables that follow provide an overview of the **Features** that the High Definition Render Pipeline (HDRP) supports, compared to Unity's Built-in Render Pipeline. +The tables that follow provide an overview of the Features that the High Definition Render Pipeline (HDRP) supports, compared to Unity's [Built-in Render Pipeline](https://docs.unity3d.com/Manual/built-in-render-pipeline.html). ## Camera | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ----------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | -| HDR rendering | Yes. The Built-in Renderer uses an HDR Texture Format. | Yes | -| HDR output | Yes | No, however this feature is in research for HDRP. For more information, see [High dynamic range](https://docs.unity3d.com/Manual/HDR.html). | -| Anti-Aliasing | Yes. The Built-in Renderer supports multi-sample anti-aliasing (MSAA) for the Forward Renderer.

If you use the Post-processing v2 package, this Render Pipeline also supports:
• Temporal anti-aliasing (TAA).
• Fast approximate anti-aliasing(FXAA).
• Subpixel morphological anti-aliasing (SMAA). | Yes. HDRP supports:
• MSAA, for the Forward Renderer.
• TAA.
• FXAA.
• SMAA. | -| Physical Camera | Yes. The **Built-in Render Pipeline** only uses physical camera properties to calculate the Camera's field of view. | Yes. HDRP uses physical camera properties to:
• Calculate the Camera's field of view.
• Calculate the exposure of the Scene.
• Calculate the result of certain post-processing effects.. | -| Dynamic Resolution | | | -| Hardware | Not supported | Yes but only for consoles. | -| Software | Yes. Limited. | Yes. On all platforms. | -| Multi Display | Yes | Yes | -| Stacking | Yes | Not supported | -| Flare Layer | Yes | Not supported | -| Depth Texture | Yes | Yes | -| Depth + Normals Texture | Yes | Yes | -| Color Texture | Not supported | Yes | -| Motion vectors | Yes | Yes | +| **HDR rendering** | Yes. The Built-in Renderer uses an HDR Texture Format. | Yes | +| **HDR output** | Yes | No, however this feature is in research for HDRP. For more information, see [High dynamic range](https://docs.unity3d.com/Manual/HDR.html). | +| **Anti-Aliasing** | Yes. The Built-in Renderer supports multi-sample anti-aliasing (MSAA) for the Forward Renderer.

If you use the Post-processing v2 package, this Render Pipeline also supports:
• Temporal anti-aliasing (TAA).
• Fast approximate anti-aliasing(FXAA).
• Subpixel morphological anti-aliasing (SMAA). | Yes. HDRP supports:
• MSAA, for the Forward Renderer.
• TAA.
• FXAA.
• SMAA. | +| **Physical Camera** | Yes. The **Built-in Render Pipeline** only uses physical camera properties to calculate the Camera's field of view. | Yes. HDRP uses physical camera properties to:
• Calculate the Camera's field of view.
• Calculate the exposure of the Scene.
• Calculate the result of certain post-processing effects.. | +| **Multi Display** | Yes | Yes | +| **Stacking** | Yes | Not supported | +| **Flare Layer** | Yes | Not supported | +| **Depth Texture** | Yes | Yes | +| **Depth + Normals Texture** | Yes | Yes | +| **Color Texture** | Not supported | Yes | +| **Motion vectors** | Yes | Yes | +| ***Dynamic Resolution*** | | | +| **Software** | Yes. Limited. | Yes. On all platforms. | +| **Hardware** | Not supported | Yes but only for consoles. | ## Realtime Lights | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ---------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | -| Light Types | | | -| Directional | Yes | Yes | -| Spot | Yes | Yes. Supports the following shapes:
• Cone.
• Pyramid.
• Box. | -| Point | Yes | Yes | -| Area | Yes. Supports the following shapes:
• Rectangle.
• Disk (baked only). | Yes. Supports the following shapes:
• Rectangle.
• Tube.
• Disk (baked only). | -| Inner Spot Angle | Not supported | Yes | -| Shading | Multiple Passes | Tiled/Clustered | -| Culling | | | -| Per-Object | Yes | Yes | -| Per-Layer | Yes | Yes | -| Light Limits | | See Quality Settings | -| Main Directional Light | 1 | Unlimited, but HDRP only supports shadowing for one Directional Light at a time. | -| Per Object | Unlimited | Unlimited | -| Per Camera | Unlimited | Unlimited | -| Attenuation | Legacy | InverseSquared | -| Vertex Lights | Yes | Not supported | -| SH Lights | Yes | Not supported | +| ***Light Types*** | | | +| **Directional** | Yes | Yes | +| **Spot** | Yes | Yes. Supports the following shapes:
• Cone.
• Pyramid.
• Box. | +| **Point** | Yes | Yes | +| **Area** | Yes. Supports the following shapes:
• Rectangle.
• Disk (baked only). | Yes. Supports the following shapes:
• Rectangle.
• Tube.
• Disk (baked only). | +| **Inner Spot Angle** | Not supported | Yes | +| **Shading** | Multiple Passes | Tiled/Clustered | +| ***Culling*** | | | +| **Per-Object** | Yes | Yes | +| **Per-Layer** | Yes | Yes | +| ***Light Limits*** | | See Quality Settings | +| **Main Directional Light** | 1 | Unlimited, but HDRP only supports shadowing for one Directional Light at a time. | +| **Per Object** | Unlimited | Unlimited | +| **Per Camera** | Unlimited | Unlimited | +| **Attenuation** | Legacy | InverseSquared | +| **Vertex Lights** | Yes | Not supported | +| **SH Lights** | Yes | Not supported | ## Realtime Shadows | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | --------------------- | ------------------------------------------------------------ | --------------------------------------------------------- | -| Light Types | | | -| Directional | Yes | Yes, but only one at a time. | -| Spot | Yes | Yes | -| Point | Yes | Yes | -| Area | Not supported | Yes, but only for the Rectangle shape. | -| Shadow Projection | | | -| Stable Fit | Yes | Yes | -| Close Fit | Yes | Yes | -| Shadow Cascades | | | -| Number of Cascades | 1, 2, or 4 | 1 to 4 | -| Control by Percentage | Yes | Yes | -| Control by Distance | Not supported | Yes | -| Shadow Resolve Type | | | -| Lighting Pass | Yes | Yes | -| Screen Space Pass | Yes | Yes | -| Shadow Bias | Yes. Supports the following types:
• Constant clip space offset.
• Normal bias. | Yes. Supports the following types:
• Slope bias.
• Normal bias. | +| ***Light Types*** | | | +| **Directional** | Yes | Yes, but only one at a time. | +| **Spot** | Yes | Yes | +| **Point** | Yes | Yes | +| **Area** | Not supported | Yes, but only for the Rectangle shape. | +| ***Shadow Projection*** | | | +| **Stable Fit** | Yes | Yes | +| **Close Fit** | Yes | Yes | +| ***Shadow Cascades*** | | | +| **Number of Cascades** | 1, 2, or 4 | 1 to 4 | +| **Control by Percentage** | Yes | Yes | +| **Control by Distance** | Not supported | Yes | +| ***Shadow Resolve Type*** | | | +| **Lighting Pass** | Yes | Yes | +| **Screen Space Pass** | Yes | Yes | +| **Shadow Bias** | Yes. Supports the following types:
• Constant clip space offset.
• Normal bias. | Yes. Supports the following types:
• Slope bias.
• Normal bias. | ## Batching | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------------------ | ------------------------ | ------------------------------- | -| Static Batching | | | -| By Shader | Not supported | Yes | -| By Material | Yes | Yes | -| Dynamic Batching | Yes | Yes | -| Dynamic Batching Shadows | Yes | Yes | -| GPU Instancing | Yes | Yes | +| ***Static Batching*** | | | +| **By Shader** | Not supported | Yes | +| **By Material** | Yes | Yes | +| **Dynamic Batching** | Yes | Yes | +| **Dynamic Batching Shadows** | Yes | Yes | +| **GPU Instancing** | Yes | Yes | ## Color Space | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------- | ------------------------ | ------------------------------- | -| Linear | Yes | Yes | -| Gamma | Yes | Not supported | +| **Linear** | Yes | Yes | +| **Gamma** | Yes | Not supported | ## Global Illumination (Back End) | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------------ | ------------------------ | ------------------------------- | -| Enlighten | Yes | Not supported | -| Enlighten Realtime | Yes | Not supported | -| Progressive CPU | Yes | Yes | -| Progressive GPU | Yes | Yes | +| **Enlighten** | Yes | Not supported | +| **Enlighten Realtime** | Yes | Not supported | +| **Progressive CPU** | Yes | Yes | +| **Progressive GPU** | Yes | Yes | ## Mixed Lighting | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | -------------------- | ------------------------ | --------------------------------- | -| Subtractive | Yes | Not supported | -| Baked Indirect | Yes | Yes | -| Shadow Mask | Yes | Yes. This is a per-Light setting. | -| Distance Shadow Mask | Yes | Yes. This is a per-Light setting. | +| **Subtractive** | Yes | Not supported | +| **Baked Indirect** | Yes | Yes | +| **Shadow Mask** | Yes | Yes. This is a per-Light setting. | +| **Distance Shadow Mask** | Yes | Yes. This is a per-Light setting. | ## Global Illumination (Light Probes) | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------------- | ------------------------ | ------------------------------- | -| Blending | Yes | Yes | -| Proxy Volume (LPPV) | Yes | Yes | -| Custom Provided | Yes | Yes | -| Occlusion Probes | Yes | Yes | +| **Blending** | Yes | Yes | +| **Proxy Volume (LPPV)** | Yes | Yes | +| **Custom Provided** | Yes | Yes | +| **Occlusion Probes** | Yes | Yes | ## Global Illumination (Reflection Probes) | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ----------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | -| Realtime | Yes | yes | -| Baked | Yes | Yes | -| Sampling | | | -| Simple | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | -| Blend Probes | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | -| Blend Probes and Skybox | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | -| Projection | | | -| Box | Yes | Yes | -| Sphere | No | Yes | -| Proxy Volume | Not supported | Yes | -| Other Reflections | The **Built-in Render Pipeline** also supports screen space reflection. | HDRP supports the following other reflection methods:
• Planar Reflection Probes.
• Screen space reflection.
• Ray-traced reflection. | +| **Realtime** | Yes | yes | +| **Baked** | Yes | Yes | +| ***Sampling*** | | | +| **Simple** | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | +| **Blend Probes** | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | +| **Blend Probes and Skybox** | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | +| ***Projection*** | | | +| **Box** | Yes | Yes | +| **Sphere** | No | Yes | +| **Proxy Volume** | Not supported | Yes | +| **Other Reflections** | The **Built-in Render Pipeline** also supports screen space reflection. | HDRP supports the following other reflection methods:
• Planar Reflection Probes.
• Screen space reflection.
• Ray-traced reflection. | ## Global Illumination (Lightmap Modes) | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | --------------- | ------------------------ | ------------------------------- | -| Non-Directional | Yes | Yes | -| Directional | Yes | Yes | +| **Non-Directional** | Yes | Yes | +| **Directional** | Yes | Yes | ## Global Illumination (Environmental) | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------ | ------------------------ | ------------------------------------------------------------ | -| Source | | | -| Skybox | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | -| Gradient | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | -| Color | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | -| Ambient Mode | | | -| Realtime | Yes | Yes | -| Baked | Yes | Yes | +| ***Source*** | | | +| **Skybox** | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | +| **Gradient** | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | +| **Color** | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | +| ***Ambient Mode*** | | | +| **Realtime** | Yes | Yes | +| **Baked** | Yes | Yes | ## Sky | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ---------- | ------------------------ | ------------------------------------------------------------ | -| Procedural | Yes | Yes. This sky type is deprecated, but you can still use if if you install the Procedural Sky Sample. | -| 6 Sided | Yes | Yes. The HDRI Sky supports cubemaps, which the Unity importer can build from 6-sided maps. | -| Cubemap | Yes | See HDRI Sky | -| Panoramic | Yes | Yes. The HDRI Sky supports cubemaps, which the Unity importer can build from panoramic maps. | -| Physical | No | Yes | -| Gradient | No | Yes | +| **Procedural** | Yes | Yes. This sky type is deprecated, but you can still use if if you install the Procedural Sky Sample. | +| **6 Sided** | Yes | Yes. The HDRI Sky supports cubemaps, which the Unity importer can build from 6-sided maps. | +| **Cubemap** | Yes | See HDRI Sky | +| **Panoramic** | Yes | Yes. The HDRI Sky supports cubemaps, which the Unity importer can build from panoramic maps. | +| **Physical** | No | Yes | +| **Gradient** | No | Yes | ## Fog | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------------- | ------------------------ | ------------------------------------------------------------ | -| Linear | Yes | Not supported | -| Exponential | Yes | Yes. The [Fog Override](Override-Fog.md) uses exponential fog. | -| Exponential Squared | Yes | Not supported | -| Local Volumetric | No | Yes | +| **Linear** | Yes | Not supported | +| **Exponential** | Yes | Yes. The [Fog Override](Override-Fog.md) uses exponential fog. | +| **Exponential Squared** | Yes | Not supported | +| **Local Volumetric** | No | Yes | ## Shaders (General) | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | --------------------------- | --------------------------------------------- | ------------------------------------------------------------ | -| Shader Graph | Not supported | Yes | -| Surface Shaders | Yes | Not supported | -| Camera-relative Rendering | Not supported | Yes. See [Camera Relative Rendering](Camera-Relative-Rendering.md). | -| Standard Lit Shader | | | -| Metallic Workflow | Yes | Yes | -| Specular Workflow | Yes | Yes | -| Surface Type and Blend Mode | | | -| Opaque | Yes | Yes | -| Faded (Alpha Blend) | Yes | Yes. HDRP also supports premultiplied alpha. | -| Transparent | Yes | Yes | -| Cutout | Yes | Yes | -| Additive | Not supported | Yes | -| Multiply | Not supported | Not supported | -| Decals | Not supported | Yes. To create decals in HDRP, you can use a decal Mesh or a decal projector. | -| Detail Maps | Yes. You can assigned albedo and normal maps. | Yes. HDRP uses the [mask and detail maps](Mask-Map-and-Detail-Map.md) to combine maps such ask albedo, normals, and smoothness | -| Advanced Material Options | None | HDRP supports the following advanced Materials:
• Anisotropic.
• Subsurface Scattering.
• Iridescence.
• Translucence. | -| Surface Inputs | | | -| Albedo (Base Map) | Yes | Yes | -| Specular | Yes | Yes | -| Metallic | Yes | Yes. Uses the mask map. | -| Smoothness | Yes | Yes. Uses the mask map. | -| Ambient Occlusion | Yes | Yes. Uses the mask map. | -| Normal Map | Yes | Yes | -| Detail Map | Yes | Yes | -| Detail Normal Map | Yes | Yes | -| Heightmap | Yes | Yes. Supports both pixel and vertex displacement. | -| Detail Mask | Yes | Yes. Uses the mask map. | -| Light Cookies | Yes. Supports grayscale Textures. | Yes. Supports RGB Textures. | -| Parallax Mapping | Yes | Yes. Uses vertex displacement. | -| Light Distance Fade | Not supported | Yes | -| Shadow Distance Fade | Yes | Yes | -| Shadow Cascade Blending | Not supported | Yes | -| GPU Instancing | Yes | Yes | -| GPU Tessellation | Not supported | Yes. Uses the LitTesselation Shader. | -| Double Sided GI | Yes | Yes | -| Two Sided | Not supported | Yes | -| Order In Layer | Not supported | Not supported | -| Advanced Materials | | | -| ClearCoat | Not supported | Yes | -| Hair | Not supported | Yes | -| Fabric | Not supported | Yes | +| **Shader Graph** | Not supported | Yes | +| **Surface Shaders** | Yes | Not supported | +| **Camera-relative Rendering** | Not supported | Yes. See [Camera Relative Rendering](Camera-Relative-Rendering.md). | +| ***Standard Lit Shader*** | | | +| **Metallic Workflow** | Yes | Yes | +| **Specular Workflow** | Yes | Yes | +| ***Surface Type and Blend Mode*** | | | +| **Opaque** | Yes | Yes | +| **Faded (Alpha Blend)** | Yes | Yes. HDRP also supports premultiplied alpha. | +| **Transparent** | Yes | Yes | +| **Cutout** | Yes | Yes | +| **Additive** | Not supported | Yes | +| **Multiply** | Not supported | Not supported | +| **Decals** | Not supported | Yes. To create decals in HDRP, you can use a decal Mesh or a decal projector. | +| **Detail Maps** | Yes. You can assigned albedo and normal maps. | Yes. HDRP uses the [mask and detail maps](Mask-Map-and-Detail-Map.md) to combine maps such ask albedo, normals, and smoothness | +| **Advanced Material Options** | None | HDRP supports the following advanced Materials:
• Anisotropic.
• Subsurface Scattering.
• Iridescence.
• Translucence. | +| ***Surface Inputs*** | | | +| **Albedo (Base Map)** | Yes | Yes | +| **Specular** | Yes | Yes | +| **Metallic** | Yes | Yes. Uses the mask map. | +| **Smoothness** | Yes | Yes. Uses the mask map. | +| **Ambient Occlusion** | Yes | Yes. Uses the mask map. | +| **Normal Map** | Yes | Yes | +| **Detail Map** | Yes | Yes | +| **Detail Normal Map** | Yes | Yes | +| **Heightmap** | Yes | Yes. Supports both pixel and vertex displacement. | +| **Detail Mask** | Yes | Yes. Uses the mask map. | +| **Light Cookies** | Yes. Supports grayscale Textures. | Yes. Supports RGB Textures. | +| **Parallax Mapping** | Yes | Yes. Uses vertex displacement. | +| **Light Distance Fade** | Not supported | Yes | +| **Shadow Distance Fade** | Yes | Yes | +| **Shadow Cascade Blending** | Not supported | Yes | +| **GPU Instancing** | Yes | Yes | +| **GPU Tessellation** | Not supported | Yes. Uses the LitTesselation Shader. | +| **Double Sided GI** | Yes | Yes | +| **Two Sided** | Not supported | Yes | +| **Order In Layer** | Not supported | Not supported | +| ***Advanced Materials*** | | | +| **ClearCoat** | Not supported | Yes | +| **Hair** | Not supported | Yes | +| **Fabric** | Not supported | Yes | ## LOD Management In the Built-in Render Pipeline, you manage levels of detail (LOD) from the QualitySettings. Each quality setting defines a LOD Bias and a Maximum LOD value. As such, they are global to the quality setting and you cannot change them on a per camera basis. In HDRP, there are scalability settings that allow you to change the LOD settings per camera by using either predetermined values contained in the HDRP Asset of the current quality level or overridden values. For more information, see [HDRP Asset](HDRP-Asset.md) and [Frame Settings](Frame-Settings.md). @@ -221,161 +221,161 @@ Managing LOD in this way has two consequences: | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | -------------------------------------------------------- | ------------------------ | ------------------------------- | -| Camera.RenderWithShader | Yes | Not supported | -| Camera.AddCommandBuffer(Camera.Remove[All]CommandBuffer) | Yes | Not supported | -| Camera.Render | Yes | Yes | -| Light.AddCommandBuffer(LightRemove[All]CommandBuffer) | Yes | Not supported | -| OnPreCull | Yes | Not supported | -| OnPreRender | Yes | Not supported | -| OnPostRender | Yes | Not supported | -| OnRenderImage | Yes | Not supported | -| OnRenderObject | Yes | Not supported | -| OnWillRenderObject | Yes | Not supported | -| OnBecameVisible | Yes | Not supported | -| OnBecameInvisible | Yes | Not supported | -| Camera Replacement Material | Not supported | Not supported | -| RenderPipeline.BeginFrameRendering | Not supported | Yes | -| RenderPipeline.EndFrameRendering | Not supported | Yes | -| RenderPipeline.BeginCameraRendering | Not supported | Yes | -| RenderPIpeline.EndCameraRendering | Not supported | Yes | -| UniversalRenderPipeline.RenderSingleCamera | Not supported | Not supported | -| ScriptableRenderPass | Not supported | Not supported | -| Custom Renderers | Not supported | Not supported | -| CustomPass | Not supported | Yes | -| Custom Post Process Pass | Not supported | Yes | +| **Camera.RenderWithShader** | Yes | Not supported | +| **Camera.AddCommandBuffer(Camera.Remove[All]CommandBuffer)** | Yes | Not supported | +| **Camera.Render** | Yes | Yes | +| **Light.AddCommandBuffer(LightRemove[All]CommandBuffer)** | Yes | Not supported | +| **OnPreCull** | Yes | Not supported | +| **OnPreRender** | Yes | Not supported | +| **OnPostRender** | Yes | Not supported | +| **OnRenderImage** | Yes | Not supported | +| **OnRenderObject** | Yes | Not supported | +| **OnWillRenderObject** | Yes | Not supported | +| **OnBecameVisible** | Yes | Not supported | +| **OnBecameInvisible** | Yes | Not supported | +| **Camera Replacement Material** | Not supported | Not supported | +| **RenderPipeline.BeginFrameRendering** | Not supported | Yes | +| **RenderPipeline.EndFrameRendering** | Not supported | Yes | +| **RenderPipeline.BeginCameraRendering** | Not supported | Yes | +| **RenderPIpeline.EndCameraRendering** | Not supported | Yes | +| **UniversalRenderPipeline.RenderSingleCamera** | Not supported | Not supported | +| **ScriptableRenderPass** | Not supported | Not supported | +| **Custom Renderers** | Not supported | Not supported | +| **CustomPass** | Not supported | Yes | +| **Custom Post Process Pass** | Not supported | Yes | ## Post-processing | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | --------------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | -| Implementation | Uses Post-Processing Version 2 package. | Native Post-Processing solution embedded in HDRP package | -| Ambient Occlusion | Yes. The **Built-in Render Pipeline** supports:
• Multi-scale ambient occlusion. | Yes. HDRP supports:
• Ground truth ambient occlusion.
• [Ray-traced ambient occlusion](Ray-Traced-Ambient-Occlusion.md). | -| Exposure | Yes. The **Built-in Render Pipeline** supports:
• Fixed exposure.
• Automatic exposure. | Yes. HDRP supports:
• Fixed exposure.
• Automatic (Eye adaptation).
• Curve Mapping.
• Physical Camera settings | -| Bloom | Yes | Yes | -| Chromatic Aberration | Yes | Yes | -| Color Grading / Tonemapping | Yes | Yes | -| Depth of Field | Yes. This includes Bokeh. | Yes. This includes Bokeh. | -| Film Grain | Yes | Yes | -| Lens Distortion | Yes | Yes | -| Motion Blur | | | -| Object | Yes | Yes | -| Camera | Yes | Yes | -| Vignette | Yes | Yes | -| Panini Projection | Not supported | Yes | +| **Implementation** | Uses Post-Processing Version 2 package. | Native Post-Processing solution embedded in HDRP package | +| **Ambient Occlusion** | Yes. The **Built-in Render Pipeline** supports:
• Multi-scale ambient occlusion. | Yes. HDRP supports:
• Ground truth ambient occlusion.
• [Ray-traced ambient occlusion](Ray-Traced-Ambient-Occlusion.md). | +| **Exposure** | Yes. The **Built-in Render Pipeline** supports:
• Fixed exposure.
• Automatic exposure. | Yes. HDRP supports:
• Fixed exposure.
• Automatic (Eye adaptation).
• Curve Mapping.
• Physical Camera settings | +| **Bloom** | Yes | Yes | +| **Chromatic Aberration** | Yes | Yes | +| **Color Grading / Tonemapping** | Yes | Yes | +| **Depth of Field** | Yes. This includes Bokeh. | Yes. This includes Bokeh. | +| **Film Grain** | Yes | Yes | +| **Lens Distortion** | Yes | Yes | +| ***Motion Blur*** | | | +| **Object** | Yes | Yes | +| **Camera** | Yes | Yes | +| **Vignette** | Yes | Yes | +| **Panini Projection** | Not supported | Yes | ## CPU Particles | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ----------------- | ------------------------ | --------------------------------------- | -| Shaders | | | -| Lit | Yes | Yes | -| Simple Lighting | Yes. Uses Blinn Phong. | Yes | -| Unlit | Yes | Yes | -| GPU Instancing | Yes | No | -| Soft Particles | Yes | Yes | -| Distortion | Yes | Yes. This is available in Shader Graph. | -| Flipbook Blending | Yes | Yes. This is available in Shader Graph. | -| Trail | Yes | Yes | +| **Soft Particles** | Yes | Yes | +| **Distortion** | Yes | Yes. This is available in Shader Graph. | +| **Flipbook Blending** | Yes | Yes. This is available in Shader Graph. | +| **Trail** | Yes | Yes | +| ***Shaders*** | | | +| **Lit** | Yes | Yes | +| **Simple Lighting** | Yes. Uses Blinn Phong. | Yes | +| **Unlit** | Yes | Yes | +| **GPU Instancing** | Yes | No | ## GPU Particles with VFX Graph | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | -------------------------- | ------------------------ | ------------------------------- | -| Integration with Vfx Graph | Not supported | Yes | -| Shaders | | | -| Lit | Not supported | Yes | -| Simple Lighting | Not supported | Yes | -| Unlit | Not supported | Yes | -| Soft Particles | Not supported | Yes | -| Distortion | Not supported | Yes | -| Flipbook Blending | Not supported | Yes | -| Trail | Not supported | Yes | -| Half-resolution | Not supported | Yes | +| **Integration with Vfx Graph** | Not supported | Yes | +| **Soft Particles** | Not supported | Yes | +| **Distortion** | Not supported | Yes | +| **Flipbook Blending** | Not supported | Yes | +| **Trail** | Not supported | Yes | +| **Half-resolution** | Not supported | Yes | +| ***Shaders*** | | | +| **Lit** | Not supported | Yes | +| **Simple Lighting** | Not supported | Yes | +| **Unlit** | Not supported | Yes | ## Visual Effect Components | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------------ | ------------------------ | ------------------------------------------------------------ | -| Halo | Yes | Not supported | -| Lens Flare | Yes | Not supported | -| Trail Renderer | Yes | Yes. You can also use the VFX Graph to create a custom trail effect. | -| Billboard Renderer | Yes | Yes, but only with the VFX Graph. | -| Projector | Yes | Not supported | +| **Halo** | Yes | Not supported | +| **Lens Flare** | Yes | Not supported | +| **Trail Renderer** | Yes | Yes. You can also use the VFX Graph to create a custom trail effect. | +| **Billboard Renderer** | Yes | Yes, but only with the VFX Graph. | +| **Projector** | Yes | Not supported | ## Terrain | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------------------ | ------------------------ | ------------------------------- | -| Shaders | | | -| Physically Based | Not supported | Yes | -| Simple Lit (Blinn-Phong) | Yes | Not supported | -| Unlit | Not supported | Not supported | -| Speed Tree | Yes | In research | -| Paint Trees | Yes | Yes | -| Detail | Yes | Not supported | -| Wind Zone | Yes | Not supported | -| Number of Layers | Unlimited | 8 | -| GPU Instanced Rendering | Yes | Yes | -| Terrain Holes | Yes | Yes | +| **Speed Tree** | Yes | In research | +| **Paint Trees** | Yes | Yes | +| **Detail** | Yes | Not supported | +| **Wind Zone** | Yes | Not supported | +| **Number of Layers** | Unlimited | 8 | +| **GPU Instanced Rendering** | Yes | Yes | +| **Terrain Holes** | Yes | Yes | +| ***Shaders*** | | | +| **Physically Based** | Not supported | Yes | +| **Simple Lit (Blinn-Phong)** | Yes | Not supported | +| **Unlit** | Not supported | Not supported | ## 2D | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------- | -------------------------------------------------- | ------------------------------- | -| Sprite | Yes | Not supported | -| Tilemap | Yes | Not supported | -| Sprite Shape | Yes | Not supported | -| Pixel-Perfect | Yes. Using the standalone 2D Pixel Perfect Package. | Not supported | -| 2D Lights | Not supported | Not supported | -| 2D Shadows | Not supported | Not supported | +| **Sprite** | Yes | Not supported | +| **Tilemap** | Yes | Not supported | +| **Sprite Shape** | Yes | Not supported | +| **Pixel-Perfect** | Yes. Using the standalone 2D Pixel Perfect Package. | Not supported | +| **2D Lights** | Not supported | Not supported | +| **2D Shadows** | Not supported | Not supported | ## UI (Canvas Renderer) | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ---------------------- | ------------------------ | ------------------------------- | -| Screen Space - Overlay | Yes | Yes | -| Screen Space - Camera | Yes | Yes | -| World Space | Yes | Yes | -| Text Mesh Pro | Yes | Yes | +| **Screen Space - Overlay** | Yes | Yes | +| **Screen Space - Camera** | Yes | Yes | +| **World Space** | Yes | Yes | +| **Text Mesh Pro** | Yes | Yes | ## Ray Tracing | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------------------------ | ------------------------ | ------------------------------- | -| Ray-traced Ambient Occlusion | No | Yes | -| Ray-traced Contact Shadows | No | Yes | -| Ray-traced Global Illumination | No | Yes | -| Ray-traced Reflections | No | Yes | -| Ray-traced Shadows | No | Yes | -| Ray-traced Recursive Rendering | No | Yes | -| Path Tracing | No | Yes | +| **Ray-traced Ambient Occlusion** | No | Yes | +| **Ray-traced Contact Shadows** | No | Yes | +| **Ray-traced Global Illumination** | No | Yes | +| **Ray-traced Reflections** | No | Yes | +| **Ray-traced Shadows** | No | Yes | +| **Ray-traced Recursive Rendering** | No | Yes | +| **Path Tracing** | No | Yes | ## VR | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------------------- | ------------------------ | ------------------------------- | -| Multipass | Yes | Yes | -| Single Pass (double-wide) | Yes | Not supported | -| Single Pass Instanced | Yes | Windows and PSVR only | -| Multiview | Yes | In research | -| Platforms | | | -| Oculus Rift | Yes | Yes | -| Oculus Quest | Yes | Not supported | -| Oculus Go | Yes | Not supported | -| Gear VR | Yes | Not supported | -| PSVR | Yes | Yes | -| HoloLens | Yes | Not supported | -| WMR | Yes | Yes | -| Magic Leap One | Yes | Not supported | +| **Multipass** | Yes | Yes | +| **Single Pass (double-wide)** | Yes | Not supported | +| **Single Pass Instanced** | Yes | Windows and PSVR only | +| **Multiview** | Yes | In research | +| ***Platforms*** | | | +| **Oculus Rift** | Yes | Yes | +| **Oculus Quest** | Yes | Not supported | +| **Oculus Go** | Yes | Not supported | +| **Gear VR** | Yes | Not supported | +| **PSVR** | Yes | Yes | +| **HoloLens** | Yes | Not supported | +| **WMR** | Yes | Yes | +| **Magic Leap One** | Yes | Not supported | ## AR | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------- | ------------------------ | ------------------------------- | -| AR Foundation | Yes | No | +| **AR Foundation** | Yes | No | ## Debug | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ---------------- | ------------------------ | ------------------------------- | -| Scene view modes | Yes | Yes | \ No newline at end of file +| **Scene view modes** | Yes | Yes | \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md b/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md index bb7bf0eabf7..3fdd6b2d04a 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md @@ -14,15 +14,15 @@ To set up and manage your Unity Projects, install the [Unity Hub](https://docs.u Unity provides an HDRP Template Project which you can use to quickly get set up with HDRP. To create an HDRP Template Project: -1. Open the Unity Hub and click the **New** button. -2. Enter a **Project Name** and, in the **Template** section, click on **High-Definition RP**. +1. Open the Unity Hub, go to the **Projects** tab, and click **New**. +2. Enter a **Project Name** and, in the **Template** section, click on **High Definition RP**. 3. Click **Create**. Unity creates a Project and automatically installs the HDRP package, and all of its dependencies. After Unity opens the Template Project, you can see the main Scene. Which looks like this: ![](Images/GettingStarted1.png) -In the Template Scene, you can view GameObjects in the Inspector to see things like HDRP Material or [Volume](Volumes.md) examples. You can then use these examples as a reference when creating your own Scene in HDRP. +This template is a great starting point for projects aiming at high-end graphics. It includes multiple physically-based lighting setups to help you realistically illuminate environments with HDRP. It also includes use-case examples for many of HDRP's features such as [Decals](Decal.md), [Volumes](Volumes.md), and physically-accurate Materials. ## Pipeline setup @@ -80,4 +80,4 @@ For more information, see [Shadows](Override-Shadows.md). ## Related information - For the full list of HDRP features, see [HDRP Features](HDRP-Features.md). -- Explore an HDRP Scene in [Getting Started Guide for Artists](https://blogs.unity3d.com/2018/09/24/the-high-definition-render-pipeline-getting-started-guide-for-artists/). Be aware that the blog post uses a pre-release version of HDRP, so some property and component names are different in this release. +- For an online session on how to achieve real-time high-fidelity graphics in HDRP, see [Achieving High Fidelity Graphics for Games with HDRP](https://resources.unity.com/unitenow/onlinesessions/achieving-high-fidelity-graphics-for-games-with-hdrp). diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md index 128b4d9cae0..ca3ee23ff24 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md @@ -1,8 +1,8 @@ # The High Definition Render Pipeline Asset -The High Definition Render Pipeline (HDRP) Asset controls the global rendering settings of your Project and creates an instance of the rendering pipeline. A rendering pipeline instance contains intermediate resources and an implementation of the render pipeline. +The High Definition Render Pipeline (HDRP) Asset controls the global rendering settings of your Project and creates an instance of the render pipeline. -Unity does not allocate memory or build Shader variants for disabled features in your HDRP Asset. This means that you can disable settings that you are not using to save memory, but you can not enable disabled features at runtime. You can toggle enabled features at runtime on a per-Camera basis using [Frame-Settings](Frame-Settings.md). +Unity only allocates memory and builds shader variants for features you enable in the HDRP Asset. This means that you can disable features your project does not use to save memory. Since certain features require shader variants or other resources when Unity builds your project, you can only enable and disable features at edit time. However, it is possible to toggle the rendering of particular features at runtime, just not using the HDRP Asset. Instead, [Frame-Settings](Frame-Settings.md) control the features that cameras in the scene render. Frame Settings can only toggle features that are enabled in the HDRP Asset; they cannot enable features that are disabled. @@ -26,9 +26,9 @@ Unity now uses the High Definition Render Pipeline (HDRP) in your Unity Project. 1. Navigate to **Edit > Project Settings > Player > Other Settings** and locate the **Color Space** property. 2. Select **Linear** from the **Color Space** drop-down. -You can create multiple HDRP Assets containing different settings. This is useful for Project that support multiple platforms, such as PC, Xbox One and PlayStation 4. In each HDRP Asset, you can change settings to suite the hardware of each platform and then assign the relevant one when building your Project for each platform. +You can create multiple HDRP Assets containing different settings. This is useful for Project that support multiple platforms, such as PC, Xbox One and PlayStation 4. In each HDRP Asset, you can change settings to suite the hardware of each platform and then assign the relevant one when building your Project for each platform. For more information on using creating HDRP Assets to target different platforms, see [Scalability in HDRP](Scalability-Manual.md). -To change the HDRP Asset your render pipeline uses, either manually select an HDRP Asset in the Graphics Settings window (as shown above), or use the GraphicsSettings.renderPipelineAsset property via script. +To change which HDRP Asset your render pipeline uses, either manually select an HDRP Asset in the Graphics Settings window (as shown above), or use the GraphicsSettings.renderPipelineAsset property via script. When you create an HDRP Asset, open it in the Inspector to edit its properties. @@ -110,16 +110,16 @@ Use the Reflection settings to configure the max number and resolution of the pr | **Property** | **Description** | | ---------------------------------------- | ------------------------------------------------------------ | | **Screen Space Reflection** | Enable the checkbox to make HDRP support [screen space reflection](https://docs.unity3d.com/Manual/PostProcessing-ScreenSpaceReflection.html). SSR is a technique for calculating reflections by reusing screen space data. | -| **- Transparent** | Enable the checkbox to make HDRP support [screen space reflection](https://docs.unity3d.com/Manual/PostProcessing-ScreenSpaceReflection.html) on transparent materials.| -| **Reflection and Planar Probes Format** | Color format used for reflection and planar probes. | +| **- Transparent** | Enable the checkbox to make HDRP support [screen space reflection](https://docs.unity3d.com/Manual/PostProcessing-ScreenSpaceReflection.html) on transparent materials. | +| **Reflection and Planar Probes Format** | Color format used for reflection and planar probes. | | **Compress Reflection Probe Cache** | Enable the checkbox to compress the [Reflection Probe](Reflection-Probe.md) cache in order to save space on disk. | | **Reflection Cubemap Size** | Use the drop-down to select the maximum resolution of individual Reflection Probe[ ](https://docs.unity3d.com/Manual/class-Cubemap.html)[cubemaps](https://docs.unity3d.com/Manual/class-Cubemap.html). | | **Probe Cache Size** | The maximum size of the Probe Cache. Defines how many Probe cube maps HDRP can save in cache. | | **Planar Reflection Atlas Size** | Use the drop-down to select the resolution of the planar probe atlas. It defines how many reflection probe you'll be able to render at once and at which resolution. | -| ****Planar Resolution Tiers**** | | -| **- L** | Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **Low** use this resolution for their planar reflection. | -| **- M** | Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **Medium** use this resolution for their planar reflection. | -| **- H** | Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **High** use this resolution for their planar reflection. | +| ***Planar Resolution Tiers*** | | +| **- L** | Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **Low** use this resolution for their planar reflection. | +| **- M** | Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **Medium** use this resolution for their planar reflection. | +| **- H** | Set the resolution of planar reflection set to this quality. Planar Reflection Probe's with their **Resolution** set to **High** use this resolution for their planar reflection. | | **Max Planar Reflection On Screen** | The maximum number of planar reflections on screen at once. | | **Maximum Environment Lights on Screen** | The maximum number of environment Lights HDRP can manage on screen at once. | 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 d0af68b6e6b..4cb42b8e11f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md @@ -1,12 +1,10 @@ -# HD Camera +# HDRP Camera -Cameras capture and display your world to the user. Customize and manipulate your Cameras to present your Unity Project however you like. You can use an unlimited number of Cameras in a Scene and set them to render in any order, at any position on the screen. - -The High Definition Render Pipeline (HDRP) includes an HD Camera that uses the HDAdditionalCameraData component. If you use a script to interact with the Camera, some properties that are inside the HDAdditionalCameraData component are displayed inside the Camera component. +The High Definition Render Pipeline (HDRP) adds extra properties and methods to Unity's [standard Camera](https://docs.unity3d.com/ScriptReference/Camera.html) to control HDRP features, such as [Frame Settings](Frame-Settings.md). Although HDRP displays these extra properties in the Camera component Inspector, HDRP stores them in the [HDAdditionalCameraData](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/api/UnityEngine.Rendering.HighDefinition.HDAdditionalCameraData.html) component. This means if you use a script to access properties or methods for the Camera, be aware that they may be inside the HDAdditionalCameraData component. For the full list of properties and methods HDRP stores in the HDAdditionalCameraData component, see the [scripting API](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/api/UnityEngine.Rendering.HighDefinition.HDAdditionalCameraData.html). ## Properties -The HDRP Camera shares many properties with the [Standard Unity Camera](https://docs.unity3d.com/Manual/class-Camera.html). +The HDRP Camera shares many properties with the Unity's [standard Camera](https://docs.unity3d.com/Manual/class-Camera.html). ### General diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/GettingStarted1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/GettingStarted1.png index 0cb02432d33..38631b43043 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/GettingStarted1.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/GettingStarted1.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:98d1c9467c390d4b1151287fb8b6cf1ae60a4aad151c664e548f0f68ac5cc9be -size 528466 +oid sha256:b0b6adab28b9b9a9d3296809d4598a6137729d0aa78975bf8949cf52680ad543 +size 2961641 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/PlanarReflectionProbe1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/PlanarReflectionProbe1.png deleted file mode 100644 index d32c4493e86..00000000000 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/PlanarReflectionProbe1.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:0b29b4c0d5b7e5bc307cd0fb23f661a7dbdc23f70b206f9217b67328bc3adec6 -size 61935 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/PlanarReflectionProbes1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/PlanarReflectionProbes1.png deleted file mode 100644 index f7427ec59ef..00000000000 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/PlanarReflectionProbes1.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:50854dc3d3fe1e0cb4f7a5b94f15883c36e3e8dd0a5fade93568fb13ef259fbf -size 8046 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracingGettingStarted1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracingGettingStarted1.png index a5bdcb0d0a0..98f7fb9a75d 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracingGettingStarted1.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/RayTracingGettingStarted1.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7df86fbb4dec025291dd631643db63383e067b595611d89e36b03b98579c6980 -size 1871 +oid sha256:bc595bd94023cdc71064e869d6d4cdf6f36d09c89deaa1c11aa5ea29a922b124 +size 1759 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/ReflectionProbe1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/ReflectionProbe1.png deleted file mode 100644 index b23bcd47efc..00000000000 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/ReflectionProbe1.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:d12b56beb25c323886b0a09644fd6696d8c138d3cd654585021d1d43f8ca6be6 -size 56229 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/RenderPipelineWizard1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/RenderPipelineWizard1.png index cb7fdcd7e3f..7dad354f201 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/RenderPipelineWizard1.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/RenderPipelineWizard1.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:59190dc7205bc230452ac7d763c1270c8eb7da0c7e958e74171b7f56058c5deb -size 35091 +oid sha256:7a142757d345a02828a09fd3f00ca19bc9391b4903e14398e024f1333a29ede6 +size 41765 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 379bd5343e2..431205165bc 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md @@ -31,7 +31,7 @@ HDRP includes multiple types of Light. Although HDRP Lights share many propertie For more detailed information on how to configure realistic light fixtures, see the [Create High-Quality Light Fixtures in Unity](https://docs.unity3d.com/uploads/ExpertGuides/Create_High-Quality_Light_Fixtures_in_Unity.pdf) expert guide. For general guidance on light intensities, see [Physical light units](Physical-Light-Units.md#light-intensities). -### Properties +## Properties The properties available for Lights are in separate sections. Each section contains some properties that all Lights share, and also properties that customize the behavior of the specific type of Light. These sections also contain [more options](More-Options.md) that you can expose if you want to fine-tune your light's behavior. The sections are: @@ -65,7 +65,11 @@ To make the Light work with the **Animation window**, when you click on the **Ad | **Spot** | Emits light from a specified location and range over which the light diminishes. A Spot Light constrains the light it emits to an angle, which results in a cone-shaped region of illumination. The center of the cone points in the forward direction (z-axis) of the Light GameObject. Light also diminishes at the edges of the Spot Light’s cone. Increase the **Spot Angle** to increase the width of the cone. | | **Directional** | Creates effects that are similar to sunlight in your Scene. Like sunlight, Directional Lights are distant light sources that HDRP treats as though they are infinitely far away. A Directional Light does not have any identifiable source position, and you can place the Light GameObject anywhere in the Scene. A **Directional Light** illuminates all GameObjects in the Scene as if the Light rays are parallel and always from the same direction. The Light disregards the distance between the Light itself and the target GameObject, so the Light does not diminish with distance. | | **Point** | Projects light out equally in all directions from a point in space. The direction of light hitting a surface is the line from the point of contact back to the center of the Light GameObject. The light intensity diminishes with increased distance from the Light, and it reaches zero at the distance specified in the **Range** field. Light intensity is inversely proportional to the square of the distance from the source. This is known as the [Inverse-square law](https://en.wikipedia.org/wiki/Inverse-square_law), and is similar to how light behaves in the real world. | -| **Area** | Projects light from a surface. Light shines in all directions uniformly from the surface of the rectangle. | +| **Area** | Projects light from a surface. Light shines in all directions uniformly from the surface of the rectangle.| + +##### Limitations + +[!include[](snippets/area-light-material-support-disclaimer.md)] diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Mask-Map-and-Detail-Map.md b/com.unity.render-pipelines.high-definition/Documentation~/Mask-Map-and-Detail-Map.md index f032a7a1a76..f27996da428 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Mask-Map-and-Detail-Map.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Mask-Map-and-Detail-Map.md @@ -1,13 +1,13 @@ # Mask and detail maps -The High Definition Render Pipeline (HDRP) uses [channel-packed](Glossary.md#ChannelPacking) Textures to store multiple Material maps in a single Texture. Channel packing is efficient because it allows the renderer to sample up to four grayscale maps that use the same UV coordinates with a single Texture fetch. HDRP uses two types of channel-packed Textures: the [Mask Map](#MaskMap), and the [Detail Map](#DetailMap). They can use a different set of UV coordinates, or a different UV tiling value, giving you more creative freedom. +The High Definition Render Pipeline (HDRP) uses [channel-packed](Glossary.md#ChannelPacking) textures to store multiple Material maps in a single texture. Channel packing is efficient because it allows the renderer to sample up to four grayscale maps that use the same UV coordinates with a single texture fetch. HDRP uses two types of channel-packed textures: the [Mask Map](#MaskMap), and the [Detail Map](#DetailMap). They can use a different set of UV coordinates, or a different UV tiling value, giving you more creative freedom. This document describes the format of the mask map and detail map so that you can author your own to use in HDRP. To create a mask map: 1. Open image editing software that supports channel editing (such as Adobe Photoshop). -2. Drag your grayscale Textures into their respective color channel. For information about which Texture belongs in which channel, see [mask map](#MaskMap) and [detail map](#DetailMap).
![](Images/MaskMapAndDetailMap1.png) +2. Drag your grayscale textures into their respective color channel. For information about which texture belongs in which channel, see [mask map](#MaskMap) and [detail map](#DetailMap).
![](Images/MaskMapAndDetailMap1.png) 3. Export your image. 4. When you import the image into Unity, make sure that it uses linear color space. @@ -15,7 +15,7 @@ To create a mask map: ## Mask map -The mask map contains four grayscale Textures, one in each of its color channels. +The mask map contains four grayscale textures, one in each color channel. HDRP uses the mask map to store the metallic map, occlusion map, detail mask, and smoothness map for the material. The mask map stores these textures in the following channels: | **Color channel** | **Map** | | ----------------- | ----------- | @@ -32,9 +32,7 @@ The following example image demonstrates the individual components of a full mas ## Detail map -The detail map allow you to overlay a second set of textures on top of the base surface information. Typically, the detail map would be scaled several times across the object’s surface to add small details to a material. -The detail map contains two grayscale Textures and one two-component Texture, which is the Material's detail normal map. -When you import the detail map, make sure to disable the **sRGB** checkbox in the Import Settings. +The detail map enables you to overlay a second set of textures on top of the base surface information. Typically, the detail map scales several times across the object’s surface to add small details to a material. The detail map contains two grayscale textures and one two-component texture, which is the Material's detail normal map. When you import the detail map, disable the **sRGB** checkbox in the **Import Settings** window to make it work as expected. | **Color channel** | **Map** | | ----------------- | ------------------ | @@ -49,15 +47,15 @@ The following example image demonstrates the individual components of a full det ### Desaturated albedo (red channel) -The red channel represents the albedo variation. It can make the underlying material's albedo gradually darken down to black when going from `0.5` to `0` or brighten up to white when going from `0.5` to `1`. A value of `0.5` is neutral, which means the detail map does not modify the albedo. +The red channel represents the albedo variation. It makes the underlying material's albedo gradually darken down to black when going from `0.5` to `0` or brighten up to white when going from `0.5` to `1`. A value of `0.5` is neutral, which means the detail map does not modify the albedo. -The image below shows the impact of the detail albedo on the final color. As you can see, HDRP calculates color interpolation in sRGB space. +The image below shows the impact of the detail albedo on the final color. HDRP calculates color interpolation in sRGB space. ![](Images/DetailMap-red.png) ### Smoothness (blue channel) -The blue channel represents the smoothness variation and HDRP computes it the same way as the albedo variation. The underlying material's smoothness gradually decreases if the detail smoothness is below `0.5` or increases if it is above `0.5`. A value of `0.5` is neutral, which means the detail map does not modify the smoothness. +The blue channel represents the smoothness variation and HDRP calculates it the same way as the albedo variation. The underlying material's smoothness gradually decreases if the detail smoothness is below `0.5` or increases if it is above `0.5`. A value of `0.5` is neutral, which means the detail map does not modify the smoothness. The image below shows the impact of the detail smoothness on the final color. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Fabric.md b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Fabric.md index 93b29c608e7..7695e782368 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Fabric.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Fabric.md @@ -98,3 +98,7 @@ These properties are in the **Exposed Properties** section of the Inspector, alo | **Emission** | Toggles whether emission affects global illumination. | | **- Global Illumination** | The mode HDRP uses to determine how color emission interacts with global illumination.
• **Realtime**: Select this option to make emission affect the result of real-time global illumination.
• **Baked**: Select this option to make emission only affect global illumination during the baking process.
• **None**: Select this option to make emission not affect global illumination. | | **Motion Vector For Vertex Animation** | Enable the checkbox to make HDRP write motion vectors for GameObjects that use vertex animation. This removes the ghosting that vertex animation can cause. | + +## Limitations + +[!include[](snippets/area-light-material-support-disclaimer.md)] \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Hair.md b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Hair.md index e7f37a82d1f..039fddba185 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Hair.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Hair.md @@ -93,3 +93,7 @@ These properties are in the **Exposed Properties** section of the Inspector and | **Emission** | Toggles whether emission affects global illumination. | | **- Global Illumination** | Use the drop-down to choose how color emission interacts with global illumination.
• **Realtime**: Select this option to make emission affect the result of real-time global illumination.
• **Baked**: Select this option to make emission only affect global illumination during the baking process.
• **None**: Select this option to make emission not affect global illumination. | | **Motion Vector For Vertex Animation** | Enable the checkbox to make HDRP write motion vectors for GameObjects that use vertex animation. This removes the ghosting that vertex animation can cause. | + +## Limitations + +[!include[](snippets/area-light-material-support-disclaimer.md)] \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/MatCap.md b/com.unity.render-pipelines.high-definition/Documentation~/MatCap.md index c37fba27f85..163f4fea073 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/MatCap.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/MatCap.md @@ -24,21 +24,19 @@ MatCap mode preserves the normal maps and you can use the original Material albe HDRP provides neutral and metallic default MatCaps. You can change the MatCap in your [HDRP Asset's](HDRP-Asset.md) **HDRenderPipelineResources**. To do this: 1. Select the HDRP Asset in the Project window to view it in the Inspector. -2. Go to the **General** section and double-click on the Asset assigned to the **Render Pipeline Resources** property to view that in the Inspector. -3. Go to the **Textures** section and assign your custom MatCap Texture to the **MatCap Tex** property. +2. Enter [Debug mode](https://docs.unity3d.com/Manual/InspectorOptions.html) then find the **Render Pipeline Resources** property. +3. Double-click the asset assigned to the **Render Pipeline Resources** property to view it in the Inspector. +4. Go to the **Textures** section and assign your custom MatCap Texture to the **MatCap Tex** property. You can also activate MatCap view as a **Lighting Debug Mode** in the [Render Pipeline Debugger](Render-Pipeline-Debug-Window.md). ## MatCap examples -**MatCap off:** - +MatCap off: ![](Images/MatCap2.png) -**MatCap on:** - +MatCap on: ![](Images/MatCap3.png) -**MatCap on with albedo:** - -![](Images/MatCap4.png) +MatCap on with albedo: +![](Images/MatCap4.png) \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Ambient-Occlusion.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Ambient-Occlusion.md index b82cb756437..9799718cb00 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Ambient-Occlusion.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Ambient-Occlusion.md @@ -22,6 +22,8 @@ The property to enable in your Frame Settings is: **Lighting > Screen Space Ambi 2. In the Inspector, navigate to **Add Override > Lighting** and click on **Ambient Occlusion**. HDRP now applies **Ambient Occlusion** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties [!include[](snippets/Volume-Override-Enable-Properties.md)] @@ -74,3 +76,4 @@ The properties visible in the Inspector change depending on whether or not you e ### Screen-space ambient occlusion A screen-space effect only processes what is on the screen at a given point in time. This means that objects outside of the field of view cannot visually occlude objects in the view. You can sometimes see this on the edges of the screen. +When rendering [Reflection Probes](Reflection-Probe.md) screen space ambient occlusion is not supported. \ No newline at end of file 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 c055fc1bafb..4466e09b8bd 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 @@ -23,6 +23,8 @@ Only one Light can cast Contact Shadows at a time. This means that, if you have **Note**: A Light casts Contact Shadows for every Mesh Renderer that uses a Material that writes to the depth buffer. This is regardless of whether you enable or disable the **Cast Shadows** property on the Mesh Renderer. This means that you can disable **Cast Shadows** on small GameObjects/props and still have them cast Contact Shadows. This is good if you do not want HDRP to render these GameObjects in shadow maps. If you do not want this behavior, use Shader Graph to author a Material that does not write to the depth buffer. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Override-ContactShadows1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md index c548f6b011e..716b0147dd5 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md @@ -9,6 +9,8 @@ To add a **Diffusion Profile Override** to a Volume: 1. Select the Volume component in the Scene or Hierarchy to view it in the Inspector 2. In the Inspector, navigate to **Add Override** and click on **Diffusion Profile Override**. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images\Override-DiffusionProfile1.png) 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 1723e0e7229..fe2d17a5c68 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Exposure.md @@ -9,6 +9,8 @@ To work with physically-based lighting and Materials, you need to set up the Sce 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, go to **Add Override** and click on **Exposure**. HDRP now applies **Exposure** correction to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Override-Exposure1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md index 54830e1e9a1..a63ec6907fe 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md @@ -15,6 +15,8 @@ At this point, the Scene contains global fog. However, the effect might not suit The High Definition Render Pipeline evaluates volumetric lighting on a 3D grid mapped to the volumetric section of the frustum. The resolution of the grid is quite low (it is 240x135x64 using the default quality setting at 1080p), so it's important to keep the dimensions of the frustum as small as possible to maintain high quality. Adjust the **Depth Extent** parameter to define the maximum range for the volumetric fog relative to the Camera’s frustum. +[!include[](snippets/volume-override-api.md)] + ## Customizing Global Fog @@ -50,13 +52,20 @@ The **Fog** override of the active Volume controls the appearance of the global | **- Mip Fog Far** | The distance (in meters) from the Camera that HDRP starts sampling the highest resolution mipmap for the fog color.
This property only appears when you select **Sky Color** from the **Color Mode** drop-down. | | **- Mip Fog Max Mip** | Use the slider to set the maximum mipmap that HDRP uses for the mip fog. This defines the mipmap that HDRP samples for distances greater than **Mip Fog Far**.
This property only appears when you select **Sky Color** from the **Color Mode** drop-down. | | **- Constant Color** | Use the color picker to select the color of the fog.
This property only appears when you select **Constant Color** from the **Color Mode** drop-down. | -| **Volumetric Fog** | Enables Volumetric Fog. | -| **Albedo** | Sets the fog color. Volumetric Fog tints lighting, so the fog scatters light to this color. It only tints lighting emitted by Lights behind or within the fog. This means that it does not tint lighting that reflects off GameObjects behind or within the fog - reflected lighting only gets dimmer (fades to black) as fog density increases. For example, if you shine a Light at a white wall behind fog with red Single Scattering Albedo, the fog looks red. If you shine a Light at a white wall and view it from the other side of the fog, the fog darkens the light but doesn’t tint it red. | -| **Anisotropy** | Controls the angular distribution of scattered light. 0 is isotropic, 1 is forward scattering, and -1 is backward scattering. Note that non-zero values have a moderate performance impact. High values may have compatibility issues with the Enable Reprojection for Volumetrics Frame Setting. This is an experimental property that HDRP applies to both global and local fog. | -| **Ambient Light Probe Dimmer** | Reduces the intensity of the global Ambient Light Probe that the sky generates. | -| **Depth Extent** | Determines the distance (in meters) from the Camera at which the volumetric fog section of the frustum ends. | -| **Slice Distribution Uniformity** | Controls the uniformity of the distribution of slices along the Camera's focal axis. HDRP samples volumetric fog at multiple distances from the Camera. Each of these sample areas is called a slice. A value of 0 makes the distribution of slices exponential (the spacing between the slices increases with the distance from the Camera) which gives greater precision near to the Camera, and lower precision further away. A value of 1 results in a uniform distribution which gives the same level of precision regardless of the distance to the Camera. | -| **Filter** | Applies a blur to smoothen the volumetric lighting output. | +| **Volumetric Fog** | Indicates whether HDRP should calculate volumetric fog or not. | +| - **Albedo** | The color of the volumetric fog to. Volumetric fog tints lighting, so the fog scatters light to this color. It only tints lighting emitted by Lights behind or within the fog. This means that it does not tint lighting that reflects off GameObjects behind or within the fog - reflected lighting only gets dimmer (fades to black) as fog density increases. For example, if you shine a Light at a white wall through fog with a red **Albedo**, the fog looks red. If you shine a Light at a white wall and view it from the other side of the fog, the fog darkens the light but doesn’t tint it red. | +| - **Ambient Light Probe Dimmer** | The amount to dim the intensity of the global ambient light probe that the sky generates. A value of 0 does not dim the light probe and a value of 1 fully dims the light probe. | +| - **Volumetric Fog Distance** | The distance (in meters) from the Camera at which the volumetric fog section of the frustum ends. | +| - **Denoising Mode** | The denoising technique to use for the volumetric fog. The options are:
• **None**: Applies no denoising.
• **Reprojection**: A denoising technique that is very effective for static lighting, but can lead to severe ghosting for highly dynamic lighting.
• **Gaussian**: A denoising technique that is better than **Reprojection** for dynamic lighting.
• **Both**: Applies both **Reprojection** and **Gaussian** techniques. Using both techniques can produce high quality results but significantly increases the resource intensity of the effect. | +| - **Slice Distribution Uniformity** | The uniformity of the distribution of slices along the Camera's forward axis. HDRP samples volumetric fog at multiple distances from the Camera. Each of these sample areas is called a slice. A value of 0 makes the distribution of slices exponential (the spacing between the slices increases with the distance from the Camera) which gives greater precision near to the Camera, and lower precision further away. A value of 1 results in a uniform distribution which gives the same level of precision regardless of the distance to the Camera. | +| - **Quality** | Specifies the preset HDRP uses to populate the values of the following nested properties. The options are:
• **Low**: A preset that emphasizes performance over quality.
• **Medium**: A preset that balances performance and quality.
• **High**: A preset that emphasizes quality over performance.
• **Custom**: Allows you to override each property individually.
If you select any value other than **Custom**, **Fog Control Mode** switches to **Balance**. | +| - - **Fog Control Mode** | Specifies the method to use to control the performance and quality of the volumetric fog. The options are:
• **Balance**: Uses a performance-oriented approach to define the quality of the volumetric fog.
• **Manual**: Gives you access to the internal set of properties which directly control the effect. | +| - - - **Volumetric Fog Budget** | The performance to quality ratio of the volumetric fog. A value of 0 being the least resource-intensive and a value of 1 being the highest quality.
This property only appears if you set **Fog Control Mode** to **Balance**. | +| - - - **Resolution Depth Ratio** | The ratio HDRP uses to share resources between the screen (x-axis and y-axis) and the depth (z-axis) resolutions.
This property only appears if you set **Fog Control Mode** to **Balance**. | +| - - - **Screen Resolution Percentage** | The resolution of the volumetric buffer (3D texture) along the x-axis and y-axis relative to the resolution of the screen.
This property only appears if you set **Fog Control Mode** to **Manual**. | +| - - - **Volume Slice Count** | The number of slices to use for the volumetric buffer (3D texture) along the camera's focal axis.
This property only appears if you set **Fog Control Mode** to **Manual**. | +| - **Directional Lights Only** | Indicates whether HDRP only process volumetric fog for directional [Lights](Light-Component.md) or for all Lights. Including non-directional Lights increases the resource intensity of the effect. | +| - **Anisotropy** | Controls the angular distribution of scattered light. 0 is isotropic, 1 is forward scattering, and -1 is backward scattering. Note that non-zero values have a moderate performance impact. High values may have compatibility issues with the **Enable Reprojection for Volumetrics** Frame Setting. This is an experimental property that HDRP applies to both global and local fog. | ## Light-specific Properties diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Gradient-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Gradient-Sky.md index eb2fbd882c6..49b005907e5 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Gradient-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Gradient-Sky.md @@ -13,6 +13,8 @@ You can alter these values at runtime. This component also exposes options that After you add a **Gradient Sky** override, you must set the Volume to use **Gradient Sky**. The [Visual Environment](Override-Visual-Environment.md) override controls which type of sky the Volume uses. In the **Visual Environment** override, navigate to the **Sky** section and set the **Type** to **Gradient Sky**. HDRP now renders a **Gradient Sky** for any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Override-GradientSky1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md index 29c777f22be..2d3683706f1 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-HDRI-Sky.md @@ -15,6 +15,8 @@ Tip: [Unity HDRI Pack](https://assetstore.unity.com/packages/essentials/beta-pro After you add an **HDRI Sky** override, you must set the Volume to use **HDRI Sky**. The [Visual Environment](Override-Visual-Environment.md) override controls which type of sky the Volume uses. In the **Visual Environment** override, navigate to the **Sky** section and set the **Type** to **HDRI Sky**. HDRP now renders an **HDRI Sky** for any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Override-HDRISky1.png) @@ -39,24 +41,28 @@ After you add an **HDRI Sky** override, you must set the Volume to use **HDRI Sk | **Update Mode** | Use the drop-down to set the rate at which HDRP updates the sky environment (using Ambient and Reflection Probes).
• **On Changed**: HDRP updates the sky environment when one of the sky properties changes.
• **On Demand**: HDRP waits until you manually call for a sky environment update from a script.
• **Realtime**: HDRP updates the sky environment at regular intervals defined by the **Update Period**. | | - **Update Period** | Set the period (in seconds) for HDRP to update the sky environment. Set the value to 0 if you want HDRP to update the sky environment every frame. This property only appears when you set the **Update Mode** to **Realtime**. | -## Avanced Properties +## Advanced Properties - +![](Images/Override-HDRISky2.png) -Note: for being able to have Ambient Occlusion on the Backplate we have to enable "Direct Lighting Strenght" on the Ambient Occlusion component. As the Backplate didn't have Global Illumination he can only have Ambient Occlusion from direct lighting. +These properties only appear if you enable [more options](More-Options.md). | Property | Description | | -------------------------------- | ------------------------------------------------------------ | -| **Backplate Type** | Set the shape of the Backplate. | -| **Ground Level** | Ground Level in the same scale. | -| - **Scale** | HDRP uses the **X** and **Y** values of this property scale the backplate (for Ellipse **X** and **Y** must be different). | +| **Backplate** | Indicates whether to project the bottom part of the HDRI onto a plane with various shapes such as a Rectangle, Circle, Ellipse, or Infinite plane. | +| - **Type** | Specifies the shape of the backplate. The options are:
• **Disc**: Projects the bottom of the HDRI texture onto a disc.
• **Rectangle**: Projects the bottom of the HDRI texture onto a rectangle.
• **Ellipse**: Projects the bottom of the HDRI texture onto an ellipse.
• **Infinite**: Projects the bottom of the HDRI texture onto an infinite plane. | +| - **Ground Level** | The height of the ground level in the scene. | +| - **Scale** | The scale of the backplate. HDRP uses the **X** and **Y** values of this property to scale the backplate (for Ellipse **X** and **Y** must be different). | | - **Projection Distance** | HDRP uses this number to control the projection of the bottom hemisphere of the HDRI on the backplate. Small projection distance implies higher pixels density with more distortion, large projection distance implies less pixels density with less distortion. | -| - **Backplate Rotation** | Rotation of the physical backplate. | -| - **Texture Rotation** | Rotation of the texture projected in the backplate. | -| **Texture Offset** | Offset of the texture projected in the backplate. | -| **Blend Amount** | Percentage of the transition with the backplate and background HDRI. 0% means no blending, 25% means the blending start at the end of the boundary of the backplate, 50% means the blending start from the middle of the backplate and 100% means the transition start from the center of the backplate with a smoothstep | -| - **Point Light Shadow** | Allow the backplate to receive the shadow from the Point/Spot Lights. | -| - **Directional Light Shadow** | Allow the backplate to receive the shadow from the The Directional Light. | -| - **Area Light Shadow** | Allow the backplate to receive the shadow from the Area Lights. | -| - **Reset Color** | Reset the saved Default Shadow Tint for the shadow, the Default Shadow Tint is computed when the HDRI **Changes**, the Shadow Tint can be ajusted in intensity. | +| - **Backplate Rotation** | The rotation of the physical backplate. | +| - **Texture Rotation** | The rotation of the HDRI texture HDRP projects onto the backplate. | +| - **Texture Offset** | The offset value to apply to the texture HDRP projects onto the backplate. | +| - **Blend Amount** | The percentage of the transition between the backplate and the background HDRI. **0** means no blending, **25** means the blending starts at the end of the boundary of the backplate, **50** means the blending starts from the middle of the backplate and **100** means the transition starts from the center of the backplate with a smoothstep. | +| - **Point Light Shadow** | Indicates whether the backplate receives shadows from point/spot [Lights](Light-Component.md). | +| - **Directional Light Shadow** | Indicates whether the backplate receives shadows from the main directional Light. | +| - **Area Light Shadow** | Indicates whether the backplate receives shadows from area Lights. | +| -**Shadow Tint** | Specifies the color to tint shadows cast onto the backplate. | +| - **Reset Color** | Resets the saved **Shadow Tint** for the shadow. HDRP calculates a new default shadow tint when the HDRI changes. | + +**Note**: To use ambient occlusion in the backplate, increase the value of the **Direct Lighting Strength** property on the [Ambient Occlusion](Override-Ambient-Occlusion.md) component override. As the backplate does not have global illumination, it can only get ambient occlusion from direct lighting. \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md index 8ed82e1ad48..cb488255126 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md @@ -11,6 +11,8 @@ The **Indirect Lighting Controller** uses the [Volume](Volumes.md) framework, so 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Lighting** and click on **Indirect Lighting Controller**. You can now use the **Indirect Lighting Controller** to control baked or precomputed indirect lighting. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Override-IndirectLightingController1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md index 2aab4fe79f3..30ba6185562 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md @@ -18,6 +18,8 @@ HDRP uses the [Volume](Volumes.md) framework to generate **Micro Shadows**, so t Micro shadowing only works with directional [Lights](Light-Component.md). If you enable micro shadows, make sure you have a directional Light in the Scene. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/OverrideMicroShadows2.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md index 25753f8450f..d0d8b83f29b 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md @@ -29,6 +29,8 @@ To change how much the atmosphere attenuates light, you can change the density o ![](Images/Override-PhysicallyBasedSky4.png) +[!include[](snippets/volume-override-api.md)] + ## Properties [!include[](snippets/Volume-Override-Enable-Properties.md)] diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Procedural-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Procedural-Sky.md index cad601733c0..de56b11d965 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Procedural-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Procedural-Sky.md @@ -17,6 +17,8 @@ HDRP deprecated **Procedural Sky** in 2019.3 and replaced it with [Physically Ba After you add a **Procedural Sky** override, you must set the Volume to use **Procedural Sky**. The [Visual Environment](Override-Visual-Environment.md) override controls which type of sky the Volume uses. In the **Visual Environment** override, navigate to the **Sky** section and set the **Type** to **Procedural Sky**. HDRP now renders a **Procedural Sky** for any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties [!include[](snippets/Volume-Override-Enable-Properties.md)] diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md index 1f33e1045f9..165b91500e7 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-GI.md @@ -21,6 +21,8 @@ HDRP uses the [Volume](Volumes.md) framework to calculate SSGI, so to enable and 2. In the Inspector, navigate to **Add Override > Lighting** and click **Screen Space Global Illumination**. HDRP now calculates SSGI for any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties [!include[](Snippets/Volume-Override-Enable-Properties.md)] @@ -70,3 +72,4 @@ The properties visible in the Inspector change depending on whether or not you e ### Ray-traced global illumination Currently, ray tracing in HDRP does not support [decals](decal.md). This means that ray-traced global illumination does not affect decals in your Scene. +When rendering [Reflection Probes](Reflection-Probe.md) screen space global illumination is not supported. \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md index 8caf7660174..ec4d7a6f1b4 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md @@ -20,6 +20,8 @@ HDRP uses the [Volume](Volumes.md) framework to calculate SSR, so to enable and 2. In the Inspector, navigate to **Add Override > Lighting** and click **Screen Space Reflection**. HDRP now calculates SSR for any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties [!include[](snippets/Volume-Override-Enable-Properties.md)] diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Refraction.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Refraction.md index ee0e424b78a..19802f0d999 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Refraction.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Refraction.md @@ -10,6 +10,8 @@ HDRP uses the [Volume](Volumes.md) framework to calculate SSR, so to enable and 2. In the Inspector, navigate to **Add Override > Lighting** and click **Screen Space Refraction**. HDRP now calculates SSR for any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Override-ScreenSpaceRefraction1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Shadows.md index 165b4934299..af6e5799659 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Shadows.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Shadows.md @@ -11,6 +11,8 @@ The **Shadows** override comes as default when you create a **Scene Settings** G 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Shadowing** and click on **Shadows**. You can now use the **Shadows** override to alter shadow settings for this Volume. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Override-Shadows1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md index 14be99cf4f8..1e9ad205bfd 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md @@ -11,6 +11,8 @@ The **Visual Environment** override comes as default when you create a **Scene S 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override** and click on **Visual Environment**. You can now use the **Visual Environment** override to control the sky and fog for this Volume. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Override-VisualEnvironment1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Physical-Light-Units.md b/com.unity.render-pipelines.high-definition/Documentation~/Physical-Light-Units.md index 5c93995217f..ff2477d2132 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Physical-Light-Units.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Physical-Light-Units.md @@ -86,6 +86,6 @@ For more examples of indoor light levels see Archtoolbox’s web page on [Recomm ### Lighting and exposure diagram -The following diagram shows scales of light and exposure values in different units. The icons along each scale represent light sources that match the marked value. +The following cheat sheet contains the color temperature values and light intensities of common real-world [Light](Light-Component.md) sources. It also contains [Exposure](Override-Exposure.md) values for different illumination scenarios. ![](Images/LightCheatSheet.png) \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Planar-Reflection-Probe.md b/com.unity.render-pipelines.high-definition/Documentation~/Planar-Reflection-Probe.md index e3404f06bf6..a9997cea060 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Planar-Reflection-Probe.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Planar-Reflection-Probe.md @@ -8,13 +8,11 @@ Planar Reflection Probes share many properties with the the [built-in render pip Planar Reflection Probes use the same texture format than the one selected in [HDRP Asset](HDRP-Asset.md) for Color Buffer Format. -![](Images/PlanarReflectionProbe1.png) - ### General Properties | **Property** | **Description** | | ----------------- | ------------------------------------------------------------ | -| **Realtime Mode** | A Planar Reflection Probe updates in real time. Use this property to tell HDRP how often to update the Probe.
**Every Frame** updates the Probe’s capture data every frame.
**On Enable** updates the Probe’s capture data each time Unity calls the component’s `OnEnable()` function. This occurs whenever you enable the component in the Inspector or activate the GameObject that the component attaches to. | +| **Realtime Mode** | A Planar Reflection Probe updates in real time. Use this property to tell HDRP how often to update the Probe.
• **Every Frame**: Updates the Probe’s capture data every frame.
• **On Enable**: Updates the Probe’s capture data each time Unity calls the component’s `OnEnable()` function. This occurs whenever you enable the component in the Inspector or activate the GameObject that the component attaches to.
• **On Demand**: Updates the Probe's capture data when you request it. To do this, access the Probe's `HDAdditionalReflectionData` and call the `RequestRenderNextUpdate()` function. | ### Projection Settings @@ -61,18 +59,19 @@ The following properties control the method that the Planar Reflection Probe use | **Custom Frame Settings** | Allows you to define custom [Frame Settings](Frame-Settings.md) for this Probe. Disable this property to use the **Default Frame Settings** in your Unity Project’s [HDRP Asset](HDRP-Asset.md). | | **Resolution** | Set the resolution of this Planar Reflection Probe. Use the drop-down to select which quality mode to derive the resolution from. If you select Custom, set the resolution, measured in pixels, in the input field. A higher resolution increases the fidelity of planar reflection at the cost of GPU performance and memory usage, so if you experience any performance issues, try using a lower value. | | **Rough Reflections** | Disable the checkbox to tell HDRP to use this Planar Reflection Probe as a mirror. If you do this, the receiving surface must be perfectly smooth or the reflection result is not accurate. If you want perfect reflection, disabling this option can be useful because it means HDRP does not need to process rough refraction and thus decreases the resource intensity of the effect.| -| **Mirror Position** | Offsets the position of the mirror from the Transform Position. This is only available in **Advanced** mode. | -| **Range Compression Factor** | The factor which HDRP divides the result of the probe's rendering by. This is useful to deal with very bright or dark objects in the reflections that would otherwise be saturated. | +| **Mirror Position** | Offsets the position of the mirror from the Transform Position.
This property only appears when you enable [more options](More-Options.md) for this section. | +| **Range Compression Factor** | The factor which HDRP divides the result of the probe's rendering by. This is useful to deal with very bright or dark objects in the reflections that would otherwise be saturated.
This property only appears when you enable [more options](More-Options.md) for this section. | ### Render Settings The following properties control extra behavior options for fine-tuning the behavior of your Planar Reflection Probes. -| **Property** | **Description** | -| --------------- | ------------------------------------------------------------ | -| **Light Layer** | A mask that allows you to choose which Light Layers this Reflection Probe affects. This Reflection Probe only affects Mesh Renderers or Terrain with a matching **Rendering Layer Mask**.
Navigate to your Project’s **HDRP Asset > Render Pipeline Supported Features** and enable **Light Layers** to use this property. | -| **Multiplier** | A multiplier that HDRP applies to the RenderTexture captured by the Planar Reflection Probe. Higher multiplier values make the queried RenderTexture brighter, and lower multiplier values make the queried RenderTexture darker. | -| **Weight** | The overall weight of this Reflection Probe’s contribution to the reflective effect of Materials. When Reflection Probe’s blend together, the weight of each Probe determines their contribution to a reflective Material in the blend area. | +| **Property** | **Description** | +| ----------------- | ------------------------------------------------------------ | +| **Light Layer** | A mask that allows you to choose which Light Layers this Reflection Probe affects. This Reflection Probe only affects Mesh Renderers or Terrain with a matching **Rendering Layer Mask**.
Navigate to your Project’s **HDRP Asset > Render Pipeline Supported Features** and enable **Light Layers** to use this property. | +| **Multiplier** | A multiplier that HDRP applies to the RenderTexture captured by the Planar Reflection Probe. Higher multiplier values make the queried RenderTexture brighter, and lower multiplier values make the queried RenderTexture darker. | +| **Weight** | The overall weight of this Reflection Probe’s contribution to the reflective effect of Materials. When Reflection Probe’s blend together, the weight of each Probe determines their contribution to a reflective Material in the blend area. | +| **Fade Distance** | The distance, in meters, from the camera at which reflections begin to smoothly fade out before they disappear completely. | ## Gizmos diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md index e4095da913e..c6cb3e90f0f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md @@ -15,6 +15,8 @@ The Bloom effect also has a **Lens Dirt** feature, which you can use to apply a Bloom includes [more options](More-Options.md) that you must manually expose. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingBloom1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Channel-Mixer.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Channel-Mixer.md index 058c78ba1de..bdf3f6ac230 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Channel-Mixer.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Channel-Mixer.md @@ -9,6 +9,8 @@ The Channel Mixer effect modifies the influence of each input color channel on t 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Channel Mixer**. HDRP now applies **Channel Mixer** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingChannelMixer1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Chromatic-Aberration.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Chromatic-Aberration.md index 52b225ec62e..3040e72752e 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Chromatic-Aberration.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Chromatic-Aberration.md @@ -4,8 +4,6 @@ Chromatic Aberration mimics the effect that a real-world camera produces when it For more information on the Chromatic Aberration effect, see the [Chromatic Aberration](https://docs.unity3d.com/Manual/PostProcessing-ChromaticAberration.html) documentation in the Unity Manual. -## Comparison images - ## Using Chromatic Aberration **Chromatic Aberration** uses the [Volume](Volumes.md) framework, so to enable and modify **Chromatic Aberration** properties, you must add a **Chromatic Aberration** override to a [Volume](Volumes.md) in your Scene. To add **Chromatic Aberration** to a Volume: @@ -13,6 +11,8 @@ For more information on the Chromatic Aberration effect, see the [Chromatic Aber 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Chromatic Aberration**. HDRP now applies **Chromatic Aberration** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingChromaticAberration1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Color-Adjustments.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Color-Adjustments.md index bfbde802f8f..f3f321b1b25 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Color-Adjustments.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Color-Adjustments.md @@ -9,6 +9,8 @@ Use this effect to tweak the overall tone, brightness, and contrast of the final 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Color Adjustments**. HDRP now applies **Color Adjustments** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingColorAdjustments1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Color-Curves.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Color-Curves.md index 5ca6c3682d9..d6f3adba27a 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Color-Curves.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Color-Curves.md @@ -9,6 +9,8 @@ Grading curves are an advanced way to adjust specific ranges in hue, saturation, 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Color Curves**. HDRP now applies **Color Curves** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingColorCurves1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Depth-of-Field.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Depth-of-Field.md index eedf0479719..a333ff43313 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Depth-of-Field.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Depth-of-Field.md @@ -11,6 +11,8 @@ The Depth Of Field component applies a depth of field effect, which simulates th Depth Of Field includes [more options](More-Options.md) that you must manually expose. +[!include[](snippets/volume-override-api.md)] + ## Properties diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Film-Grain.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Film-Grain.md index b8f764c41c9..db243c33a57 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Film-Grain.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Film-Grain.md @@ -9,6 +9,8 @@ The Film Grain effect simulates the random optical texture of photographic film, 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Film Grain**. HDRP now applies **Film Grain** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingFilmGrain1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Lens-Distortion.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Lens-Distortion.md index 96d2fc3e634..b8a8a34ad0d 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Lens-Distortion.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Lens-Distortion.md @@ -9,6 +9,8 @@ The **Lens Distortion** effect distorts the final rendered picture to simulate t 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Lens Distortion**. HDRP now applies **Lens Distortion** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingLensDistortion1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Lift-Gamma-Gain.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Lift-Gamma-Gain.md index 8b8de2c9e0b..0e670d1aa7f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Lift-Gamma-Gain.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Lift-Gamma-Gain.md @@ -9,6 +9,8 @@ This effect allows you to perform three-way color grading. The **Lift Gamma Gain 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Lift Gamma Gain**. HDRP now applies **Lift Gamma Gain** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingLiftGammaGain1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md index 58d260c3591..13e3821c6f7 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md @@ -13,6 +13,8 @@ The Motion Blur effect uses velocities from HDRP's velocity buffer. This means t Motion Blur includes [more options](More-Options.md) that you must manually expose. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingMotionBlur1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Panini-Projection.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Panini-Projection.md index 822d518d391..7c6d97b91a2 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Panini-Projection.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Panini-Projection.md @@ -11,6 +11,8 @@ For more information about panini projection, see PanoTools’ wiki documentatio 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Panini Projection**. HDRP now applies **Panini Projection** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingPaniniProjection1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md index e7e3b9f1c78..f875674ac30 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md @@ -9,6 +9,8 @@ The **Shadows Midtones Highlights** effect separately controls the shadows, midt 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Shadows Midtones Highlights**. HDRP now applies **Shadows Midtones Highlights** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingShadowsMidtonesHighlights1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Split-Toning.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Split-Toning.md index a18f3b5416d..e31ce00568e 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Split-Toning.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Split-Toning.md @@ -9,6 +9,8 @@ This effect tints different areas of the image based on luminance values, to hel 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Split Toning**. HDRP now applies **Split Toning** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties When you adjust the color in the color picker for each property, you should only adjust the **Hue** and **Saturation**. **Value** also changes the overall image brightness. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Tonemapping.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Tonemapping.md index 2ba1e98d99a..a7920f9f1fd 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Tonemapping.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Tonemapping.md @@ -9,6 +9,8 @@ Tonemapping is the process of remapping HDR values of an image in a range suitab 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Tonemapping**. HDRP now applies **Tonemapping** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingTonemapping1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Vignette.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Vignette.md index 49ee5d1f636..f1f5026640f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Vignette.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Vignette.md @@ -9,6 +9,8 @@ In Photography, vignetting is the term for the darkening and/or desaturating tow 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Vignette**. HDRP now applies **Vignette** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingVignette1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-White-Balance.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-White-Balance.md index b404bfa0650..cb5d3a75bed 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-White-Balance.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-White-Balance.md @@ -9,6 +9,8 @@ The White Balance component applies a white balance effect that removes unrealis 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Post-processing** and click on **White Balance**. HDRP now applies **White Balance** to any Camera this Volume affects. +[!include[](snippets/volume-override-api.md)] + ## Properties ![](Images/Post-processingWhiteBalance1.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md index e44b00db389..30761f10cd0 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md @@ -78,9 +78,11 @@ To set up ray tracing manually, you need to: 2. Select the Other Settings fold-out, and in the Rendering section, disable Auto Graphics API for Windows. This exposes the Graphics APIs for Windows section. 3. In the Graphics APIs for Windows section, click the plus (+) button and select Direct3d12. 4. Unity uses Direct3d11 by default. To make Unity use Direct3d12, move Direct3d12 (Experimental) to the top of the list. -5. Apply your changes. +5. To apply the changes, you may need to restart the Unity Editor. If a window prompt appears telling you to restart the Editor, click **Restart Editor** in the window. -The Unity Editor window should now include the tag in the title bar like so: +The Unity Editor window should now include the <DX12> tag in the title bar like so: + +![](Images/RayTracingGettingStarted1.png) @@ -219,6 +221,7 @@ HDRP ray tracing in Unity 2020.2 has the following limitations: - Does not support MSAA. - For renderers that have [LODs](https://docs.unity3d.com/2019.3/Documentation/Manual/LevelOfDetail.html), the ray tracing acceleration structure only includes the highest level LOD and ignores the lower LODs. - Does not support [Graphics.DrawMesh](https://docs.unity3d.com/ScriptReference/Graphics.DrawMesh.html). +- Ray tracing is not supported when rendering [Reflection Probes](Reflection-Probe.md). ## Unsupported features of path tracing diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md b/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md index 13095bda56b..41dd83ec0ea 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md @@ -6,14 +6,12 @@ The Reflection Probe component is one of the types of [Reflection Probe](Reflect The HDRP Reflection Probe uses the [built-in render pipeline Reflection Probe](https://docs.unity3d.com/Manual/class-ReflectionProbe.html) as a base, and thus shares many properties with the built-in version. HDRP Reflection Probes also share many properties with the [HDRP Planar Reflection Probe](Planar-Reflection-Probe.md). -![img](Images/ReflectionProbe1.png) - ### General Properties | **Property** | **Description** | | ----------------- | ------------------------------------------------------------ | | **Type** | Use the drop-down to select the mode this Reflection Probe uses to capture a view of the Scene. Reflective Materials query this capture to process reflections for their surface.
• **Realtime**: Makes the Reflection Probe capture a view of the Scene in real time. Use the **Realtime Mode** property to set the time period.
• **Custom**: Allows you to assign a cubemap Texture to act as the Reflection Probe's captured view of the Scene. Use the **Texture** property to assign the cubemap.
• **Baked**: Makes the Reflection Probe use a static cubemap Texture at runtime. You must bake this Texture before you build your Unity Project. In this mode, the Reflection Probe does not capture GameObjects have their Reflection Probe Static flag disabled. | -| **Realtime Mode** | Use the drop-down to select how often the Reflection Probe should capture a view of the Scene.
•**Every Frame**: Updates the Probe’s capture data every frame.
• **On Enable**: Updates the Probe’s capture data each time Unity calls the component’s `OnEnable()` function. This occurs whenever you enable the component in the Inspector or activate the GameObject that the component attaches to.

This property only appears when you select **Realtime** from the **Type** drop-down. | +| **Realtime Mode** | Use the drop-down to select how often the Reflection Probe should capture a view of the Scene.
• **Every Frame**: Updates the Probe’s capture data every frame.
• **On Enable**: Updates the Probe’s capture data each time Unity calls the component’s `OnEnable()` function. This occurs whenever you enable the component in the Inspector or activate the GameObject that the component attaches to.
• **On Demand**: Updates the Probe's capture data when you request it. To do this, access the Probe's `HDAdditionalReflectionData` and call the `RequestRenderNextUpdate()` function.
This property only appears when you select **Realtime** from the **Type** drop-down. | | **Texture** | Assign a Texture for the Reflection Probe to use as its captured view of the Scene.
This property only appears when you select **Custom** from the **Type** drop-down. | ### Projection Settings @@ -52,20 +50,21 @@ There are two workflows you can use to edit your Reflection Probe’s Influence The following properties control the method that the Reflection Probe uses to capture its surroundings.. -| **Property** | **Description** | -| -------------------------- | ------------------------------------------------------------ | -| **Capture Position** | The position, relative to the Transform Position, from which the Reflection Probe captures its surroundings. | -| **Clear Mode** | Defines how to fill empty background areas of the RenderTexture this Probe captures.
• **Sky** uses the sky defined by the current [Volume](Volumes.md) settings to fill empty background areas.
• **Background** uses the **Background Color** property to fill empty background areas.
• **None** reuses the previous value for each pixel that doesn’t represent a reflected GameObject, instead of filling in empty areas of the RenderTexture. | -| **Background Color** | The color to fill empty background areas of the RenderTexture if you set the **Clear Mode** to **Background**. | -| **Clear Depth** | Choose whether the Reflection Probe clears the Depth Buffer or not. | -| **Volume Layer Mask** | A LayerMask that defines which Volumes affect this Reflection Probe’s capture. | -| **Volume Anchor Override** | Set the Transform that the [Volume](Volumes.md) system uses to handle the position of this Reflection Probe. For example, if you want this Reflection Probe to match post-processing effects with the view Camera, set this property to the view Camera’s Transform. The Volume system then uses the Camera’s position to process which Volume affects this Reflection Probe. | -| **Use Occlusion Culling** | Enables [Occlusion Culling](https://docs.unity3d.com/Manual/OcclusionCulling.html) for this Reflection Probe. | -| **Culling Mask** | A LayerMask that defines which Layers to include in the reflection. GameObjects on the Layers included in this LayerMask appear in the reflection. | -| **Clip Planes - Near** | The closest point relative to the Reflection Probe that the Probe captures reflections. | -| **Clip Planes - Far** | The furthest point relative to the Reflection Probe that it captures reflections. | -| **Probe Layer Mask** | Acts as a culling mask for environment lights (light from Planar Reflection Probes and Reflection Probes). This Reflection Probe ignores all Reflection Probes that are on Layers not included in this Layer mask, so use this property to ignore certain Reflection Probes when rendering this one. | -| **Custom Frame Settings** | Allows you to define custom [Frame Settings](Frame-Settings.md) for this Probe. Disable this property to use the **Default Frame Settings** in your Unity Project’s [HDRP Asset](HDRP-Asset.md). | +| **Property** | **Description** | +| ---------------------------- | ------------------------------------------------------------ | +| **Capture Position** | The position, relative to the Transform Position, from which the Reflection Probe captures its surroundings. | +| **Clear Mode** | Defines how to fill empty background areas of the RenderTexture this Probe captures.
• **Sky** uses the sky defined by the current [Volume](Volumes.md) settings to fill empty background areas.
• **Background** uses the **Background Color** property to fill empty background areas.
• **None** reuses the previous value for each pixel that doesn’t represent a reflected GameObject, instead of filling in empty areas of the RenderTexture. | +| **Background Color** | The color to fill empty background areas of the RenderTexture if you set the **Clear Mode** to **Background**. | +| **Clear Depth** | Choose whether the Reflection Probe clears the Depth Buffer or not. | +| **Volume Layer Mask** | A LayerMask that defines which Volumes affect this Reflection Probe’s capture. | +| **Volume Anchor Override** | Set the Transform that the [Volume](Volumes.md) system uses to handle the position of this Reflection Probe. For example, if you want this Reflection Probe to match post-processing effects with the view Camera, set this property to the view Camera’s Transform. The Volume system then uses the Camera’s position to process which Volume affects this Reflection Probe. | +| **Use Occlusion Culling** | Enables [Occlusion Culling](https://docs.unity3d.com/Manual/OcclusionCulling.html) for this Reflection Probe. | +| **Culling Mask** | A LayerMask that defines which Layers to include in the reflection. GameObjects on the Layers included in this LayerMask appear in the reflection. | +| **Clip Planes - Near** | The closest point relative to the Reflection Probe that the Probe captures reflections. | +| **Clip Planes - Far** | The furthest point relative to the Reflection Probe that it captures reflections. | +| **Probe Layer Mask** | Acts as a culling mask for environment lights (light from Planar Reflection Probes and Reflection Probes). This Reflection Probe ignores all Reflection Probes that are on Layers not included in this Layer mask, so use this property to ignore certain Reflection Probes when rendering this one. | +| **Custom Frame Settings** | Allows you to define custom [Frame Settings](Frame-Settings.md) for this Probe. Disable this property to use the **Default Frame Settings** in your Unity Project’s [HDRP Asset](HDRP-Asset.md). | +| **Range Compression Factor** | The factor which HDRP divides the result of the probe's rendering by. This is useful to deal with very bright or dark objects in the reflections that would otherwise be saturated.
This property only appears when you enable [more options](More-Options.md) for this section. | ### Custom Settings @@ -76,7 +75,7 @@ The following properties control extra behavior options for fine-tuning the beha | **Light Layer** | A mask that allows you to choose which Light Layers this Reflection Probe affects. This Reflection Probe only affects Mesh Renderers or Terrain with a matching **Rendering Layer Mask**.
Navigate to your Project’s **HDRP Asset > Render Pipeline Supported Features** and enable **Light Layers** to use this property. | | **Multiplier** | A multiplier for the RenderTexture the Reflection Probe captures. The Reflection Probe applies this multiplier when Reflective Materials query the RenderTexture. | | **Weight** | The overall weight of this Reflection Probe’s contribution to the reflective effect of Materials. When Reflection Probe’s blend together, the weight of each Probe determines their contribution to a reflective Material in the blend area. | -| **Range Compression Factor** | The factor which HDRP divides the result of the probe's rendering by. This is useful to deal with very bright or dark objects in the reflections that would otherwise be saturated. | +| **Fade Distance** | The distance, in meters, from the camera at which reflections begin to smoothly fade out before they disappear completely. | ## Gizmos diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md index bc71b16c853..566d7c0dc7c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md @@ -8,16 +8,15 @@ To open the **Render Pipeline Wizard**, go to **Window > Render Pipeline** and s ## Packages -At the top of the window, there is an information box that shows you the currently installed version of HDRP, as well as the latest version of HDRP that is compatible with your current Unity version. +At the top of the window, there is an information text that shows you the currently installed version of HDRP. The **Check Update** button provides a shortcut to the HDRP package in the Package Manager window. You also have a button allow you to creates a local instance of the [High Definition Render Pipeline Config package](HDRP-Config-Package.md) in the **LocalPackage** folder of your HDRP Project. If already installed, some information about its location are displayed below. ## Default Path Settings -| **Property** | **Description** | -| ------------------------------------------ | ------------------------------------------------------------ | -| **Default Resources Folder** | Set the folder name that the Render Pipeline Wizard uses when it loads or creates resources. Click the **Populate / Reset** button to populate the **Default Resources Folder** with the resources that HDRP needs to render a Scene (for details, see [Populating the default resources folder](#populating-the-default-resources-folder)). If a default Asset already exists in the folder then clicking the Populate/Reset button resets the existing Asset. | -| **Install Configuration Editable Package** | Creates a local instance of the [High Definition Render Pipeline Config package](HDRP-Config-Package.md) in the **LocalPackage** folder of your HDRP Project. | +| **Property** | **Description** | +| ---------------------------- | ------------------------------------------------------------ | +| **Default Resources Folder** | Set the folder name that the Render Pipeline Wizard uses when it loads or creates resources. Click the **Populate / Reset** button to populate the **Default Resources Folder** with the resources that HDRP needs to render a Scene (for details, see [Populating the default resources folder](#populating-the-default-resources-folder)). If a default Asset already exists in the folder then clicking the Populate/Reset button resets the existing Asset. | ### Populating the default resources folder @@ -54,6 +53,7 @@ This tab provides you with configuration options to help you make your Unity Pro | **- Assigned** | Checks to make sure you have assigned an [HDRP Asset](HDRP-Asset.md) to the **Scriptable Render Pipeline Settings** field (menu: **Edit** > **Project Settings** > **Graphics**).
Press the **Fix** button to open a pop-up that allows you to either assign an HDRP Asset or create and assign a new one. | | **- Runtime Resources** | Checks to make sure that your HDRP Asset references a [**Render Pipeline Resources**](HDRP-Asset.md) Asset.
Press the **Fix** button to reload the runtime resources for the HDRP Asset. | | **- Editor Resources** | Checks to make sure that your HDRP Asset references a [**Render Pipeline Editor Resources**](HDRP-Asset.md) Asset.
Press the **Fix** button to reload the runtime resources for the HDRP Asset. | +| **- SRP Batcher** | Checks to make sure that SRP Batcher is enabled.
Press the **Fix** button to enable it in the used HDRP Asset. | | **- Diffusion Profile** | Checks to make sure that your HDRP Asset references a [**Diffusion Profile**](Diffusion-Profile.md) Asset.
Press the **Fix** button to reload the runtime resources for the HDRP Asset. | | **Default Volume Profile** | Checks to make sure you have assigned a **Default Volume Profile Asset** in **Edit** > **Project Settings** > **HDRP Default Settings** .
Press the **Fix** button to open a pop-up that allows you to either assign a Profile or create and assign a new one. | @@ -97,5 +97,6 @@ When upgrading a project from the built-in render pipeline to HDRP, you need to - **Upgrade Project Materials to High Definition Materials**: Upgrades every Material in your Unity Project to HDRP Materials. - **Upgrade Selected Materials to High Definition Materials**: Upgrades every Material currently selected to HDRP Materials. +- **Upgrade HDRP Materials to Latest Version:** Upgrades every Material in your Unity Project to the latest version. The lighting will not match as HDRP use a different attenuation function than built-in and use correct math to handle lighting model. There is no function that can convert the look. Thus the lighting will require to be redone. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/VR-Overview.md b/com.unity.render-pipelines.high-definition/Documentation~/VR-Overview.md index bdb34bca62d..6e0d53ec816 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/VR-Overview.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/VR-Overview.md @@ -38,7 +38,7 @@ Due to some technical limitations that will be resolved in later versions, you n ```csharp private void Awake() { - TextureXR.maxViews = 2; + UnityEngine.Rendering.TextureXR.maxViews = 2; } ``` diff --git a/com.unity.render-pipelines.high-definition/Documentation~/cotton-wool-shader.md b/com.unity.render-pipelines.high-definition/Documentation~/cotton-wool-shader.md index c38f97a5ead..5e21585fdd6 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/cotton-wool-shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/cotton-wool-shader.md @@ -65,6 +65,8 @@ New Materials in HDRP use the [Lit shader](Lit-Shader.md) by default. To create | **Fuzz Map UV Scale** | Sets the scale of the Thread UV used to sample the Fuzz Map. | | **Fuzz Strength** | Sets the strength of the Fuzz Color added to the Base Color. | -### +[!include[](snippets/shader-properties/advanced-options/lit-advanced-options.md)] -[!include[](snippets/shader-properties/advanced-options/lit-advanced-options.md)] \ No newline at end of file +## Limitations + +[!include[](snippets/area-light-material-support-disclaimer.md)] \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/hair-shader.md b/com.unity.render-pipelines.high-definition/Documentation~/hair-shader.md index 22317c3b705..5bd12f46493 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/hair-shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/hair-shader.md @@ -57,4 +57,8 @@ New Materials in HDRP use the [Lit shader](Lit-Shader.md) by default. To create | **Transmission Color** | Set the fraction of specular lighting that penetrates the hair from behind. This is on a per-color channel basis so you can use this property to set the color of penetrating light. Set this to (0, 0, 0) to stop any light from penetrating through the hair. Set this to (1, 1, 1) to have a strong effect with a lot of white light transmitting through the hair. | | **Transmission Rim** | Set the intensity of back lit hair around the edge of the hair. Set this to 0 to completely remove the transmission effect. | -[!include[](snippets/shader-properties/advanced-options/lit-advanced-options.md)] \ No newline at end of file +[!include[](snippets/shader-properties/advanced-options/lit-advanced-options.md)] + +## Limitations + +[!include[](snippets/area-light-material-support-disclaimer.md)] \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/silk-shader.md b/com.unity.render-pipelines.high-definition/Documentation~/silk-shader.md index 33416a0fe01..94342303c71 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/silk-shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/silk-shader.md @@ -63,4 +63,8 @@ New Materials in HDRP use the [Lit shader](Lit-Shader.md) by default. To create | **Fuzz Strength** | Sets the strength of the Fuzz Color added to the Base Color. | | **Diffusion Profile** | Sets the Diffusion Profile, controlling the Subsurface Scattering properties of your Material. | -[!include[](snippets/shader-properties/advanced-options/lit-advanced-options.md)] \ No newline at end of file +[!include[](snippets/shader-properties/advanced-options/lit-advanced-options.md)] + +## Limitations + +[!include[](snippets/area-light-material-support-disclaimer.md)] \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/area-light-material-support-disclaimer.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/area-light-material-support-disclaimer.md new file mode 100644 index 00000000000..118c71ad2a9 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/area-light-material-support-disclaimer.md @@ -0,0 +1,7 @@ +Area [Lights](../Light-Component.md) do not currently support Fabric or Hair Materials. This means they do not illuminate or cast shadows for Materials that use any of the following: + +* [Cotton/Wool Shader](../cotton-wool-shader.md) +* [Silk Shader](../silk-shader.md) +* [Hair Shader](../hair-shader.md) +* [Fabric Master Stack](../Master-Node-Fabric.md) +* [Hair Master Stack](../Master-Node-Hair.md) \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/snippets/volume-override-api.md b/com.unity.render-pipelines.high-definition/Documentation~/snippets/volume-override-api.md new file mode 100644 index 00000000000..e41dfb7e5fe --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/snippets/volume-override-api.md @@ -0,0 +1,3 @@ +### API + +To access and control this override at runtime, use the [Volume scripting API](../Volumes-API.md#changing-volume-profile-properties). Because of how the Volume system works, you edit properties in a different way to standard Unity components. There are also other nuances to be aware of too, such as each property has an [overrideState](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/index.html?subfolder=/api/UnityEngine.Rendering.VolumeParameter.html%23UnityEngine_Rendering_VolumeParameter_overrideState). This indicates to the Volume system whether to use the property value you set, or use the default value stored in the [Volume Profile](../Volume-Profile.md). For information on how to use the API correctly, see [Volume scripting API](../Volumes-API.md#changing-volume-profile-properties). \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs index aca9bca460b..12e9e91127e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs @@ -157,6 +157,9 @@ static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAsse //due to FB 1175514, this not work. It is being fixed though. //delayed call of the following work in some case and cause infinite loop in other cases. AssetDatabase.AddObjectToAsset(assetVersion, asset); + + // Init material in case it's used before an inspector window is opened + HDShaderUtils.ResetMaterialKeywords(material); } else { 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 2896937f31c..d72519f660a 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 @@ -98,7 +98,7 @@ sealed class Styles public readonly GUIContent shape = new GUIContent("Type", "Specifies the current type of Light. Possible Light types are Directional, Spot, Point, and Area."); public readonly GUIContent[] shapeNames; - public readonly GUIContent enableSpotReflector = new GUIContent("Reflector", "When enabled, HDRP simulates a Spot Light with a reflector making the intensity of the Light more focused with a narrower angle. When disabled, the intensity is constent whatever the size of the cone."); + public readonly GUIContent enableSpotReflector = new GUIContent("Reflector", "When enabled, HDRP simulates a physically correct Spot Light using a reflector. This means the narrower the Outer Angle, the more intense the Spot Light. When disabled, the intensity of the Light matches the one of a Point Light and thus remains constant regardless of the Outer Angle."); public readonly GUIContent luxAtDistance = new GUIContent("At", "Sets the distance, in meters, where a surface receives the amount of light equivalent to the provided number of Lux."); // Volumetric Additional light data diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/LightUnit/LightUnitSlider.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/LightUnit/LightUnitSlider.cs index 1132871ad30..c29906ce1d6 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/LightUnit/LightUnitSlider.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/LightUnit/LightUnitSlider.cs @@ -21,6 +21,7 @@ static class SliderConfig public const float k_MarkerHeight = 2; public const float k_MarkerTooltipScale = 4; public const float k_ThumbTooltipSize = 10; + public const float k_KnobSize = 10; } protected static class SliderStyles @@ -84,7 +85,7 @@ LightUnitSliderUIRange CurrentRange(float value) } } - var cautionValue = m_Descriptor.sliderRange.y; + var cautionValue = value < m_Descriptor.sliderRange.x ? m_Descriptor.sliderRange.x : m_Descriptor.sliderRange.y; var cautionTooltip = value < m_Descriptor.sliderRange.x ? m_Descriptor.belowRangeTooltip : m_Descriptor.aboveRangeTooltip; return LightUnitSliderUIRange.CautionRange(cautionTooltip, cautionValue); } @@ -118,11 +119,16 @@ void DoSliderMarker(Rect rect, float position, float value, string tooltip) // Vertically align with slider. markerRect.y += (EditorGUIUtility.singleLineHeight / 2f) - 1; - // Horizontally place on slider. - const float halfWidth = width * 0.5f; - markerRect.x = rect.x + rect.width * position; + // Horizontally place on slider. We need to take into account the "knob" size when doing this, because position 0 and 1 starts + // at the center of the knob when it's placed at the left and right corner respectively. We don't do this adjustment when placing + // the marker at the corners (to avoid havind the slider slightly extend past the marker) + float knobSize = (position > 0f && position < 1f) ? SliderConfig.k_KnobSize : 0f; + float start = rect.x + knobSize / 2f; + float range = rect.width - knobSize; + markerRect.x = start + range * position; // Center the marker on value. + const float halfWidth = width * 0.5f; markerRect.x -= halfWidth; // Clamp to the slider edges. diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs index 6efad371598..d860d58914c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs @@ -323,7 +323,7 @@ IScriptableBakedReflectionSystemStageNotifier handle // == 5. == // Create new baked state array - var targetSize = m_HDProbeBakedStates.Length + addCount - remCount; + var targetSize = m_HDProbeBakedStates.Length - remCount + toBakeIndicesList.Count; var targetBakedStates = stackalloc HDProbeBakedState[targetSize]; // Copy baked state that are not removed var targetI = 0; @@ -331,12 +331,14 @@ IScriptableBakedReflectionSystemStageNotifier handle { if (CoreUnsafeUtils.IndexOf(remIndices, remCount, i) != -1) continue; + Assert.IsTrue(targetI < targetSize); targetBakedStates[targetI++] = m_HDProbeBakedStates[i]; } // Add new baked states for (int i = 0; i < toBakeIndicesList.Count; ++i) { var state = states[toBakeIndicesList.GetUnchecked(i)]; + Assert.IsTrue(targetI < targetSize); targetBakedStates[targetI++] = new HDProbeBakedState { instanceID = state.instanceID, diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalUI.cs index 991bc472302..52e5a83cc83 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalUI.cs @@ -47,11 +47,14 @@ protected override void OnMaterialGUI(MaterialEditor materialEditor, MaterialPro // All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change static public void SetupCommonDecalMaterialKeywordsAndPass(Material material) { + bool affectsMaskmap = false; + affectsMaskmap |= material.HasProperty(kAffectMetal) && material.GetFloat(kAffectMetal) == 1.0f; + affectsMaskmap |= material.HasProperty(kAffectAO) && material.GetFloat(kAffectAO) == 1.0f; + affectsMaskmap |= material.HasProperty(kAffectSmoothness) && material.GetFloat(kAffectSmoothness) == 1.0f; + CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_ALBEDO", material.HasProperty(kAffectAlbedo) && material.GetFloat(kAffectAlbedo) == 1.0f); CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_NORMAL", material.HasProperty(kAffectNormal) && material.GetFloat(kAffectNormal) == 1.0f); - CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_MASKMAP", material.HasProperty(kAffectMetal) && material.GetFloat(kAffectMetal) == 1.0f); - CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_MASKMAP", material.HasProperty(kAffectAO) && material.GetFloat(kAffectAO) == 1.0f); - CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_MASKMAP", material.HasProperty(kAffectSmoothness) && material.GetFloat(kAffectSmoothness) == 1.0f); + CoreUtils.SetKeyword(material, "_MATERIAL_AFFECTS_MASKMAP", affectsMaskmap); // Albedo : RT0 RGB, A - sRGB // Normal : RT1 RGB, A diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/CreateDecalShaderGraph.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/CreateDecalShaderGraph.cs index 3c5821bfb9a..73da32dd169 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/CreateDecalShaderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/CreateDecalShaderGraph.cs @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { static class CreateDecalShaderGraph { - [MenuItem("Assets/Create/Shader/HDRP/Decal Shader Graph", false, 208)] + [MenuItem("Assets/Create/Shader/HD Render Pipeline/Decal Shader Graph", false, 208)] public static void CreateDecalGraph() { var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget)); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/CreateEyeShaderGraph.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/CreateEyeShaderGraph.cs index 08fa579a845..991e9dbefc5 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/CreateEyeShaderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/CreateEyeShaderGraph.cs @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { static class CreateEyeShaderGraph { - [MenuItem("Assets/Create/Shader/HDRP/Eye Shader Graph", false, 208)] + [MenuItem("Assets/Create/Shader/HD Render Pipeline/Eye Shader Graph", false, 208)] public static void CreateEyeGraph() { var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget)); @@ -17,10 +17,9 @@ public static void CreateEyeGraph() BlockFields.VertexDescription.Normal, BlockFields.VertexDescription.Tangent, BlockFields.SurfaceDescription.BaseColor, - BlockFields.SurfaceDescription.NormalTS, - HDBlockFields.SurfaceDescription.IrisNormalTS, + BlockFields.SurfaceDescription.NormalTS, HDBlockFields.SurfaceDescription.BentNormal, - BlockFields.SurfaceDescription.Smoothness, + BlockFields.SurfaceDescription.Smoothness, HDBlockFields.SurfaceDescription.IOR, BlockFields.SurfaceDescription.Occlusion, HDBlockFields.SurfaceDescription.Mask, diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/CreateFabricShaderGraph.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/CreateFabricShaderGraph.cs index d7425d7c14a..3e9d3b83c52 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/CreateFabricShaderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/CreateFabricShaderGraph.cs @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { static class CreateFabricShaderGraph { - [MenuItem("Assets/Create/Shader/HDRP/Fabric Shader Graph", false, 208)] + [MenuItem("Assets/Create/Shader/HD Render Pipeline/Fabric Shader Graph", false, 208)] public static void CreateFabricGraph() { var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget)); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/CreateHairShaderGraph.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/CreateHairShaderGraph.cs index 0f0e2541035..101232b9437 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/CreateHairShaderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/CreateHairShaderGraph.cs @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { static class CreateHairShaderGraph { - [MenuItem("Assets/Create/Shader/HDRP/Hair Shader Graph", false, 208)] + [MenuItem("Assets/Create/Shader/HD Render Pipeline/Hair Shader Graph", false, 208)] public static void CreateHairGraph() { var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget)); @@ -30,6 +30,7 @@ public static void CreateHairGraph() HDBlockFields.SurfaceDescription.SecondarySpecularTint, HDBlockFields.SurfaceDescription.SecondarySmoothness, HDBlockFields.SurfaceDescription.SecondarySpecularShift, + BlockFields.SurfaceDescription.Emission, }; GraphUtil.CreateNewGraphWithOutputs(new [] {target}, blockDescriptors); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/CreateHDLitShaderGraph.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/CreateHDLitShaderGraph.cs index a6b9fbfdaff..ce0053143cb 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/CreateHDLitShaderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/CreateHDLitShaderGraph.cs @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { static class CreateLitShaderGraph { - [MenuItem("Assets/Create/Shader/HDRP/Lit Shader Graph", false, 208)] + [MenuItem("Assets/Create/Shader/HD Render Pipeline/Lit Shader Graph", false, 208)] public static void CreateHDLitGraph() { var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget)); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs index e2965ef3248..2113a8582ca 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs @@ -118,11 +118,11 @@ public struct SurfaceDescription // StackLit public static BlockFieldDescriptor CoatNormalOS = new BlockFieldDescriptor(SurfaceDescription.name, "CoatNormalOS", "Coat Normal (Object Space)", "SURFACEDESCRIPTION_COATNORMALOS", - new NormalControl(CoordinateSpace.Tangent), ShaderStage.Fragment); + new NormalControl(CoordinateSpace.Object), ShaderStage.Fragment); public static BlockFieldDescriptor CoatNormalTS = new BlockFieldDescriptor(SurfaceDescription.name, "CoatNormalTS", "Coat Normal (Tangent Space)", "SURFACEDESCRIPTION_COATNORMALTS", new NormalControl(CoordinateSpace.Tangent), ShaderStage.Fragment); public static BlockFieldDescriptor CoatNormalWS = new BlockFieldDescriptor(SurfaceDescription.name, "CoatNormalWS", "Coat Normal (World Space)", "SURFACEDESCRIPTION_COATNORMALWS", - new NormalControl(CoordinateSpace.Tangent), ShaderStage.Fragment); + new NormalControl(CoordinateSpace.World), ShaderStage.Fragment); public static BlockFieldDescriptor DielectricIor = new BlockFieldDescriptor(SurfaceDescription.name, "DielectricIor", "Dielectric IOR", "SURFACEDESCRIPTION_DIELECTRICIOR", new FloatControl(1.5f), ShaderStage.Fragment); public static BlockFieldDescriptor SmoothnessB = new BlockFieldDescriptor(SurfaceDescription.name, "SmoothnessB", "Smoothness B", "SURFACEDESCRIPTION_SMOOTHNESSB", diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs index 1889745e1f9..ebd40b23756 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs @@ -539,25 +539,25 @@ public static PassDescriptor GenerateTransparentDepthPrepass(bool supportLightin validPixelBlocks = supportLighting ? new BlockFieldDescriptor[] - { - BlockFields.SurfaceDescription.Alpha, - HDBlockFields.SurfaceDescription.AlphaClipThresholdDepthPrepass, - BlockFields.SurfaceDescription.AlphaClipThreshold, - HDBlockFields.SurfaceDescription.DepthOffset, - BlockFields.SurfaceDescription.NormalTS, - BlockFields.SurfaceDescription.NormalWS, - BlockFields.SurfaceDescription.NormalOS, - BlockFields.SurfaceDescription.Smoothness, - HDBlockFields.SurfaceDescription.DiffusionProfileHash // not used, but keeps the UnityPerMaterial cbuffer identical - } : - new BlockFieldDescriptor[] - { - BlockFields.SurfaceDescription.Alpha, - HDBlockFields.SurfaceDescription.AlphaClipThresholdDepthPrepass, - BlockFields.SurfaceDescription.AlphaClipThreshold, - HDBlockFields.SurfaceDescription.DepthOffset, - HDBlockFields.SurfaceDescription.DiffusionProfileHash // not used, but keeps the UnityPerMaterial cbuffer identical - }, + { + BlockFields.SurfaceDescription.Alpha, + HDBlockFields.SurfaceDescription.AlphaClipThresholdDepthPrepass, + BlockFields.SurfaceDescription.AlphaClipThreshold, + HDBlockFields.SurfaceDescription.DepthOffset, + BlockFields.SurfaceDescription.NormalTS, + BlockFields.SurfaceDescription.NormalWS, + BlockFields.SurfaceDescription.NormalOS, + BlockFields.SurfaceDescription.Smoothness, + HDBlockFields.SurfaceDescription.DiffusionProfileHash // not used, but keeps the UnityPerMaterial cbuffer identical + } : + new BlockFieldDescriptor[] + { + BlockFields.SurfaceDescription.Alpha, + HDBlockFields.SurfaceDescription.AlphaClipThresholdDepthPrepass, + BlockFields.SurfaceDescription.AlphaClipThreshold, + HDBlockFields.SurfaceDescription.DepthOffset, + HDBlockFields.SurfaceDescription.DiffusionProfileHash // not used, but keeps the UnityPerMaterial cbuffer identical + }, // Collections requiredFields = TransparentDepthPrepassFields, @@ -880,6 +880,11 @@ public static PassDescriptor GenerateLitRaytracingPrepass() #region Raytracing Indirect + public static KeywordCollection IndirectDiffuseKeywordCollection = new KeywordCollection + { + { CoreKeywordDescriptors.multiBounceIndirect }, + }; + public static PassDescriptor GenerateRaytracingIndirect(bool supportLighting) { return new PassDescriptor @@ -893,6 +898,7 @@ public static PassDescriptor GenerateRaytracingIndirect(bool supportLighting) // Collections pragmas = CorePragmas.RaytracingBasic, defines = supportLighting ? RaytracingIndirectDefines : null, + keywords = supportLighting ? IndirectDiffuseKeywordCollection : null, includes = GenerateIncludes(), }; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs index e6526c90024..ceeb6623c4a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs @@ -1325,6 +1325,15 @@ static class CoreKeywordDescriptors definition = KeywordDefinition.ShaderFeature, scope = KeywordScope.Local, }; + + public static KeywordDescriptor multiBounceIndirect = new KeywordDescriptor + { + displayName = "Multi Bounce Indirect", + referenceName = "MULTI_BOUNCE_INDIRECT", + type = KeywordType.Boolean, + definition = KeywordDefinition.MultiCompile, + scope = KeywordScope.Global, + }; } #endregion } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SubTargetPropertyBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SubTargetPropertyBlock.cs index db21527273a..a884d58e166 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SubTargetPropertyBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SubTargetPropertyBlock.cs @@ -48,22 +48,7 @@ protected void AddProperty(GUIContent displayName, Func getter, Acti case bool b: elem = new Toggle { value = b, tooltip = displayName.tooltip } as BaseField; break; case int i: elem = new IntegerField { value = i, tooltip = displayName.tooltip } as BaseField; break; case float f: elem = new FloatField { value = f, tooltip = displayName.tooltip } as BaseField; break; - case SurfaceType e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case RenderQueueType e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case BlendMode e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case CompareFunction e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case TransparentCullMode e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case DoubleSidedMode e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case NormalDropOffSpace e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case HDLitData.MaterialType e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case DistortionMode e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case ScreenSpaceRefraction.RefractionModel e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case SpecularOcclusionMode e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case FabricData.MaterialType e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case EyeData.MaterialType e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case StackLit.BaseParametrization e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case StackLit.DualSpecularLobeParametrization e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; - case OpaqueCullMode e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip } as BaseField; break; + case Enum e: elemEnum = new EnumField(e) { value = e, tooltip = displayName.tooltip }; break; default: throw new Exception($"Can't create UI field for type {getter().GetType()}, please add it if it's relevant. If you can't consider using TargetPropertyGUIContext.AddProperty instead."); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/CreateStackLitShaderGraph.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/CreateStackLitShaderGraph.cs index c7eb075732c..96177fb9b18 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/CreateStackLitShaderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/CreateStackLitShaderGraph.cs @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { static class CreateStackLitShaderGraph { - [MenuItem("Assets/Create/Shader/HDRP/StackLit Shader Graph", false, 208)] + [MenuItem("Assets/Create/Shader/HD Render Pipeline/StackLit Shader Graph", false, 208)] public static void CreateStackLitGraph() { var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget)); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs index 8e563d755d6..38e1dd94633 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/BaseUnlitGUI.cs @@ -299,6 +299,12 @@ static public void SetupBaseUnlitPass(this Material material) material.SetShaderPassEnabled(HDShaderPassNames.s_MetaStr, enablePass); material.SetShaderPassEnabled(HDShaderPassNames.s_ShadowCasterStr, enablePass); } + else if (material.shader.IsShaderGraph()) + { + // Shader graph generate distortion pass only if required. So we can safely enable it + // all the time here. + material.SetShaderPassEnabled(HDShaderPassNames.s_DistortionVectorsStr, true); + } if (material.HasProperty(kTransparentDepthPrepassEnable)) { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/CreateHDUnlitShaderGraph.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/CreateHDUnlitShaderGraph.cs index b1aa150d61d..24c988bd998 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/CreateHDUnlitShaderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/CreateHDUnlitShaderGraph.cs @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { static class CreateUnlitShaderGraph { - [MenuItem("Assets/Create/Shader/HDRP/Unlit Shader Graph", false, 208)] + [MenuItem("Assets/Create/Shader/HD Render Pipeline/Unlit Shader Graph", false, 208)] public static void CreateHDUnlitGraph() { var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget)); 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 b5b30844d5e..a38c0ac4780 100644 --- a/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs @@ -91,7 +91,7 @@ public override void OnInspectorGUI() } else if (mode == (int)ExposureMode.Fixed) { - DoFixedExposureField(m_FixedExposure); + DoExposurePropertyField(m_FixedExposure); PropertyField(m_Compensation); } else @@ -152,8 +152,8 @@ public override void OnInspectorGUI() } else if (!(mode == (int)ExposureMode.AutomaticHistogram && m_HistogramCurveRemapping.value.boolValue)) { - PropertyField(m_LimitMin); - PropertyField(m_LimitMax); + DoExposurePropertyField(m_LimitMin); + DoExposurePropertyField(m_LimitMax); } PropertyField(m_Compensation); @@ -204,18 +204,18 @@ public override void OnInspectorGUI() } } - // TODO: See if it's possible to refactor into a custom VolumeParameterDrawer - void DoFixedExposureField(SerializedDataParameter fixedExposure) + // TODO: See if this can be refactored into a custom VolumeParameterDrawer + void DoExposurePropertyField(SerializedDataParameter exposureProperty) { using (new EditorGUILayout.HorizontalScope()) { - DrawOverrideCheckbox(fixedExposure); + DrawOverrideCheckbox(exposureProperty); - using (new EditorGUI.DisabledScope(!fixedExposure.overrideState.boolValue)) - EditorGUILayout.LabelField(fixedExposure.displayName); + using (new EditorGUI.DisabledScope(!exposureProperty.overrideState.boolValue)) + EditorGUILayout.LabelField(exposureProperty.displayName); } - using (new EditorGUI.DisabledScope(!fixedExposure.overrideState.boolValue)) + using (new EditorGUI.DisabledScope(!exposureProperty.overrideState.boolValue)) { var xOffset = EditorGUIUtility.labelWidth + 22; var lineRect = EditorGUILayout.GetControlRect(); @@ -225,12 +225,12 @@ void DoFixedExposureField(SerializedDataParameter fixedExposure) var sliderRect = lineRect; sliderRect.y -= EditorGUIUtility.singleLineHeight; k_LightUnitSlider.SetSerializedObject(serializedObject); - k_LightUnitSlider.DrawExposureSlider(m_FixedExposure.value, sliderRect); + k_LightUnitSlider.DrawExposureSlider(exposureProperty.value, sliderRect); - // GUIContent.none disables horizontal scrolling, ur TrTextContent and adjust the rect to make it work + // GUIContent.none disables horizontal scrolling, use TrTextContent and adjust the rect to make it work. lineRect.x -= EditorGUIUtility.labelWidth + 2; lineRect.width += EditorGUIUtility.labelWidth + 2; - EditorGUI.PropertyField(lineRect, m_FixedExposure.value, EditorGUIUtility.TrTextContent(" ")); + EditorGUI.PropertyField(lineRect, exposureProperty.value, EditorGUIUtility.TrTextContent(" ")); } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs index c15f087eae6..762cc5e90cc 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs @@ -181,14 +181,14 @@ static void MenuCreateDiffusionProfile() ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, ScriptableObject.CreateInstance(), "New Diffusion Profile.asset", icon, null); } - [MenuItem("Assets/Create/Shader/HDRP/Custom FullScreen Pass")] + [MenuItem("Assets/Create/Shader/HD Render Pipeline/Custom FullScreen Pass")] static void MenuCreateCustomFullScreenPassShader() { string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template"; ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New FullScreen CustomPass.shader"); } - [MenuItem("Assets/Create/Shader/HDRP/Custom Renderers Pass")] + [MenuItem("Assets/Create/Shader/HD Render Pipeline/Custom Renderers Pass")] static void MenuCreateCustomRenderersPassShader() { string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template"; @@ -209,7 +209,7 @@ static void MenuCreateCSharpPostProcessVolume() ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New Post Process Volume.cs"); } - [MenuItem("Assets/Create/Shader/HDRP/Post Process", priority = CoreUtils.assetCreateMenuPriority3)] + [MenuItem("Assets/Create/Shader/HD Render Pipeline/Post Process", priority = CoreUtils.assetCreateMenuPriority3)] static void MenuCreatePostProcessShader() { string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/PostProcessing/Templates/CustomPostProcessingShader.template"; 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 d0343eaf578..826af116dcf 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 @@ -132,6 +132,7 @@ public class GeneralSection 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 rayTracingDX12OnlyWarning = EditorGUIUtility.TrTextContent("Ray tracing is currently only supported on DX12."); public static readonly GUIContent maximumLODLevel = EditorGUIUtility.TrTextContent("Maximum LOD Level"); public static readonly GUIContent LODBias = EditorGUIUtility.TrTextContent("LOD Bias"); internal static readonly GUIContent supportProbeVolumeContent = EditorGUIUtility.TrTextContent("Probe Volume", "When enabled, HDRP allocates Shader variants and memory for probe volume based GI. This allows you to use probe volumes in your Unity Project."); 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 6490133abb3..bf0606cfe5c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs @@ -954,7 +954,14 @@ static void Drawer_SectionRenderingUnsorted(SerializedHDRenderPipelineAsset seri EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportedRayTracingMode, Styles.supportedRayTracingMode); if (serialized.renderPipelineSettings.supportRayTracing.boolValue && !UnityEngine.SystemInfo.supportsRayTracing) { - EditorGUILayout.HelpBox(Styles.rayTracingUnsupportedWarning.text, MessageType.Warning, wide: true); + if (PlayerSettings.GetGraphicsAPIs(EditorUserBuildSettings.activeBuildTarget)[0] != GraphicsDeviceType.Direct3D12) + { + EditorGUILayout.HelpBox(Styles.rayTracingDX12OnlyWarning.text, MessageType.Warning, wide: true); + } + else + { + EditorGUILayout.HelpBox(Styles.rayTracingUnsupportedWarning.text, MessageType.Warning, wide: true); + } } --EditorGUI.indentLevel; } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs index 23a8b7eb84a..c8b1a14f246 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs @@ -12,6 +12,7 @@ class RayTracingSettingsEditor : VolumeComponentEditor SerializedDataParameter m_ExtendShadowCulling; SerializedDataParameter m_ExtendCameraCulling; SerializedDataParameter m_DirectionalShadowRayLength; + SerializedDataParameter m_DirectionalShadowFallbackIntensity; public override void OnEnable() { @@ -23,6 +24,7 @@ public override void OnEnable() m_ExtendShadowCulling = Unpack(o.Find(x => x.extendShadowCulling)); m_ExtendCameraCulling = Unpack(o.Find(x => x.extendCameraCulling)); m_DirectionalShadowRayLength = Unpack(o.Find(x => x.directionalShadowRayLength)); + m_DirectionalShadowFallbackIntensity = Unpack(o.Find(x => x.directionalShadowFallbackIntensity)); } public override void OnInspectorGUI() @@ -39,6 +41,7 @@ public override void OnInspectorGUI() PropertyField(m_ExtendShadowCulling); PropertyField(m_ExtendCameraCulling); PropertyField(m_DirectionalShadowRayLength); + PropertyField(m_DirectionalShadowFallbackIntensity); } } } 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 be84ce61ab9..619b407cef6 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 @@ -265,7 +265,7 @@ static void Drawer_SectionRenderingSettings(SerializedFrameSettings serialized, hasMixedValues: serialized.lodBiasQualityLevel.hasMultipleDifferentValues); area.AmmendInfo(FrameSettingsField.LODBias, - overridedDefaultValue: QualitySettings.lodBias, + overridedDefaultValue: hdrpSettings.lodBias[serialized.lodBiasQualityLevel.intValue], customGetter: () => serialized.lodBias.floatValue, customSetter: v => serialized.lodBias.floatValue = (float)v, customOverrideable: () => serialized.lodBiasMode.GetEnumValue() != LODBiasMode.FromQualitySettings, @@ -287,7 +287,7 @@ static void Drawer_SectionRenderingSettings(SerializedFrameSettings serialized, hasMixedValues: serialized.maximumLODLevelQualityLevel.hasMultipleDifferentValues); area.AmmendInfo(FrameSettingsField.MaximumLODLevel, - overridedDefaultValue: QualitySettings.maximumLODLevel, + overridedDefaultValue: hdrpSettings.maximumLODLevel[serialized.maximumLODLevelQualityLevel.intValue], customGetter: () => serialized.maximumLODLevel.intValue, customSetter: v => serialized.maximumLODLevel.intValue = (int)v, customOverrideable: () => serialized.maximumLODLevelMode.GetEnumValue() != MaximumLODLevelMode.FromQualitySettings, diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Texture/LightUnitIcons/d_SunrisSunset@2x.png b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Texture/LightUnitIcons/d_SunriseSunset@2x.png similarity index 100% rename from com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Texture/LightUnitIcons/d_SunrisSunset@2x.png rename to com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Texture/LightUnitIcons/d_SunriseSunset@2x.png diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Texture/LightUnitIcons/d_SunrisSunset@2x.png.meta b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Texture/LightUnitIcons/d_SunriseSunset@2x.png.meta similarity index 100% rename from com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Texture/LightUnitIcons/d_SunrisSunset@2x.png.meta rename to com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Texture/LightUnitIcons/d_SunriseSunset@2x.png.meta diff --git a/com.unity.render-pipelines.high-definition/Editor/USS/Wizard.uss b/com.unity.render-pipelines.high-definition/Editor/USS/Wizard.uss index c163322b19f..fba71409dae 100644 --- a/com.unity.render-pipelines.high-definition/Editor/USS/Wizard.uss +++ b/com.unity.render-pipelines.high-definition/Editor/USS/Wizard.uss @@ -135,19 +135,30 @@ ToolbarRadio margin-right: 130px; } -#Repopulate +.RightAnchoredButton { position: absolute; right: 0px; - width: 120px; + width: 114px; + margin-top: 0px; + margin-right: 10px; } -#LargeButton +.LargeButton { margin-left: 20px; margin-right: 20px; } +#HDRPVersionContainer +{ + flex-direction: row; + margin-top: 10px; + padding-top: 3px; + padding-bottom: 3px; + padding-left: 3px; +} + /* spacing between categories */ diff --git a/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs b/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs index 5f77883e485..21fe19f468c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs @@ -748,7 +748,7 @@ void FixDXRActivation(bool fromAsyncUnused) #endregion - #region Packman + #region Package Manager const string k_HdrpPackageName = "com.unity.render-pipelines.high-definition"; const string k_HdrpConfigPackageName = "com.unity.render-pipelines.high-definition-config"; @@ -817,8 +817,7 @@ void InstallLocalConfigurationPackage(Action onCompletion) void RefreshDisplayOfConfigPackageArea() { - if (!m_UsedPackageRetriever.isRunning) - IsLocalConfigurationPackageInstalledAsync(present => UpdateDisplayOfConfigPackageArea(present ? ConfigPackageState.Present : ConfigPackageState.Missing)); + IsLocalConfigurationPackageInstalledAsync(present => UpdateDisplayOfConfigPackageArea(present ? ConfigPackageState.Present : ConfigPackageState.Missing)); } static void CopyFolder(string sourceFolder, string destFolder) @@ -911,72 +910,7 @@ void Finished() } } UsedPackageRetriever m_UsedPackageRetriever = new UsedPackageRetriever(); - - class LastAvailablePackageVersionRetriever - { - PackageManager.Requests.SearchRequest m_CurrentRequest; - Action m_CurrentAction; - string m_CurrentPackageName; - - Queue<(string packageName, Action action)> m_Queue = new Queue<(string packageName, Action action)>(); - - bool isCurrentInProgress => m_CurrentRequest != null && !m_CurrentRequest.Equals(null) && !m_CurrentRequest.IsCompleted; - - public bool isRunning => isCurrentInProgress || m_Queue.Count() > 0; - - public void ProcessAsync(string packageName, Action action) - { - if (isCurrentInProgress) - m_Queue.Enqueue((packageName, action)); - else - Start(packageName, action); - } - - void Start(string packageName, Action action) - { - m_CurrentAction = action; - m_CurrentPackageName = packageName; - m_CurrentRequest = PackageManager.Client.Search(packageName, offlineMode: false); - EditorApplication.update += Progress; - } - - void Progress() - { - //Can occures on Wizard close or if scripts reloads - if (m_CurrentRequest == null || m_CurrentRequest.Equals(null)) - { - EditorApplication.update -= Progress; - return; - } - - if (m_CurrentRequest.IsCompleted) - Finished(); - } - - void Finished() - { - EditorApplication.update -= Progress; - if (m_CurrentRequest.Status == PackageManager.StatusCode.Success) - { - string lastVersion = m_CurrentRequest.Result[0].versions.latestCompatible; - m_CurrentAction?.Invoke(lastVersion); - } - else if (m_CurrentRequest.Status >= PackageManager.StatusCode.Failure) - Debug.LogError($"Failed to find package {m_CurrentPackageName}. Reason: {m_CurrentRequest.Error.message}"); - else - Debug.LogError("Unsupported progress state " + m_CurrentRequest.Status); - - m_CurrentRequest = null; - - if (m_Queue.Count > 0) - { - (string packageIdOrName, Action action) = m_Queue.Dequeue(); - EditorApplication.delayCall += () => Start(packageIdOrName, action); - } - } - } - LastAvailablePackageVersionRetriever m_LastAvailablePackageRetriever = new LastAvailablePackageVersionRetriever(); - + class PackageInstaller { PackageManager.Requests.AddRequest m_CurrentRequest; diff --git a/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs b/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs index 20a8ffc229e..b5a44d985ed 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Window.cs @@ -44,10 +44,9 @@ static class Style public const string migrateSelectedButton = "Upgrade Selected Materials to High Definition Materials"; public const string migrateMaterials = "Upgrade HDRP Materials to Latest Version"; - public const string hdrpVersionLast = "You are using High-Definition Render Pipeline lastest {0} version."; //{0} will be replaced when displayed by the version number. - public const string hdrpVersionNotLast = "You are using High-Definition Render Pipeline {0} version. A new {1} version is available."; //{0} and {1} will be replaced when displayed by the version number. - public const string hdrpVersionWithLocalPackage = "You are using High-Definition Render Pipeline local {0} version. Last packaged version available is {1}."; //{0} and {1} will be replaced when displayed by the version number. - public const string hdrpVersionChecking = "Checking last version available for High-Definition Render Pipeline."; + public const string HDRPVersion = "Current HDRP version: "; + public const string HDRPVersionUpdateButton = "Check update"; + //configuration debugger public const string resolve = "Fix"; @@ -381,9 +380,9 @@ VisualElement CreateFolderData() var repopulate = new Button(Repopulate) { text = Style.firstTimeInitLabel, - tooltip = Style.firstTimeInitTooltip, - name = "Repopulate" + tooltip = Style.firstTimeInitTooltip }; + repopulate.AddToClassList("RightAnchoredButton"); var row = new VisualElement() { name = "ResourceRow" }; row.Add(defaultResourceFolder); @@ -429,11 +428,11 @@ VisualElement CreateWizardBehaviour() } VisualElement CreateLargeButton(string title, Action action) - => new Button(action) - { - text = title, - name = "LargeButton" - }; + { + Button button = new Button(action) { text = title }; + button.AddToClassList("LargeButton"); + return button; + } VisualElement CreateInstallConfigPackageArea() { @@ -531,38 +530,24 @@ Label CreateTitle(string title) return label; } - HelpBox CreateHdrpVersionChecker() + VisualElement CreateHdrpVersionChecker() { - var helpBox = new HelpBox(HelpBox.Kind.Info, Style.hdrpVersionChecking); + VisualElement container = new VisualElement() { name = "HDRPVersionContainer" }; - m_LastAvailablePackageRetriever.ProcessAsync(k_HdrpPackageName, version => - { - m_UsedPackageRetriever.ProcessAsync(k_HdrpPackageName, (installed, packageInfo) => - { - // 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; + TextElement label = new TextElement() { text = Style.HDRPVersion + "checking..." }; + label.AddToClassList("normal"); + container.Add(label); - // 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(compatibleWithVersionCall && (new Version(packageInfo.version) < new Version(version))) - { - helpBox.kind = HelpBox.Kind.Warning; - helpBox.text = String.Format(Style.hdrpVersionNotLast, packageInfo.version, version); - } - else if (compatibleWithVersionCall && (new Version(packageInfo.version) == new Version(version))) - { - helpBox.kind = HelpBox.Kind.Info; - helpBox.text = String.Format(Style.hdrpVersionLast, version); - } - }); - }); + Button button = new Button(() => + UnityEditor.PackageManager.UI.Window.Open("com.unity.render-pipelines.high-definition")) + { text = Style.HDRPVersionUpdateButton }; + button.AddToClassList("RightAnchoredButton"); + container.Add(button); + + m_UsedPackageRetriever.ProcessAsync(k_HdrpPackageName, (installed, packageInfo) + => label.text = Style.HDRPVersion + packageInfo.version + (packageInfo.source == PackageManager.PackageSource.Local ? " (local)" : "")); - return helpBox; + return container; } #endregion diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs index a3c1ef995e5..11c320933de 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using System; +using System.Reflection; using UnityEngine.Rendering.HighDefinition.Attributes; namespace UnityEngine.Rendering.HighDefinition @@ -154,9 +155,7 @@ static MaterialDebugSettings() // className include the additional "/" static void FillWithProperties(Type type, ref List debugViewMaterialStringsList, ref List debugViewMaterialValuesList, string className) { - var attributes = type.GetCustomAttributes(true); - // Get attribute to get the start number of the value for the enum - var attr = attributes[0] as GenerateHLSL; + var attr = type.GetCustomAttribute(); if (!attr.needParamDebug) { @@ -359,8 +358,7 @@ static void BuildDebugRepresentation() // builtins parameters Type builtin = typeof(Builtin.BuiltinData); - var attributes = builtin.GetCustomAttributes(true); - var generateHLSLAttribute = attributes[0] as GenerateHLSL; + var generateHLSLAttribute = builtin.GetCustomAttribute(); int materialStartIndex = generateHLSLAttribute.paramDefinesStart; int localIndex = 0; @@ -379,8 +377,7 @@ static void BuildDebugRepresentation() // specific shader parameters foreach (MaterialItem materialItem in materialItems) { - attributes = materialItem.surfaceDataType.GetCustomAttributes(true); - generateHLSLAttribute = attributes[0] as GenerateHLSL; + generateHLSLAttribute = materialItem.surfaceDataType.GetCustomAttribute(); materialStartIndex = generateHLSLAttribute.paramDefinesStart; if (!generateHLSLAttribute.needParamDebug) @@ -404,8 +401,7 @@ static void BuildDebugRepresentation() if (materialItem.bsdfDataType == null) continue; - attributes = materialItem.bsdfDataType.GetCustomAttributes(true); - generateHLSLAttribute = attributes[0] as GenerateHLSL; + generateHLSLAttribute = materialItem.bsdfDataType.GetCustomAttribute(); materialStartIndex = generateHLSLAttribute.paramDefinesStart; if (!generateHLSLAttribute.needParamDebug) 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 8385be58951..60c92974c69 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 @@ -59,7 +59,7 @@ public class Fog : VolumeComponentWithQuality public MinFloatParameter depthExtent = new MinFloatParameter(64.0f, 0.1f); /// Controls which denoising technique to use for the volumetric effect. /// Reprojection mode is effective for static lighting but can lead to severe ghosting artifacts with highly dynamic lighting. Gaussian mode is effective with dynamic lighting. You can also use both modes together which produces high-quality results, but increases the resource intensity of processing the effect. - [Tooltip("Controls which denoising technique to use for the volumetric effect. Reprojection is very effective for static lighting, but can lead to severe ghosting for highly dynamic lighting. Gaussian is a good alternative for dynamic lighting. Using both techniques can give high quality results but significantly increases the resource intensity of the effect.")] + [Tooltip("Specifies the denoising technique to use for the volumetric effect.")] public FogDenoisingModeParameter denoisingMode = new FogDenoisingModeParameter(FogDenoisingMode.Gaussian); // Advanced parameters @@ -89,14 +89,14 @@ public FogControl fogControlMode set { m_FogControlMode.value = value; } } [SerializeField, FormerlySerializedAs("fogControlMode")] - [Tooltip("Controls which method to use to control the performance and quality of the volumetric fog. Balance mode allows you to use a performance-oriented approach to define the quality of the volumetric fog. Manual mode gives you access to the internal set of properties which directly control the effect.")] + [Tooltip("Specifies which method to use to control the performance and quality of the volumetric fog.")] private FogControlParameter m_FogControlMode = new FogControlParameter(FogControl.Balance); - /// Stores the resolution of the volumetric buffer (3D texture) along the x-axis and y-axis relative to the resolution of the frame buffer. - [Tooltip("Stores the resolution of the volumetric buffer (3D texture) along the x-axis and y-axis relative to the resolution of the frame buffer.")] + /// Stores the resolution of the volumetric buffer (3D texture) along the x-axis and y-axis relative to the resolution of the screen. + [Tooltip("Controls the resolution of the volumetric buffer (3D texture) along the x-axis and y-axis relative to the resolution of the screen.")] public ClampedFloatParameter screenResolutionPercentage = new ClampedFloatParameter(optimalFogScreenResolutionPercentage, minFogScreenResolutionPercentage, maxFogScreenResolutionPercentage); /// 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.")] + [Tooltip("Controls the number of slices to use the volumetric buffer (3D texture) along the camera's focal axis.")] public ClampedIntParameter volumeSliceCount = new ClampedIntParameter(64, 1, maxFogSliceCount); /// Defines the performance to quality ratio of the volumetric fog. A value of 0 being the least resource-intensive and a value of 1 being the highest quality. @@ -113,7 +113,7 @@ public float volumetricFogBudget set { m_VolumetricFogBudget.value = value; } } [SerializeField, FormerlySerializedAs("volumetricFogBudget")] - [Tooltip("Defines the performance to quality ratio of the volumetric fog. A value of 0 being the least resource-intensive and a value of 1 being the highest quality.")] + [Tooltip("Controls the performance to quality ratio of the volumetric fog. A value of 0 being the least resource-intensive and a value of 1 being the highest quality.")] private ClampedFloatParameter m_VolumetricFogBudget = new ClampedFloatParameter(0.25f, 0.0f, 1.0f); /// Controls how Unity shares resources between Screen (XY) and Depth (Z) resolutions. @@ -130,11 +130,11 @@ public float resolutionDepthRatio set { m_ResolutionDepthRatio.value = value; } } [SerializeField, FormerlySerializedAs("resolutionDepthRatio")] - [Tooltip("Controls how Unity shares resources between Screen (XY) and Depth (Z) resolutions.")] + [Tooltip("Controls how Unity shares resources between Screen (x-axis and y-axis) and Depth (z-axis) resolutions.")] public ClampedFloatParameter m_ResolutionDepthRatio = new ClampedFloatParameter(0.5f, 0.0f, 1.0f); /// Indicates whether Unity includes or excludes non-directional light types when it evaluates the volumetric fog. Including non-directional lights increases the resource intensity of the effect. - [Tooltip("Indicates whether Unity includes or excludes non-directional light types when it evaluates the volumetric fog. Including non-directional lights increases the resource intensity of the effect.")] + [Tooltip("When enabled, HDRP only includes directional Lights when it evaluates volumetric fog.")] public BoolParameter directionalLightsOnly = new BoolParameter(false); /// Deprecated don't used 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 6d2a3008e0d..b4706ee6089 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 @@ -139,7 +139,7 @@ public float intensity // Only for Spotlight, should be hide for other light [SerializeField, FormerlySerializedAs("enableSpotReflector")] - bool m_EnableSpotReflector = false; + bool m_EnableSpotReflector = true; /// /// Get/Set the Spot Reflection option on spot lights. /// 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 d1037b36db1..42b10834b90 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 @@ -206,12 +206,15 @@ int EvalShadow_GetSplitIndex(HDShadowContext shadowContext, int index, float3 po // The above code will generate transitions on the whole cascade sphere boundary. // It means that depending on the light and camera direction, sometimes the transition appears on the wrong side of the cascade - // To avoid that we attenuate the effect (lerp to 0.0) when view direction and cascade center to pixel vector face opposite directions. + // To avoid that we attenuate the effect (lerp very sharply to 0.0) when view direction and cascade center to pixel vector face opposite directions. // This way you only get fade out on the right side of the cascade. float3 viewDir = GetWorldSpaceViewDir(positionWS); - float cascDot = dot(viewDir, wposDir); - alpha = lerp(alpha, 0.0, saturate(cascDot * 4.0)); + float cascDot = dot(viewDir, wposDir); + // At high border sizes the sharp lerp is noticeable, hence we need to lerp how sharpenss factor + // if we are below 80% we keep the very sharp transition. + float lerpSharpness = 8.0f + 512.0f * smoothstep(1.0f, 0.7f, border);// lerp(1024.0f, 8.0f, saturate(border - 0.8) / 0.2f); + alpha = lerp(alpha, 0.0, saturate(cascDot * lerpSharpness)); return shadowSplitIndex; } @@ -227,12 +230,12 @@ void LoadDirectionalShadowDatas(inout HDShadowData sd, HDShadowContext shadowCon #endif } -float EvalShadow_CascadedDepth_Blend(HDShadowContext shadowContext, Texture2D tex, SamplerComparisonState samp, float2 positionSS, float3 positionWS, float3 normalWS, int index, float3 L) +float EvalShadow_CascadedDepth_Blend_SplitIndex(HDShadowContext shadowContext, Texture2D tex, SamplerComparisonState samp, float2 positionSS, float3 positionWS, float3 normalWS, int index, float3 L, out int shadowSplitIndex) { float alpha; int cascadeCount; float shadow = 1.0; - int shadowSplitIndex = EvalShadow_GetSplitIndex(shadowContext, index, positionWS, alpha, cascadeCount); + shadowSplitIndex = EvalShadow_GetSplitIndex(shadowContext, index, positionWS, alpha, cascadeCount); if (shadowSplitIndex >= 0.0) { @@ -273,13 +276,18 @@ float EvalShadow_CascadedDepth_Blend(HDShadowContext shadowContext, Texture2D te return shadow; } +float EvalShadow_CascadedDepth_Blend(HDShadowContext shadowContext, Texture2D tex, SamplerComparisonState samp, float2 positionSS, float3 positionWS, float3 normalWS, int index, float3 L) +{ + int unusedSplitIndex; + return EvalShadow_CascadedDepth_Blend_SplitIndex(shadowContext, tex, samp, positionSS, positionWS, normalWS, index, L, unusedSplitIndex); +} -float EvalShadow_CascadedDepth_Dither(HDShadowContext shadowContext, Texture2D tex, SamplerComparisonState samp, float2 positionSS, float3 positionWS, float3 normalWS, int index, float3 L) +float EvalShadow_CascadedDepth_Dither_SplitIndex(HDShadowContext shadowContext, Texture2D tex, SamplerComparisonState samp, float2 positionSS, float3 positionWS, float3 normalWS, int index, float3 L, out int shadowSplitIndex) { float alpha; int cascadeCount; float shadow = 1.0; - int shadowSplitIndex = EvalShadow_GetSplitIndex(shadowContext, index, positionWS, alpha, cascadeCount); + shadowSplitIndex = EvalShadow_GetSplitIndex(shadowContext, index, positionWS, alpha, cascadeCount); if (shadowSplitIndex >= 0.0) { @@ -293,7 +301,7 @@ float EvalShadow_CascadedDepth_Dither(HDShadowContext shadowContext, Texture2D t /* We select what split we need to sample from */ float nextSplit = min(shadowSplitIndex + 1, cascadeCount - 1); - bool evalNextCascade = nextSplit != shadowSplitIndex && step(InterleavedGradientNoise(positionSS.xy, _TaaFrameInfo.z), alpha); + bool evalNextCascade = nextSplit != shadowSplitIndex && alpha > 0 && step(InterleavedGradientNoise(positionSS.xy, _TaaFrameInfo.z), alpha); if (evalNextCascade) { @@ -312,6 +320,12 @@ float EvalShadow_CascadedDepth_Dither(HDShadowContext shadowContext, Texture2D t return shadow; } +float EvalShadow_CascadedDepth_Dither(HDShadowContext shadowContext, Texture2D tex, SamplerComparisonState samp, float2 positionSS, float3 positionWS, float3 normalWS, int index, float3 L) +{ + int unusedSplitIndex; + return EvalShadow_CascadedDepth_Dither_SplitIndex(shadowContext, tex, samp, positionSS, positionWS, normalWS, index, L, unusedSplitIndex); +} + // TODO: optimize this using LinearEyeDepth() to avoid having to pass the shadowToWorld matrix float EvalShadow_SampleClosestDistance_Punctual(HDShadowData sd, Texture2D tex, SamplerState sampl, float3 positionWS, float3 L, float3 lightPositionWS) { 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 546f0da9edc..c25dac47611 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 @@ -289,7 +289,9 @@ static internal Vector3Int ComputeVolumetricViewportSize(HDCamera hdCamera, ref int w = Mathf.RoundToInt(viewportWidth * screenFraction); int h = Mathf.RoundToInt(viewportHeight * screenFraction); - int d = sliceCount; + + // Round to nearest multiple of viewCount so that each views have the exact same number of slices (important for XR) + int d = hdCamera.viewCount * Mathf.CeilToInt(sliceCount / hdCamera.viewCount); return new Vector3Int(w, h, d); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/VTBufferManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/VTBufferManager.cs index b899292830f..2c6eb4328ec 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/VTBufferManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/VTBufferManager.cs @@ -20,7 +20,7 @@ public static TextureHandle CreateVTFeedbackBuffer(RenderGraph renderGraph, bool return renderGraph.CreateTexture( new TextureDesc(Vector2.one, true, true) { - colorFormat = GetFeedbackBufferFormat(), enableRandomWrite = !msaa, bindTextureMS = msaa, enableMSAA = msaa, clearBuffer = true, clearColor = Color.white, name = msaa ? "VTFeedbackMSAA" : "VTFeedback" + colorFormat = GetFeedbackBufferFormat(), enableRandomWrite = !msaa, bindTextureMS = msaa, enableMSAA = msaa, clearBuffer = true, clearColor = Color.white, name = msaa ? "VTFeedbackMSAA" : "VTFeedback", fallBackToBlackTexture = true #if UNITY_2020_2_OR_NEWER , fastMemoryDesc = colorFastMemDesc 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 f498b023b5e..e54d307ef56 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 @@ -49,14 +49,14 @@ public sealed class Exposure : VolumeComponent, IPostProcessComponent /// This parameter is only used when or is set. /// [Tooltip("Sets the minimum value that the Scene exposure can be set to.")] - public FloatParameter limitMin = new FloatParameter(-10f); + public FloatParameter limitMin = new FloatParameter(-1f); /// /// Sets the maximum value that the Scene exposure can be set to. /// This parameter is only used when or is set. /// [Tooltip("Sets the maximum value that the Scene exposure can be set to.")] - public FloatParameter limitMax = new FloatParameter(20f); + public FloatParameter limitMax = new FloatParameter(14f); /// /// Specifies a curve that remaps the Scene exposure on the x-axis to the exposure you want on the y-axis. diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.RenderGraph.cs index d9e9413f1cd..d84d4cc45f0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.RenderGraph.cs @@ -319,9 +319,7 @@ TextureHandle DynamicExposurePass(RenderGraph renderGraph, HDCamera hdCamera, Te { passData.source = builder.ReadTexture(source); passData.parameters = PrepareApplyExposureParameters(hdCamera); - RTHandle prevExp; - GrabExposureHistoryTextures(hdCamera, out prevExp, out _); - passData.prevExposure = builder.ReadTexture(renderGraph.ImportTexture(prevExp)); + passData.prevExposure = builder.ReadTexture(renderGraph.ImportTexture(GetPreviousExposureTexture(hdCamera))); TextureHandle dest = GetPostprocessOutputHandle(renderGraph, "Apply Exposure Destination"); passData.destination = builder.WriteTexture(dest); ; 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 309db075e4e..ec78647457d 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 @@ -13,11 +13,12 @@ class TempPassData { }; // Needed only because of custom pass. See comment at ResolveMSAAColor. TextureHandle m_NonMSAAColorBuffer; - void ExecuteWithRenderGraph( RenderRequest renderRequest, - AOVRequestData aovRequest, - List aovBuffers, - ScriptableRenderContext renderContext, - CommandBuffer commandBuffer) + void ExecuteWithRenderGraph(RenderRequest renderRequest, + AOVRequestData aovRequest, + List aovBuffers, + List aovCustomPassBuffers, + ScriptableRenderContext renderContext, + CommandBuffer commandBuffer) { var hdCamera = renderRequest.hdCamera; var camera = hdCamera.camera; @@ -35,6 +36,9 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest, m_RenderGraph.Begin(renderGraphParams); + // We need to initalize the MipChainInfo here, so it will be available to any render graph pass that wants to use it during setup + m_DepthBufferMipChainInfo.ComputePackedMipChainInfo(new Vector2Int(hdCamera.actualWidth, hdCamera.actualHeight)); + #if UNITY_EDITOR var showGizmos = camera.cameraType == CameraType.Game || camera.cameraType == CameraType.SceneView; @@ -185,7 +189,7 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest, ClearStencilBuffer(m_RenderGraph, colorBuffer, prepassOutput.depthBuffer); } - colorBuffer = RenderTransparency(m_RenderGraph, hdCamera, colorBuffer, prepassOutput.resolvedNormalBuffer, vtFeedbackBuffer, currentColorPyramid, volumetricLighting, rayCountTexture, m_SkyManager.GetSkyReflection(hdCamera), gpuLightListOutput, ref prepassOutput, shadowResult, cullingResults, customPassCullingResults, aovRequest, aovBuffers); + colorBuffer = RenderTransparency(m_RenderGraph, hdCamera, colorBuffer, prepassOutput.resolvedNormalBuffer, vtFeedbackBuffer, currentColorPyramid, volumetricLighting, rayCountTexture, m_SkyManager.GetSkyReflection(hdCamera), gpuLightListOutput, ref prepassOutput, shadowResult, cullingResults, customPassCullingResults, aovRequest, aovCustomPassBuffers); if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.TransparentsWriteMotionVector)) { @@ -237,17 +241,19 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest, // Render gizmos that should be affected by post processes RenderGizmos(m_RenderGraph, hdCamera, colorBuffer, GizmoSubset.PreImageEffects); - } #if ENABLE_VIRTUALTEXTURES - m_VtBufferManager.Resolve(m_RenderGraph, hdCamera, vtFeedbackBuffer); - PushFullScreenVTFeedbackDebugTexture(m_RenderGraph, vtFeedbackBuffer, msaa); + // Note: This pass rely on availability of vtFeedbackBuffer buffer (i.e it need to be write before we read it here) + // We don't write it when doing debug mode, FullScreenDebug mode or path tracer. Thus why this pass is call here. + m_VtBufferManager.Resolve(m_RenderGraph, hdCamera, vtFeedbackBuffer); + PushFullScreenVTFeedbackDebugTexture(m_RenderGraph, vtFeedbackBuffer, msaa); #endif + } // At this point, the color buffer has been filled by either debug views are regular rendering so we can push it here. var colorPickerTexture = PushColorPickerDebugTexture(m_RenderGraph, colorBuffer); - RenderCustomPass(m_RenderGraph, hdCamera, colorBuffer, prepassOutput, customPassCullingResults, CustomPassInjectionPoint.BeforePostProcess, aovRequest, aovBuffers); + RenderCustomPass(m_RenderGraph, hdCamera, colorBuffer, prepassOutput, customPassCullingResults, CustomPassInjectionPoint.BeforePostProcess, aovRequest, aovCustomPassBuffers); if (aovRequest.isValid) { @@ -263,7 +269,7 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest, } PushFullScreenExposureDebugTexture(m_RenderGraph, postProcessDest); - RenderCustomPass(m_RenderGraph, hdCamera, postProcessDest, prepassOutput, customPassCullingResults, CustomPassInjectionPoint.AfterPostProcess, aovRequest, aovBuffers); + RenderCustomPass(m_RenderGraph, hdCamera, postProcessDest, prepassOutput, customPassCullingResults, CustomPassInjectionPoint.AfterPostProcess, aovRequest, aovCustomPassBuffers); CopyXRDepth(m_RenderGraph, hdCamera, prepassOutput.depthBuffer, backBuffer); @@ -288,17 +294,22 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest, for (int viewIndex = 0; viewIndex < hdCamera.viewCount; ++viewIndex) { BlitFinalCameraTexture(m_RenderGraph, hdCamera, postProcessDest, backBuffer, viewIndex); - - if (target.targetDepth != null) - { - BlitFinalCameraTexture(m_RenderGraph, hdCamera, prepassOutput.resolvedDepthBuffer, m_RenderGraph.ImportTexture(target.targetDepth), viewIndex); - } } if (aovRequest.isValid) aovRequest.PushCameraTexture(m_RenderGraph, AOVBuffers.Output, hdCamera, postProcessDest, aovBuffers); } + // This code is only for planar reflections. Given that the depth texture cannot be shared currently with the other depth copy that we do + // we need to do this seperately. + for (int viewIndex = 0; viewIndex < hdCamera.viewCount; ++viewIndex) + { + if (target.targetDepth != null) + { + BlitFinalCameraTexture(m_RenderGraph, hdCamera, prepassOutput.resolvedDepthBuffer, m_RenderGraph.ImportTexture(target.targetDepth), viewIndex); + } + } + // XR mirror view and blit do device EndCameraXR(m_RenderGraph, hdCamera); @@ -317,7 +328,7 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest, // aovRequest.Execute don't go through render graph for now using (new ProfilingScope(commandBuffer, ProfilingSampler.Get(HDProfileId.AOVExecute))) { - aovRequest.Execute(commandBuffer, aovBuffers, RenderOutputProperties.From(hdCamera)); + aovRequest.Execute(commandBuffer, aovBuffers, aovCustomPassBuffers, RenderOutputProperties.From(hdCamera)); } } } @@ -890,7 +901,7 @@ TextureHandle RenderTransparency(RenderGraph renderGraph, CullingResults cullingResults, CullingResults customPassCullingResults, AOVRequestData aovRequest, - List aovBuffers) + List aovCustomPassBuffers) { RenderTransparentDepthPrepass(renderGraph, hdCamera, prepassOutput, cullingResults); @@ -903,7 +914,7 @@ TextureHandle RenderTransparency(RenderGraph renderGraph, // To allow users to fetch the current color buffer, we temporarily bind the camera color buffer SetGlobalColorForCustomPass(renderGraph, currentColorPyramid); - RenderCustomPass(m_RenderGraph, hdCamera, colorBuffer, prepassOutput, customPassCullingResults, CustomPassInjectionPoint.BeforePreRefraction, aovRequest, aovBuffers); + RenderCustomPass(m_RenderGraph, hdCamera, colorBuffer, prepassOutput, customPassCullingResults, CustomPassInjectionPoint.BeforePreRefraction, aovRequest, aovCustomPassBuffers); // Render pre-refraction objects RenderForwardTransparent(renderGraph, hdCamera, colorBuffer, normalBuffer, prepassOutput, vtFeedbackBuffer, volumetricLighting, ssrLightingBuffer, null, lightLists, shadowResult, cullingResults, true); @@ -915,7 +926,7 @@ TextureHandle RenderTransparency(RenderGraph renderGraph, } // We don't have access to the color pyramid with transparent if rough refraction is disabled - RenderCustomPass(m_RenderGraph, hdCamera, colorBuffer, prepassOutput, customPassCullingResults, CustomPassInjectionPoint.BeforeTransparent, aovRequest, aovBuffers); + RenderCustomPass(m_RenderGraph, hdCamera, colorBuffer, prepassOutput, customPassCullingResults, CustomPassInjectionPoint.BeforeTransparent, aovRequest, aovCustomPassBuffers); // Render all type of transparent forward (unlit, lit, complex (hair...)) to keep the sorting between transparent objects. RenderForwardTransparent(renderGraph, hdCamera, colorBuffer, normalBuffer, prepassOutput, vtFeedbackBuffer, volumetricLighting, ssrLightingBuffer, currentColorPyramid, lightLists, shadowResult, cullingResults, false); 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 0bfe3579c10..975085bb2d0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -1368,6 +1368,7 @@ void UpdateShaderVariablesRaytracingCB(HDCamera hdCamera, CommandBuffer cmd) m_ShaderVariablesRayTracingCB._RaytracingPixelSpreadAngle = GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight); m_ShaderVariablesRayTracingCB._RaytracingReflectionMinSmoothness = screenSpaceReflection.minSmoothness; m_ShaderVariablesRayTracingCB._RaytracingReflectionSmoothnessFadeStart = screenSpaceReflection.smoothnessFadeStart; + m_ShaderVariablesRayTracingCB._DirectionalShadowFallbackIntensity = rayTracingSettings.directionalShadowFallbackIntensity.value; ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesRayTracingCB, HDShaderIDs._ShaderVariablesRaytracing); } @@ -2235,9 +2236,11 @@ ref _cullingResults cmd.SetInvertCulling(renderRequest.cameraSettings.invertFaceCulling); ExecuteRenderRequest(renderRequest, renderContext, cmd, AOVRequestData.defaultAOVRequestDataNonAlloc); cmd.SetInvertCulling(false); - UnityEngine.Rendering.RenderPipeline.EndCameraRendering(renderContext, renderRequest.hdCamera.camera); } + // EndCameraRendering callback should be executed outside of any profiling scope in case user code submits the renderContext + EndCameraRendering(renderContext, renderRequest.hdCamera.camera); + { var target = renderRequest.target; // Handle the copy if requested @@ -2472,7 +2475,7 @@ AOVRequestData aovRequest { try { - ExecuteWithRenderGraph(renderRequest, aovRequest, aovBuffers, renderContext, cmd); + ExecuteWithRenderGraph(renderRequest, aovRequest, aovBuffers, aovCustomPassBuffers, renderContext, cmd); } catch(Exception e) { 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 adcb59db79a..d1247866531 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 @@ -198,6 +198,13 @@ private void CheckDirtiness(HDCamera hdCamera) return; } + // Check light or geometry transforms dirtiness + if (m_TransformDirty) + { + m_TransformDirty = false; + ResetPathTracing(); + } + // Check lights dirtiness if (m_CacheLightCount != m_RayTracingLights.lightCount) { @@ -208,10 +215,9 @@ private void CheckDirtiness(HDCamera hdCamera) // Check geometry dirtiness ulong accelSize = m_CurrentRAS.GetSize(); - if (accelSize != m_CacheAccelSize || m_TransformDirty) + if (accelSize != m_CacheAccelSize) { m_CacheAccelSize = accelSize; - m_TransformDirty = false; ResetPathTracing(); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingVolume.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingVolume.hlsl index 9a6cf4279a2..750a4b5ff2c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingVolume.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingVolume.hlsl @@ -52,68 +52,46 @@ bool SampleVolumeScatteringPosition(inout float sample, inout float t, inout flo tMax = tFog; #endif - // FIXME: not quite sure what the sigmaS, sigmaT values are supposed to be... - const float sigmaS = (t == FLT_MAX) ? 1.0 : sqrt(Luminance(_HeightFogBaseScattering.xyz)); + // FIXME: not quite sure what the sigmaT value is supposed to be... const float sigmaT = _HeightFogBaseExtinction; - const float transmittanceMax = exp(-tMax * sigmaT); + const float transmittanceTMax = max(exp(-tMax * sigmaT), 0.01); + const float transmittanceThreshold = t < FLT_MAX ? 1.0 - min(0.5, transmittanceTMax) : 1.0; - const float pdfNoVolA = 1.0 - sigmaS; - const float pdfNoVolB = sigmaS * transmittanceMax; - const float pdfNoVol = pdfNoVolA + pdfNoVolB; - pdfVol *= 1.0 - pdfNoVol; - - if (sample >= sigmaS) + if (sample >= transmittanceThreshold) { // Re-scale the sample - sample -= sigmaS; - sample /= 1.0 - sigmaS; + sample -= transmittanceThreshold; + sample /= 1.0 - transmittanceThreshold; - // Set the pdf - pdf *= pdfNoVol; + // Adjust the pdf + pdf *= 1.0 - transmittanceThreshold; return false; } // Re-scale the sample - sample /= sigmaS; - - // Evaluate the length to a potential volume scattering event - if (-log(1.0 - sample) / sigmaT >= tMax) - { - // Re-scale the sample - sample -= 1.0 - transmittanceMax; - sample /= transmittanceMax; - - // Set the pdf - pdf *= pdfNoVol; + sample /= transmittanceThreshold; - return false; - } + // Adjust the pdf + pdf *= pdfVol * transmittanceThreshold; if (sampleLocalLights) { - // Re-scale the sample - sample /= 1.0 - transmittanceMax; - // Linear sampling float deltaT = tMax - tMin; t = tMin + sample * deltaT; - // Set the pdf - pdf *= pdfVol / deltaT; + // Adjust the pdf + pdf /= deltaT; } else { - // Let's (avoid very low transmittance, for robustness sake (minor bias) - if (transmittanceMax < 0.01) - sample = sample * 0.99 / (1.0 - transmittanceMax); - - // Log sampling - float transmittance = 1.0 - sample; + // Exponential sampling + float transmittance = transmittanceTMax + sample * (1.0 - transmittanceTMax); t = -log(transmittance) / sigmaT; - // Set the pdf - pdf *= pdfVol * sigmaT * transmittance; + // Adjust the pdf + pdf *= sigmaT * transmittance; } return true; 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 4faedc06447..f224183313f 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 @@ -303,8 +303,14 @@ void BuildGPULightVolumes(HDCamera hdCamera, HDRayTracingLights rayTracingLights if (currentLight != null) { Light light = currentLight.gameObject.GetComponent(); - if (light == null || !light.enabled) continue; + if (light == null || !light.enabled) + continue; + + // If the light is flagged as baked and has been effectively been baked, we need to skip it and not add it to the light cluster + if (light.bakingOutput.lightmapBakeType == LightmapBakeType.Baked && light.bakingOutput.isBaked) + continue; + // If this light should not be included when ray tracing is active on the camera, skip it if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && !currentLight.includeForRayTracing) continue; @@ -361,16 +367,20 @@ void BuildGPULightVolumes(HDCamera hdCamera, HDRayTracingLights rayTracingLights { HDProbe currentEnvLight = rayTracingLights.reflectionProbeArray[lightIdx]; - // Compute the camera relative position - Vector3 probePositionRWS = currentEnvLight.influenceToWorld.GetColumn(3); - if (ShaderConfig.s_CameraRelativeRendering != 0) - { - probePositionRWS -= hdCamera.camera.transform.position; - } if (currentEnvLight != null) { - if(currentEnvLight.influenceVolume.shape == InfluenceShape.Sphere) + // If the reflection probe is disabled, we should not be adding it + if (!currentEnvLight.enabled) continue; + + // Compute the camera relative position + Vector3 probePositionRWS = currentEnvLight.influenceToWorld.GetColumn(3); + if (ShaderConfig.s_CameraRelativeRendering != 0) + { + probePositionRWS -= hdCamera.camera.transform.position; + } + + if (currentEnvLight.influenceVolume.shape == InfluenceShape.Sphere) { m_LightVolumesCPUArray[lightIdx + indexOffset].shape = 0; m_LightVolumesCPUArray[lightIdx + indexOffset].range = new Vector3(currentEnvLight.influenceVolume.sphereRadius, currentEnvLight.influenceVolume.sphereRadius, currentEnvLight.influenceVolume.sphereRadius); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs index 92aec6f3154..b3b8c22a538 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs @@ -341,8 +341,10 @@ AccelerationStructureStatus AddInstanceToRAS(Renderer currentRenderer, if (instanceFlag == 0) return AccelerationStructureStatus.Added; // Add it to the acceleration structure - m_TransformDirty |= currentRenderer.transform.hasChanged; m_CurrentRAS.AddInstance(currentRenderer, subMeshMask: subMeshFlagArray, subMeshTransparencyFlags: subMeshCutoffArray, enableTriangleCulling: singleSided, mask: instanceFlag); + + // Indicates that a transform has changed in our scene (mesh or light) + m_TransformDirty |= currentRenderer.transform.hasChanged; currentRenderer.transform.hasChanged = false; // return the status @@ -387,6 +389,10 @@ internal void BuildRayTracingAccelerationStructure(HDCamera hdCamera) m_RayTracedShadowsRequired |= (hdLight.useRayTracedShadows && screenSpaceShadowsSupported); m_RayTracedContactShadowsRequired |= (hdLight.useContactShadow.@override && hdLight.rayTraceContactShadow); + // Indicates that a transform has changed in our scene (mesh or light) + m_TransformDirty |= hdLight.transform.hasChanged; + hdLight.transform.hasChanged = false; + switch (hdLight.type) { case HDLightType.Directional: diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs index 3426f42bfaa..cbb91befce8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs @@ -34,6 +34,12 @@ public sealed class RayTracingSettings : VolumeComponent [Tooltip("Controls the maximal ray length for ray traced directional shadows.")] public MinFloatParameter directionalShadowRayLength = new MinFloatParameter(1000.0f, 0.01f); + /// + /// Controls the fallback directional shadow value that is used when the point to shade is outside of the cascade. + /// + [Tooltip("Controls the fallback directional shadow value that is used when the point to shade is outside of the cascade.")] + public ClampedFloatParameter directionalShadowFallbackIntensity = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); + /// /// Default constructor for the ray tracing settings volume component. /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl index d9305a82e8f..aa37274b7b9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl @@ -174,4 +174,15 @@ void GetCurrentIntersectionVertex(AttributeData attributeData, out IntersectionV #endif } +// Compute the proper world space geometric normal from the intersected triangle +void GetCurrentIntersectionGeometricNormal(AttributeData attributeData, out float3 geomNormalWS) +{ + uint3 triangleIndices = UnityRayTracingFetchTriangleIndices(PrimitiveIndex()); + float3 p0 = UnityRayTracingFetchVertexAttribute3(triangleIndices.x, kVertexAttributePosition); + float3 p1 = UnityRayTracingFetchVertexAttribute3(triangleIndices.y, kVertexAttributePosition); + float3 p2 = UnityRayTracingFetchVertexAttribute3(triangleIndices.z, kVertexAttributePosition); + + geomNormalWS = normalize(mul(cross(p1 - p0, p2 - p0), (float3x3)WorldToObject3x4())); +} + #endif // UNITY_RAYTRACING_INTERSECTION_INCLUDED diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightCluster.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightCluster.compute index a1a1bf1e5c2..869edc03308 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightCluster.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightCluster.compute @@ -8,6 +8,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" #define CLUSTER_GROUP_SIZE 8 @@ -78,27 +79,8 @@ void RaytracingLightCluster(uint3 threadID : SV_GroupThreadID, uint3 groupId : S if (currentLight.shape == 0) { - // When the shape we are processing is a sphere, the radius is stored in the three channels - float squareRange = currentLight.range.x * currentLight.range.x; - - // So basically we need to flag this cell if one of the corners of the cell happens to be in the sphere - for(uint cIdx = 0; cIdx < 8; ++cIdx) - { - // Check if this corner is inside the shphere - float3 dir = currentLight.position - (cellCenterPosition + CornerSubDirections[cIdx] * _ClusterCellSize); - if(dot(dir, dir) <= squareRange) - { - intersects = true; - break; - } - } - - // One additional case that we need to check is: Is the light inside the cell? - if (!intersects) - { - float3 distanceToCenter = abs(cellCenterPosition - currentLight.position) * 2.0; - intersects = (distanceToCenter.x < _ClusterCellSize.x) && (distanceToCenter.y < _ClusterCellSize.y) && (distanceToCenter.z < _ClusterCellSize.z); - } + // Do a box sphere intersection + intersects = IntersectSphereAABB(currentLight.position, currentLight.range.x, cellCenterPosition + CornerSubDirections[0] * _ClusterCellSize, cellCenterPosition + CornerSubDirections[7] * _ClusterCellSize); } else { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl index cff16a7f80c..ffecd22b7e1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl @@ -31,9 +31,12 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS IsNonZeroBSDF(V, L, preLightData, bsdfData) && !ShouldEvaluateThickObjectTransmission(V, L, preLightData, bsdfData, light.shadowIndex)) { - context.shadowValue = GetDirectionalShadowAttenuation(context.shadowContext, - posInput.positionSS, posInput.positionWS, GetNormalForShadowBias(bsdfData), - light.shadowIndex, L); + int shadowSplitIndex; + context.shadowValue = EvalShadow_CascadedDepth_Dither_SplitIndex(context.shadowContext, _ShadowmapCascadeAtlas, s_linear_clamp_compare_sampler, posInput.positionSS, posInput.positionWS, GetNormalForShadowBias(bsdfData), light.shadowIndex, L, shadowSplitIndex); + if (shadowSplitIndex < 0.0) + { + context.shadowValue = _DirectionalShadowFallbackIntensity; + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs index 52bf7f1f7b3..1fa9cd6b3bf 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs @@ -30,5 +30,7 @@ unsafe struct ShaderVariablesRaytracing public int _RaytracingMaxRecursion; // Ray traced indirect diffuse data public int _RayTracingDiffuseLightingOnly; + // Shadow value to be used when the point to shade is not inside of the cascades + public float _DirectionalShadowFallbackIntensity; } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl index c6bddcd7a3e..33528d846f1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl @@ -22,6 +22,7 @@ GLOBAL_CBUFFER_START(ShaderVariablesRaytracing, b3) int _RaytracingMinRecursion; int _RaytracingMaxRecursion; int _RayTracingDiffuseLightingOnly; + float _DirectionalShadowFallbackIntensity; CBUFFER_END diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs index fe008da625d..b30d94fe960 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs @@ -88,13 +88,12 @@ void OnEnable() void OnDisable() { UnRegister(this); + CleanupPasses(); #if UNITY_EDITOR UnityEditor.SceneVisibilityManager.visibilityChanged -= UpdateCustomPassVolumeVisibility; #endif } - void OnDestroy() => CleanupPasses(); - #if UNITY_EDITOR void UpdateCustomPassVolumeVisibility() { 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 26512214edb..b77ac1cb9ff 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 @@ -728,9 +728,13 @@ internal static void Override(ref FrameSettings overriddenFrameSettings, FrameSe /// Contains what is supported by the engine. internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera camera, RenderPipelineSettings renderPipelineSettings) { + // We have no clear flag to identify if a reflection is a planar reflection or a reflection probe. For now, the only way to do + // it is to check if the matrix is oblique. + bool reflectionPlanar = GeometryUtils.IsProjectionMatrixOblique(camera.projectionMatrix); bool reflection = camera.cameraType == CameraType.Reflection; bool preview = HDUtils.IsRegularPreviewCamera(camera); bool sceneViewFog = CoreUtils.IsSceneViewFogEnabled(camera); + bool temporalAccumulationAllowed = (!reflection || (reflection && reflectionPlanar)); switch (renderPipelineSettings.supportedLitShaderMode) { @@ -750,7 +754,8 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.ContactShadows] &= !preview; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.ScreenSpaceShadows] &= renderPipelineSettings.hdShadowInitParams.supportScreenSpaceShadows && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.OpaqueObjects]; bool pipelineSupportsRayTracing = HDRenderPipeline.GatherRayTracingSupport(renderPipelineSettings); - bool rayTracingActive = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.RayTracing] &= pipelineSupportsRayTracing && !preview; + // Ray tracing effects are not allowed on reflection probes due to the accumulation process. + bool rayTracingActive = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.RayTracing] &= pipelineSupportsRayTracing && !preview && temporalAccumulationAllowed; //MSAA only supported in forward // TODO: The work will be implemented piecemeal to support all passes @@ -758,11 +763,12 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.AlphaToMask] &= msaa; // No recursive reflections - bool ssr = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSR] &= renderPipelineSettings.supportSSR && !msaa && !preview; + bool ssr = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSR] &= renderPipelineSettings.supportSSR && !msaa && !preview && temporalAccumulationAllowed; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.TransparentSSR] &= ssr && renderPipelineSettings.supportSSRTransparent && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.TransparentObjects]; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Refraction] &= !preview; - sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSAO] &= renderPipelineSettings.supportSSAO && !preview && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.OpaqueObjects]; - sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSGI] &= renderPipelineSettings.supportSSGI && !preview && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.OpaqueObjects]; + // Because the camera is shared between the faces of the reflection probes, we cannot allow effects that rely on the accumulation process + sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSAO] &= renderPipelineSettings.supportSSAO && !preview && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.OpaqueObjects] && temporalAccumulationAllowed; + sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SSGI] &= renderPipelineSettings.supportSSGI && !preview && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.OpaqueObjects] && temporalAccumulationAllowed; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.SubsurfaceScattering] &= renderPipelineSettings.supportSubsurfaceScattering; // We must take care of the scene view fog flags in the editor @@ -770,7 +776,7 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c // Volumetric are disabled if there is no atmospheric scattering sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Volumetrics] &= renderPipelineSettings.supportVolumetrics && atmosphericScattering; //&& !preview induced by atmospheric scattering - sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.ReprojectionForVolumetrics] &= !preview; + sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.ReprojectionForVolumetrics] &= !preview && temporalAccumulationAllowed; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.LightLayers] &= renderPipelineSettings.supportLightLayers && !preview; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.ExposureControl] &= !reflection && !preview; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettingsHistory.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettingsHistory.cs index 052de2359b8..37957e30b7d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettingsHistory.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettingsHistory.cs @@ -62,7 +62,7 @@ string IFrameSettingsHistoryContainer.panelName => "Scene Camera"; public MinimalHistoryContainer() - => m_FrameSettingsHistory.debug = HDRenderPipeline.defaultAsset?.GetDefaultFrameSettings(FrameSettingsRenderType.Camera) ?? new FrameSettings(); + => m_FrameSettingsHistory.debug = HDRenderPipeline.defaultAsset?.GetDefaultFrameSettings(FrameSettingsRenderType.Camera) ?? FrameSettings.NewDefaultCamera(); Action IDebugData.GetReset() //caution: we actually need to retrieve the diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl index 4bfe1991715..ca9b6f809b6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl @@ -54,6 +54,11 @@ void ComputeSurfaceScattering(inout PathIntersection pathIntersection : SV_RayPa posInput.positionWS = fragInput.positionRWS; posInput.positionSS = pathIntersection.pixelCoord; + // For path tracing, we want the front-facing test to be performed on the actual geometric normal + float3 geomNormal; + GetCurrentIntersectionGeometricNormal(attributeData, geomNormal); + fragInput.isFrontFace = dot(WorldRayDirection(), geomNormal) < 0.0; + // Build the surfacedata and builtindata SurfaceData surfaceData; BuiltinData builtinData; @@ -75,7 +80,11 @@ void ComputeSurfaceScattering(inout PathIntersection pathIntersection : SV_RayPa #ifndef SHADER_UNLIT - // Let's compute the world space position (the non-camera relative one if camera relative rendering is enabled) + // Override the geometric normal (otherwise, it is merely the non-mapped smooth normal) + // Also make sure that it is in the same hemisphere as the shading normal (which may have been flipped) + bsdfData.geomNormalWS = dot(bsdfData.normalWS, geomNormal) > 0.0 ? geomNormal : -geomNormal; + + // Compute the world space position (the non-camera relative one if camera relative rendering is enabled) float3 shadingPosition = fragInput.positionRWS; // Get current path throughput diff --git a/com.unity.render-pipelines.high-definition/Runtime/Scripting/GameObjectExtension.cs b/com.unity.render-pipelines.high-definition/Runtime/Scripting/GameObjectExtension.cs index e5d9ba49aa0..0ab50a7db2d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Scripting/GameObjectExtension.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Scripting/GameObjectExtension.cs @@ -17,6 +17,9 @@ public static HDAdditionalLightData AddHDLight(this GameObject gameObject, HDLig HDAdditionalLightData.InitDefaultHDAdditionalLightData(hdLight); + // Reflector have been change to true by default in the UX, however to not break compatibility + // with previous 2020.2 project that use light scripting we must keep reflector to false for scripted light + hdLight.enableSpotReflector = false; hdLight.SetLightTypeAndShape(lightTypeAndShape); return hdLight; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderUtilities.cs b/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderUtilities.cs index 17437fa2f3d..e45168b9415 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderUtilities.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderUtilities.cs @@ -341,13 +341,15 @@ public static void Render( [Obsolete("Use CreateReflectionProbeRenderTarget with explicit format instead", true)] public static RenderTexture CreateReflectionProbeRenderTarget(int cubemapSize) { - return new RenderTexture(cubemapSize, cubemapSize, 1, GraphicsFormat.R16G16B16A16_SFloat) + RenderTexture rt = new RenderTexture(cubemapSize, cubemapSize, 1, GraphicsFormat.R16G16B16A16_SFloat) { dimension = TextureDimension.Cube, enableRandomWrite = true, useMipMap = true, autoGenerateMips = false }; + rt.Create(); + return rt; } /// @@ -358,13 +360,15 @@ public static RenderTexture CreateReflectionProbeRenderTarget(int cubemapSize) /// The texture to use as reflection probe target. public static RenderTexture CreateReflectionProbeRenderTarget(int cubemapSize, GraphicsFormat format) { - return new RenderTexture(cubemapSize, cubemapSize, 1, format) + RenderTexture rt = new RenderTexture(cubemapSize, cubemapSize, 1, format) { dimension = TextureDimension.Cube, enableRandomWrite = true, useMipMap = true, autoGenerateMips = false }; + rt.Create(); + return rt; } /// @@ -375,13 +379,15 @@ public static RenderTexture CreateReflectionProbeRenderTarget(int cubemapSize, G /// The texture used as planar reflection probe target public static RenderTexture CreatePlanarProbeRenderTarget(int planarSize, GraphicsFormat format) { - return new RenderTexture(planarSize, planarSize, 1, format) + RenderTexture rt = new RenderTexture(planarSize, planarSize, 1, format) { dimension = TextureDimension.Tex2D, enableRandomWrite = true, useMipMap = true, autoGenerateMips = false }; + rt.Create(); + return rt; } /// @@ -391,13 +397,15 @@ public static RenderTexture CreatePlanarProbeRenderTarget(int planarSize, Graphi /// The texture used as planar reflection probe target public static RenderTexture CreatePlanarProbeDepthRenderTarget(int planarSize) { - return new RenderTexture(planarSize, planarSize, 1, GraphicsFormat.R32_SFloat) + RenderTexture rt = new RenderTexture(planarSize, planarSize, 1, GraphicsFormat.R32_SFloat) { dimension = TextureDimension.Tex2D, enableRandomWrite = true, useMipMap = true, autoGenerateMips = false }; + rt.Create(); + return rt; } /// diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts & Materials.meta b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts and Materials.meta similarity index 100% rename from com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts & Materials.meta rename to com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts and Materials.meta diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts and Materials/LiberationSans SDF.asset similarity index 100% rename from com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset rename to com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts and Materials/LiberationSans SDF.asset diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts and Materials/LiberationSans SDF.asset.meta similarity index 100% rename from com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset.meta rename to com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/TextMesh Pro/Resources/Fonts and Materials/LiberationSans SDF.asset.meta diff --git a/com.unity.template-hd/Assets/Art/Materials/General/Aluminium_Mat.mat b/com.unity.template-hd/Assets/Art/Materials/General/Aluminium_Mat.mat index 6f28a98d3ae..3c5f385b8bc 100644 --- a/com.unity.template-hd/Assets/Art/Materials/General/Aluminium_Mat.mat +++ b/com.unity.template-hd/Assets/Art/Materials/General/Aluminium_Mat.mat @@ -9,8 +9,8 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: Aluminium_Mat m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3} - m_ShaderKeywords: _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_CLEAR_COAT - _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP _NORMALMAP_TANGENT_SPACE + m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _MATERIAL_FEATURE_CLEAR_COAT _MATERIAL_FEATURE_IRIDESCENCE + _NORMALMAP _NORMALMAP_TANGENT_SPACE m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -122,6 +122,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AORemapMax: 1 - _AORemapMin: 0 @@ -211,7 +212,7 @@ Material: - _PPDPrimitiveWidth: 1 - _PreRefractionPass: 0 - _RayTracing: 0 - - _ReceivesSSR: 0 + - _ReceivesSSR: 1 - _ReceivesSSRTransparent: 0 - _RefractionMode: 0 - _RefractionModel: 0 @@ -226,10 +227,10 @@ Material: - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - _StencilRef: 0 - - _StencilRefDepth: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 4 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 32 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 - _StencilWriteMask: 6 - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 4 diff --git a/com.unity.template-hd/Assets/Art/Materials/General/Bamboo_A.mat b/com.unity.template-hd/Assets/Art/Materials/General/Bamboo_A.mat index b3f6179bbea..3dd12a23244 100644 --- a/com.unity.template-hd/Assets/Art/Materials/General/Bamboo_A.mat +++ b/com.unity.template-hd/Assets/Art/Materials/General/Bamboo_A.mat @@ -109,6 +109,19 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - unity_Lightmaps: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_LightmapsInd: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - unity_ShadowMasks: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AORemapMax: 1 - _AORemapMin: 0 @@ -187,6 +200,8 @@ Material: - _LinkDetailsWithBase: 1 - _MaterialID: 1 - _Metallic: 1 + - _MetallicRemapMax: 1 + - _MetallicRemapMin: 0 - _NormalMapSpace: 0 - _NormalScale: 1 - _OpaqueCullMode: 2 diff --git a/com.unity.template-hd/Assets/Art/Materials/General/Bamboo_Leaf_A.mat b/com.unity.template-hd/Assets/Art/Materials/General/Bamboo_Leaf_A.mat index 433ff5085ce..9c8c830142f 100644 --- a/com.unity.template-hd/Assets/Art/Materials/General/Bamboo_Leaf_A.mat +++ b/com.unity.template-hd/Assets/Art/Materials/General/Bamboo_Leaf_A.mat @@ -137,6 +137,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AORemapMax: 1 - _AORemapMin: 0 @@ -215,6 +216,8 @@ Material: - _LinkDetailsWithBase: 1 - _MaterialID: 0 - _Metallic: 1 + - _MetallicRemapMax: 1 + - _MetallicRemapMin: 0 - _NormalMapSpace: 0 - _NormalScale: 1 - _OpaqueCullMode: 2 diff --git a/com.unity.template-hd/Assets/Art/Materials/General/Brass_Mat.mat b/com.unity.template-hd/Assets/Art/Materials/General/Brass_Mat.mat index ccf9d746984..acd7b087ece 100644 --- a/com.unity.template-hd/Assets/Art/Materials/General/Brass_Mat.mat +++ b/com.unity.template-hd/Assets/Art/Materials/General/Brass_Mat.mat @@ -9,9 +9,9 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: Brass_Mat m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3} - m_ShaderKeywords: _DISABLE_SSR _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE - _DOUBLESIDED_ON _MASKMAP _MATERIAL_FEATURE_CLEAR_COAT _MATERIAL_FEATURE_IRIDESCENCE - _NORMALMAP _NORMALMAP_TANGENT_SPACE _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE + m_ShaderKeywords: _DISABLE_SSR_TRANSPARENT _DISPLACEMENT_LOCK_TILING_SCALE _DOUBLESIDED_ON + _MASKMAP _MATERIAL_FEATURE_CLEAR_COAT _MATERIAL_FEATURE_IRIDESCENCE _NORMALMAP + _NORMALMAP_TANGENT_SPACE _PIXEL_DISPLACEMENT _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 @@ -123,6 +123,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AORemapMax: 1 - _AORemapMin: 0 @@ -212,7 +213,7 @@ Material: - _PPDPrimitiveWidth: 1 - _PreRefractionPass: 0 - _RayTracing: 0 - - _ReceivesSSR: 0 + - _ReceivesSSR: 1 - _ReceivesSSRTransparent: 0 - _RefractionMode: 0 - _RefractionModel: 0 @@ -227,10 +228,10 @@ Material: - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - _StencilRef: 0 - - _StencilRefDepth: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 4 - - _StencilRefGBuffer: 2 - - _StencilRefMV: 32 + - _StencilRefGBuffer: 10 + - _StencilRefMV: 40 - _StencilWriteMask: 6 - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 4 diff --git a/com.unity.template-hd/Assets/Art/Materials/General/Bush_01_Mat.mat b/com.unity.template-hd/Assets/Art/Materials/General/Bush_01_Mat.mat index 102767e610e..948e817f4dc 100644 --- a/com.unity.template-hd/Assets/Art/Materials/General/Bush_01_Mat.mat +++ b/com.unity.template-hd/Assets/Art/Materials/General/Bush_01_Mat.mat @@ -312,6 +312,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AORemapMax: 1 - _AORemapMin: 0 diff --git a/com.unity.template-hd/Assets/Art/Materials/General/Collision_Mat.mat b/com.unity.template-hd/Assets/Art/Materials/General/Collision_Mat.mat index 4849fbeeec8..02b8651aba4 100644 --- a/com.unity.template-hd/Assets/Art/Materials/General/Collision_Mat.mat +++ 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@@ -124,19 +140,21 @@ Material: - _AffectNormal: 1 - _AffectSmoothness: 1 - _AlbedoAffectEmissive: 0 - - _AlphaCutoff: 0.5 - - _AlphaCutoffEnable: 0 + - _AlphaCutoff: 0.3 + - _AlphaCutoffEnable: 1 - _AlphaCutoffPostpass: 0.5 - _AlphaCutoffPrepass: 0.5 - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 + - _AlphaToMaskInspectorValue: 0 - _Anisotropy: 0 - _BlendMode: 0 - _CoatMask: 0 - _CullMode: 2 - _CullModeForward: 2 - - _Cutoff: 0.5 + - _Cutoff: 0.3 - _DecalBlend: 1 - _DecalColorMask0: 15 - _DecalColorMask1: 15 @@ -144,7 +162,9 @@ Material: - _DecalColorMask3: 12 - _DecalLayerMaskFromDecal: 1 - _DecalMaskMapBlueScale: 1 + - _DecalMeshBiasType: 0 - _DecalMeshDepthBias: 0 + - _DecalMeshViewBias: 0 - _DecalStencilRef: 16 - _DecalStencilWriteMask: 16 - _DepthOffsetEnable: 0 @@ -200,20 +220,23 @@ Material: - _MaterialID: 1 - _Metallic: 0 - _MetallicRemapMax: 1 - - _MetallicRemapMin: 0 + - _MetallicRemapMin: 0.94506997 - _NormalBlendSrc: 0 - 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b/com.unity.template-hd/Assets/Art/Materials/General/EmissiveBulb_Mat.mat index bfbfb5a3334..b18d8d0c282 100644 --- a/com.unity.template-hd/Assets/Art/Materials/General/EmissiveBulb_Mat.mat +++ b/com.unity.template-hd/Assets/Art/Materials/General/EmissiveBulb_Mat.mat @@ -134,6 +134,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AORemapMax: 1 - _AORemapMin: 0 diff --git a/com.unity.template-hd/Assets/Art/Materials/General/EmissiveStripLight_Mat.mat b/com.unity.template-hd/Assets/Art/Materials/General/EmissiveStripLight_Mat.mat index 511ba0315a6..d1a919f164a 100644 --- a/com.unity.template-hd/Assets/Art/Materials/General/EmissiveStripLight_Mat.mat +++ b/com.unity.template-hd/Assets/Art/Materials/General/EmissiveStripLight_Mat.mat @@ -134,6 +134,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AORemapMax: 1 - _AORemapMin: 0 diff --git a/com.unity.template-hd/Assets/Art/Materials/General/Fabric_Mat.mat b/com.unity.template-hd/Assets/Art/Materials/General/Fabric_Mat.mat index c87a20f51e9..5507979cdd3 100644 --- a/com.unity.template-hd/Assets/Art/Materials/General/Fabric_Mat.mat +++ b/com.unity.template-hd/Assets/Art/Materials/General/Fabric_Mat.mat @@ -134,6 +134,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AORemapMax: 1 - _AORemapMin: 0 diff --git a/com.unity.template-hd/Assets/Art/Materials/General/Fern_01_Mat.mat b/com.unity.template-hd/Assets/Art/Materials/General/Fern_01_Mat.mat index a89509005db..68a5ebe6ec3 100644 --- a/com.unity.template-hd/Assets/Art/Materials/General/Fern_01_Mat.mat +++ b/com.unity.template-hd/Assets/Art/Materials/General/Fern_01_Mat.mat @@ -325,6 +325,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _AORemapMax: 1 - _AORemapMin: 0 diff --git a/com.unity.template-hd/Assets/Art/Materials/General/GlassDark_Mat.mat b/com.unity.template-hd/Assets/Art/Materials/General/GlassDark_Mat.mat index 4971c468b47..9312df99add 100644 --- a/com.unity.template-hd/Assets/Art/Materials/General/GlassDark_Mat.mat +++ b/com.unity.template-hd/Assets/Art/Materials/General/GlassDark_Mat.mat @@ -22,9 +22,8 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: GlassDark_Mat m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3} - m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _DISABLE_SSR_TRANSPARENT - _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN - _SURFACE_TYPE_TRANSPARENT + m_ShaderKeywords: _BLENDMODE_ALPHA _BLENDMODE_PRESERVE_SPECULAR_LIGHTING _DOUBLESIDED_ON + _ENABLE_FOG_ON_TRANSPARENT _NORMALMAP_TANGENT_SPACE _REFRACTION_THIN _SURFACE_TYPE_TRANSPARENT m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 1 @@ -35,7 +34,6 @@ Material: 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m_ObjectHideFlags: 3 @@ -1573,6 +1576,7 @@ Transform: m_Children: - {fileID: 1118045913} - {fileID: 966118099} + - {fileID: 884363400} m_Father: {fileID: 906649024} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} @@ -1619,7 +1623,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f19d9143a39eb3b46bc4563e9889cfbd, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 2 m_Material: {fileID: 2100000, guid: 811cfb822fc52b94997d2481839de2fe, type: 2} m_DrawDistance: 1000 m_FadeScale: 0.9 @@ -1632,6 +1635,7 @@ MonoBehaviour: m_Offset: {x: 0, y: 0, z: 1.5} m_Size: {x: 8, y: 5, z: 3} m_FadeFactor: 0.298 + m_Version: 2 --- !u!1 &194713138 GameObject: m_ObjectHideFlags: 0 @@ -1693,7 +1697,10 @@ MonoBehaviour: NearClipPlane: 4 FarClipPlane: 1000 Dutch: 0 + ModeOverride: 0 LensShift: {x: 0, y: 0} + GateFit: 0 + m_SensorSize: {x: 1, y: 1} Iso: 200 ShutterSpeed: 0.005 Aperture: 1.4 @@ -1767,7 +1774,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 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- m_ObsoleteBoxInfiniteProjection: 0 m_Shape: 0 m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 1 capturePositionProxySpace: {x: 13.337921, y: -2.8979886, z: 0.061256886} @@ -3055,6 +2967,101 @@ MonoBehaviour: m_FieldOfView: 0 m_Aspect: 0 m_EditorOnlyData: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 0 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 1, y: 1, z: 1} + m_BoxBlendDistanceNegative: {x: 1, y: 1, z: 1} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 3 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + 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z: 1} - m_SphereRadius: 6 - m_SphereBlendDistance: 2 - m_SphereBlendNormalDistance: 0 proxy: - m_CSVersion: 1 - m_ObsoleteSphereInfiniteProjection: 0 - m_ObsoleteBoxInfiniteProjection: 0 m_Shape: 0 m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 1 capturePositionProxySpace: {x: -12.023113, y: -2.1000113, z: -1.9337659} @@ -3536,6 +3449,101 @@ MonoBehaviour: m_FieldOfView: 0 m_Aspect: 0 m_EditorOnlyData: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 0 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 1, y: 1, z: 1} + m_BoxBlendDistanceNegative: {x: 1, y: 1, z: 1} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 3 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + 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0 + backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} + clearDepth: 1 + cullingMask: + serializedVersion: 2 + m_Bits: 4294967295 + useOcclusionCulling: 1 + volumeLayerMask: + serializedVersion: 2 + m_Bits: 1 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 0 m_ObsoleteInfluenceSphereRadius: 3 @@ -3684,101 +3692,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: - m_HDProbeVersion: 3 - m_ObsoleteInfiniteProjection: 1 - m_ObsoleteInfluenceVolume: - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - 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m_ObsoleteWeight: 1 - m_ObsoleteMode: 0 - m_ObsoleteLightLayers: 1 - m_ObsoleteCaptureSettings: - overrides: 0 - clearColorMode: 0 - backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} - clearDepth: 1 - cullingMask: - serializedVersion: 2 - m_Bits: 4294967295 - useOcclusionCulling: 1 - volumeLayerMask: - serializedVersion: 2 - m_Bits: 1 - volumeAnchorOverride: {fileID: 0} - projection: 0 - nearClipPlane: 0.3 - farClipPlane: 1000 - fieldOfView: 90 - orthographicSize: 5 - renderingPath: 0 - shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -3795,6 +3708,17 @@ MonoBehaviour: fadeDistance: 20 rangeCompressionFactor: 1 influence: + m_Shape: 0 + m_BoxSize: {x: 4.25, y: 5.290511, z: 4.25} + m_BoxBlendDistancePositive: {x: 0.1, y: 0.1, z: 0.1} + m_BoxBlendDistanceNegative: {x: 0.1, y: 0, z: 0.1} + m_BoxBlendNormalDistancePositive: {x: 0.1, y: 0.1, z: 0.1} + m_BoxBlendNormalDistanceNegative: {x: 0.1, y: 0, z: 0.1} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 0} + m_SphereRadius: 3 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 m_EditorAdvancedModeBlendDistancePositive: {x: 0.1, y: 0.1, z: 0.1} m_EditorAdvancedModeBlendDistanceNegative: {x: 0.1, y: 0, z: 0.1} m_EditorSimplifiedModeBlendDistance: 0.05 @@ -3807,24 +3731,13 @@ MonoBehaviour: m_Version: 1 m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 0 - m_BoxSize: {x: 4.25, y: 5.290511, z: 4.25} - m_BoxBlendDistancePositive: {x: 0.1, y: 0.1, z: 0.1} - m_BoxBlendDistanceNegative: {x: 0.1, y: 0, z: 0.1} - m_BoxBlendNormalDistancePositive: {x: 0.1, y: 0.1, z: 0.1} - m_BoxBlendNormalDistanceNegative: {x: 0.1, y: 0, z: 0.1} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 0} - m_SphereRadius: 3 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 proxy: - m_CSVersion: 1 - m_ObsoleteSphereInfiniteProjection: 0 - m_ObsoleteBoxInfiniteProjection: 0 m_Shape: 0 m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 0 capturePositionProxySpace: {x: -0.1838932, y: -1.1974063, z: 0.40861225} @@ -4034,6 +3947,101 @@ MonoBehaviour: m_FieldOfView: 0 m_Aspect: 0 m_EditorOnlyData: 0 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 0 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 1, y: 1, z: 1} + m_BoxBlendDistanceNegative: {x: 1, y: 1, z: 1} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 3 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} + m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} + m_Version: 1 + m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} + m_ObsoleteOffset: {x: 0, y: 0, z: 0} + m_ObsoleteFrameSettings: + overrides: 0 + enableShadow: 0 + enableContactShadows: 0 + enableShadowMask: 0 + enableSSR: 0 + enableSSAO: 0 + enableSubsurfaceScattering: 0 + enableTransmission: 0 + enableAtmosphericScattering: 0 + enableVolumetrics: 0 + enableReprojectionForVolumetrics: 0 + enableLightLayers: 0 + enableExposureControl: 1 + diffuseGlobalDimmer: 0 + specularGlobalDimmer: 0 + shaderLitMode: 0 + enableDepthPrepassWithDeferredRendering: 0 + enableTransparentPrepass: 0 + enableMotionVectors: 0 + 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serializedVersion: 2 + m_Bits: 1 + volumeAnchorOverride: {fileID: 0} + projection: 0 + nearClipPlane: 0.3 + farClipPlane: 1000 + fieldOfView: 90 + orthographicSize: 5 + renderingPath: 0 + shadowDistance: 100 m_ReflectionProbeVersion: 9 m_ObsoleteInfluenceShape: 0 m_ObsoleteInfluenceSphereRadius: 3 @@ -4119,7 +4127,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f19d9143a39eb3b46bc4563e9889cfbd, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 2 m_Material: {fileID: 2100000, guid: 811cfb822fc52b94997d2481839de2fe, type: 2} m_DrawDistance: 1000 m_FadeScale: 0.9 @@ -4132,6 +4139,7 @@ MonoBehaviour: m_Offset: {x: 0, y: 0, z: 1.5} m_Size: {x: 8, y: 8, z: 3} m_FadeFactor: 0.18 + m_Version: 2 --- !u!1 &393079714 GameObject: m_ObjectHideFlags: 0 @@ -4175,7 +4183,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f19d9143a39eb3b46bc4563e9889cfbd, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 2 m_Material: {fileID: 2100000, guid: 811cfb822fc52b94997d2481839de2fe, type: 2} m_DrawDistance: 1000 m_FadeScale: 0.9 @@ -4188,6 +4195,7 @@ MonoBehaviour: m_Offset: {x: 0, y: 0, z: 1.5} m_Size: {x: 8, y: 8, z: 3} m_FadeFactor: 0.18 + m_Version: 2 --- !u!1 &398789243 GameObject: m_ObjectHideFlags: 0 @@ -4231,6 +4239,7 @@ VFXRenderer: m_CastShadows: 0 m_ReceiveShadows: 0 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 0 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 0 @@ -4745,7 +4754,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f19d9143a39eb3b46bc4563e9889cfbd, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 2 m_Material: {fileID: 2100000, guid: 811cfb822fc52b94997d2481839de2fe, type: 2} m_DrawDistance: 1000 m_FadeScale: 0.9 @@ -4758,6 +4766,7 @@ MonoBehaviour: m_Offset: {x: 0, y: 0, z: 1.5} m_Size: {x: 8, y: 8, z: 3} m_FadeFactor: 0.18 + m_Version: 2 --- !u!1001 &459287710 PrefabInstance: m_ObjectHideFlags: 0 @@ -4876,101 +4885,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: - m_HDProbeVersion: 3 - m_ObsoleteInfiniteProjection: 1 - m_ObsoleteInfluenceVolume: - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendNormalDistance: 0 - m_EditorAdvancedModeEnabled: 0 - m_EditorAdvancedModeFaceFadePositive: {x: 1, y: 1, z: 1} - m_EditorAdvancedModeFaceFadeNegative: {x: 1, y: 1, z: 1} - m_Version: 1 - m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} - m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 0 - m_BoxSize: {x: 10, y: 10, z: 10} - m_BoxBlendDistancePositive: {x: 1, y: 1, z: 1} - m_BoxBlendDistanceNegative: {x: 1, y: 1, z: 1} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 3 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 - m_ObsoleteFrameSettings: - overrides: 0 - enableShadow: 0 - enableContactShadows: 0 - enableShadowMask: 0 - enableSSR: 0 - enableSSAO: 0 - enableSubsurfaceScattering: 0 - enableTransmission: 0 - enableAtmosphericScattering: 0 - enableVolumetrics: 0 - enableReprojectionForVolumetrics: 0 - enableLightLayers: 0 - enableExposureControl: 1 - diffuseGlobalDimmer: 0 - specularGlobalDimmer: 0 - shaderLitMode: 0 - enableDepthPrepassWithDeferredRendering: 0 - enableTransparentPrepass: 0 - enableMotionVectors: 0 - enableObjectMotionVectors: 0 - enableDecals: 0 - enableRoughRefraction: 0 - enableTransparentPostpass: 0 - enableDistortion: 0 - enablePostprocess: 0 - enableOpaqueObjects: 0 - enableTransparentObjects: 0 - enableRealtimePlanarReflection: 0 - enableMSAA: 0 - enableAsyncCompute: 0 - runLightListAsync: 0 - runSSRAsync: 0 - 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PrefabInstance: m_ObjectHideFlags: 0 @@ -7543,53 +7564,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 23c1ce4fb46143f46bc5cb5224c934f6, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 7 - m_ObsoleteRenderingPath: 0 - m_ObsoleteFrameSettings: - overrides: 0 - enableShadow: 0 - enableContactShadows: 0 - enableShadowMask: 0 - enableSSR: 0 - enableSSAO: 0 - enableSubsurfaceScattering: 0 - enableTransmission: 0 - enableAtmosphericScattering: 0 - enableVolumetrics: 0 - enableReprojectionForVolumetrics: 0 - enableLightLayers: 0 - enableExposureControl: 1 - diffuseGlobalDimmer: 0 - specularGlobalDimmer: 0 - shaderLitMode: 0 - enableDepthPrepassWithDeferredRendering: 0 - enableTransparentPrepass: 0 - enableMotionVectors: 0 - enableObjectMotionVectors: 0 - enableDecals: 0 - enableRoughRefraction: 0 - enableTransparentPostpass: 0 - enableDistortion: 0 - enablePostprocess: 0 - enableOpaqueObjects: 0 - enableTransparentObjects: 0 - enableRealtimePlanarReflection: 0 - enableMSAA: 0 - 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isFptlEnabled: 0 --- !u!81 &1594496563 AudioListener: m_ObjectHideFlags: 0 @@ -17753,7 +17920,10 @@ MonoBehaviour: NearClipPlane: 0.3 FarClipPlane: 1000 Dutch: 0 + ModeOverride: 0 LensShift: {x: 0, y: 0} + GateFit: 0 + m_SensorSize: {x: 1, y: 1} Iso: 100 ShutterSpeed: 60 Aperture: 1.2 @@ -17827,6 +17997,7 @@ VFXRenderer: m_CastShadows: 0 m_ReceiveShadows: 0 m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 m_MotionVectors: 0 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 0 @@ -18142,101 +18313,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0ef8dc2c2eabfa4e8cb77be57a837c0, type: 3} m_Name: m_EditorClassIdentifier: - m_HDProbeVersion: 3 - m_ObsoleteInfiniteProjection: 1 - m_ObsoleteInfluenceVolume: - m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} - m_EditorSimplifiedModeBlendDistance: 0 - m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_EditorAdvancedModeBlendNormalDistanceNegative: 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- m_ObsoleteCaptureSettings: - overrides: 0 - clearColorMode: 0 - backgroundColorHDR: {r: 0.023529412, g: 0.07058824, b: 0.1882353, a: 0} - clearDepth: 1 - cullingMask: - serializedVersion: 2 - m_Bits: 4294967295 - useOcclusionCulling: 1 - volumeLayerMask: - serializedVersion: 2 - m_Bits: 1 - volumeAnchorOverride: {fileID: 0} - projection: 0 - nearClipPlane: 0.3 - farClipPlane: 1000 - fieldOfView: 90 - orthographicSize: 5 - renderingPath: 0 - shadowDistance: 100 m_ProbeSettings: frustum: fieldOfViewMode: 1 @@ -18253,6 +18329,17 @@ MonoBehaviour: fadeDistance: 40 rangeCompressionFactor: 1 influence: + m_Shape: 1 + m_BoxSize: {x: 17.638351, y: 6.9095984, z: 12.128868} + m_BoxBlendDistancePositive: {x: 1, y: 1, z: 1} + m_BoxBlendDistanceNegative: {x: 1, y: 1, z: 1} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 16.5 + 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m_EditorSimplifiedModeBlendDistance: 0.62 @@ -18701,24 +18788,13 @@ MonoBehaviour: m_Version: 1 m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 0 - m_BoxSize: {x: 7, y: 9.4, z: 8.62493} - m_BoxBlendDistancePositive: {x: 0.46, y: 0, z: 1.17} - m_BoxBlendDistanceNegative: {x: 1.895411, y: 0, z: 0} - m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} - m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} - m_BoxSideFadePositive: {x: 1, y: 1, z: 1} - m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} - m_SphereRadius: 3 - m_SphereBlendDistance: 0 - m_SphereBlendNormalDistance: 0 proxy: - m_CSVersion: 1 - m_ObsoleteSphereInfiniteProjection: 0 - m_ObsoleteBoxInfiniteProjection: 0 m_Shape: 0 m_BoxSize: {x: 1, y: 1, z: 1} m_SphereRadius: 1 + m_CSVersion: 1 + m_ObsoleteSphereInfiniteProjection: 0 + m_ObsoleteBoxInfiniteProjection: 0 proxySettings: useInfluenceVolumeAsProxyVolume: 1 capturePositionProxySpace: {x: 6.8126316, y: -3.3048925, z: -3.9549766} @@ -18928,6 +19004,101 @@ MonoBehaviour: m_FieldOfView: 0 m_Aspect: 0 m_EditorOnlyData: 1 + m_HDProbeVersion: 3 + m_ObsoleteInfiniteProjection: 1 + m_ObsoleteInfluenceVolume: + m_Shape: 0 + m_BoxSize: {x: 10, y: 10, z: 10} + m_BoxBlendDistancePositive: {x: 1, y: 1, z: 1} + m_BoxBlendDistanceNegative: {x: 1, y: 1, z: 1} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 3 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 + m_EditorAdvancedModeBlendDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendDistance: 0 + m_EditorAdvancedModeBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_EditorAdvancedModeBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_EditorSimplifiedModeBlendNormalDistance: 0 + m_EditorAdvancedModeEnabled: 0 + 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m_ObsoleteInfluenceShape: 0 m_ObsoleteInfluenceSphereRadius: 3 @@ -19111,7 +19282,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f19d9143a39eb3b46bc4563e9889cfbd, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 2 m_Material: {fileID: 2100000, guid: 811cfb822fc52b94997d2481839de2fe, type: 2} m_DrawDistance: 1000 m_FadeScale: 0.9 @@ -19124,6 +19294,7 @@ MonoBehaviour: m_Offset: {x: 0, y: 0, z: 1.5} m_Size: {x: 8, y: 8, z: 3} m_FadeFactor: 0.18 + m_Version: 2 --- !u!1 &1656474237 GameObject: m_ObjectHideFlags: 0 @@ -19167,7 +19338,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f19d9143a39eb3b46bc4563e9889cfbd, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 2 m_Material: {fileID: 2100000, guid: 811cfb822fc52b94997d2481839de2fe, type: 2} m_DrawDistance: 1000 m_FadeScale: 0.9 @@ -19180,6 +19350,7 @@ MonoBehaviour: m_Offset: {x: 0, y: 0, z: 0.5} m_Size: {x: 5, y: 5, z: 1} m_FadeFactor: 0.102 + m_Version: 2 --- !u!1 &1658575782 GameObject: m_ObjectHideFlags: 0 @@ -19223,7 +19394,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f19d9143a39eb3b46bc4563e9889cfbd, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 2 m_Material: {fileID: 2100000, guid: 811cfb822fc52b94997d2481839de2fe, type: 2} m_DrawDistance: 1000 m_FadeScale: 0.9 @@ -19236,6 +19406,7 @@ MonoBehaviour: m_Offset: {x: 0, y: 0, z: 0.5} m_Size: {x: 13.719084, y: 13.005772, z: 1} m_FadeFactor: 0.18 + m_Version: 2 --- !u!1 &1661917178 GameObject: m_ObjectHideFlags: 0 @@ -19279,7 +19450,6 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: f19d9143a39eb3b46bc4563e9889cfbd, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 2 m_Material: {fileID: 2100000, guid: 811cfb822fc52b94997d2481839de2fe, type: 2} m_DrawDistance: 1000 m_FadeScale: 0.9 @@ -19292,6 +19462,7 @@ MonoBehaviour: m_Offset: {x: 0, y: 0, z: 1} m_Size: {x: 5, y: 5, z: 2} m_FadeFactor: 0.18 + m_Version: 2 --- !u!1 &1663721605 GameObject: m_ObjectHideFlags: 0 @@ -19373,101 +19544,6 @@ MonoBehaviour: m_Script: 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-19484,6 +19560,17 @@ MonoBehaviour: fadeDistance: 20 rangeCompressionFactor: 1 influence: + m_Shape: 0 + m_BoxSize: {x: 6.6913147, y: 1.0821943, z: 1.71208} + m_BoxBlendDistancePositive: {x: 0.1705265, y: 0.025563002, z: 0} + m_BoxBlendDistanceNegative: {x: 0.050727844, y: 0, z: 0.6529348} + m_BoxBlendNormalDistancePositive: {x: 0, y: 0, z: 0} + m_BoxBlendNormalDistanceNegative: {x: 0, y: 0, z: 0} + m_BoxSideFadePositive: {x: 1, y: 1, z: 1} + m_BoxSideFadeNegative: {x: 1, y: 1, z: 1} + m_SphereRadius: 3 + m_SphereBlendDistance: 0 + m_SphereBlendNormalDistance: 0 m_EditorAdvancedModeBlendDistancePositive: {x: 0.1705265, y: 0.025563002, z: 0} m_EditorAdvancedModeBlendDistanceNegative: {x: 0.050727844, y: 0, z: 0.6529348} m_EditorSimplifiedModeBlendDistance: 0 @@ -19496,24 +19583,13 @@ MonoBehaviour: m_Version: 1 m_ObsoleteSphereBaseOffset: {x: 0, y: 0, z: 0} m_ObsoleteOffset: {x: 0, y: 0, z: 0} - m_Shape: 0 - m_BoxSize: {x: 6.6913147, y: 1.0821943, z: 1.71208} - 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