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a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/1713_MeshDecalViewBias.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/1713_MeshDecalViewBias.png new file mode 100644 index 00000000000..0e39194e45f --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/1713_MeshDecalViewBias.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d7b3bf79c8ccdb821928381dadfdd6f8b2414cb6537d9f586f5dae81a7e3340f +size 54768 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2002_Light_DynamicMix.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2002_Light_DynamicMix.png index 17d86570bc5..630b5f87e94 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2002_Light_DynamicMix.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2002_Light_DynamicMix.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9a6cc59ac277f636ec5a02e3c181c0ff5d5c3b63c0901f36cae77a2c4d36358c -size 99186 +oid sha256:44a51c3efd8884f7d97354fb8a724d13da3db3b0cf2d409dee01fe6daca6574f +size 97690 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2010_IES_Cookies.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2010_IES_Cookies.png index 5394d14260c..37d3db2eebc 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2010_IES_Cookies.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2010_IES_Cookies.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:3f8da159124d8b78f80733c83d67abecd333cf639d52a7d662e0a041f1150e2e -size 200116 +oid 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/dev/null +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/2505_Area_Light_ShadowMask_Baking.png.meta @@ -0,0 +1,108 @@ +fileFormatVersion: 2 +guid: cb301e87a70057e42b08897500350a7e +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 11 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 1 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: -1 + wrapV: -1 + wrapW: -1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 0 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5001_Fog_FogFallback.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5001_Fog_FogFallback.png index 29474452f5c..53eb5097606 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5001_Fog_FogFallback.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5001_Fog_FogFallback.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:42ac60c370105622ba1429981d0543da201a7e79a7629968c7b2a2120e276cc4 -size 91764 +oid sha256:04c45347d64e9935e930c98a44ea84ff23ea8713a871af88ad2dd6a20d36ad18 +size 95132 diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index b933b0d2ead..1cbc15c05a7 100644 --- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -89,6 +89,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/1x_Materials/1223_Lit_Iridescence.unity guid: b447fc323b2e7604e9404972d093fb77 + - enabled: 1 + path: Assets/GraphicTests/Scenes/1x_Materials/1224_Lit_Tesselation_Culling.unity + guid: e6dbeb027fe017c41839dd2fcfc728f3 - enabled: 1 path: Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity guid: eefb6e7ceaa685442bbf61fd2b82f9ae @@ -356,6 +359,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/2x_Lighting/2503_LightLayer_DisableShadow.unity guid: a8cbd2435b2e88e4b8f3060f575e7af5 + - enabled: 1 + path: Assets/GraphicTests/Scenes/2x_Lighting/2505_Area_Light_ShadowMask_Baking.unity + guid: 091dc511a7c5d714cba984414c7b7ecf - enabled: 1 path: Assets/GraphicTests/Scenes/2x_Lighting/2551_SSR.unity guid: 62f2b88cccb280246a9211bbcf0c8245 @@ -662,4 +668,7 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9901_AOV_buffers.unity guid: 5b7d40e46ea038446bf4f714c9d89eaf + - enabled: 1 + path: Assets/GraphicTests/Scenes/1x_Materials/1713_MeshDecalViewBias.unity + guid: 0adc2fcc221085f45ba4dce7e4afae0d m_configObjects: {} diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index e657c7160fe..5b4145ade32 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -6,8 +6,11 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ## [10.3.0] - 2020-11-16 -Version Updated -The version number for this package has increased due to a version update of a related graphics package. +### Added +- New function in GeometryTools.hlsl to calculate triangle edge and full triangle culling. + +### Fixed +- Fixed a bug in FreeCamera which would only provide a speed boost for the first frame when pressing the Shfit key. ## [10.2.0] - 2020-10-19 diff --git a/com.unity.render-pipelines.core/Editor/LookDev/CameraController.cs b/com.unity.render-pipelines.core/Editor/LookDev/CameraController.cs index a6fa5ce2944..3f7aa751d49 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/CameraController.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/CameraController.cs @@ -129,13 +129,17 @@ virtual protected bool isDragging } } - public CameraController(CameraState cameraState, DisplayWindow window, Action focused) + public CameraController(DisplayWindow window, Action focused) { - m_CameraState = cameraState; m_Window = window; m_Focused = focused; } + public void UpdateCameraState(Context context, ViewIndex index) + { + m_CameraState = context.GetViewContent(index).camera; + } + private void ResetCameraControl() { isDragging = false; @@ -458,16 +462,22 @@ class SwitchableCameraController : CameraController bool switchedDrag = false; bool switchedWheel = false; - public SwitchableCameraController(CameraState cameraStateFirstView, CameraState cameraStateSecondView, DisplayWindow window, Action focused) - : base(cameraStateFirstView, window, null) + public SwitchableCameraController(DisplayWindow window, Action focused) + : base(window, null) { - m_FirstView = cameraStateFirstView; - m_SecondView = cameraStateSecondView; m_CurrentViewIndex = ViewIndex.First; m_Focused = () => focused?.Invoke(m_CurrentViewIndex); } + public void UpdateCameraState(Context context) + { + m_FirstView = context.GetViewContent(ViewIndex.First).camera; + m_SecondView = context.GetViewContent(ViewIndex.Second).camera; + + m_CameraState = m_CurrentViewIndex == ViewIndex.First ? m_FirstView : m_SecondView; + } + void SwitchTo(ViewIndex index) { CameraState stateToSwitch; diff --git a/com.unity.render-pipelines.core/Editor/LookDev/ComparisonGizmoController.cs b/com.unity.render-pipelines.core/Editor/LookDev/ComparisonGizmoController.cs index d89e2ea59bc..7d926a29194 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/ComparisonGizmoController.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/ComparisonGizmoController.cs @@ -49,12 +49,16 @@ bool isDragging } } - public ComparisonGizmoController(ComparisonGizmoState state, SwitchableCameraController switcher) + public ComparisonGizmoController(SwitchableCameraController switcher) { - m_State = state; m_Switcher = switcher; } + public void UpdateGizmoState(ComparisonGizmoState state) + { + m_State = state; + } + protected override void RegisterCallbacksOnTarget() { target.RegisterCallback(OnMouseDown); diff --git a/com.unity.render-pipelines.core/Editor/LookDev/Compositor.cs b/com.unity.render-pipelines.core/Editor/LookDev/Compositor.cs index 631620c8732..2864b679828 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/Compositor.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/Compositor.cs @@ -151,17 +151,15 @@ public bool pixelPerfect public Compositer( IViewDisplayer displayer, - Context contexts, IDataProvider dataProvider, StageCache stages) { m_Displayer = displayer; - m_Contexts = contexts; m_RenderDataCache = new RenderingData[2] { - new RenderingData() { stage = stages[ViewIndex.First], updater = contexts.GetViewContent(ViewIndex.First).camera }, - new RenderingData() { stage = stages[ViewIndex.Second], updater = contexts.GetViewContent(ViewIndex.Second).camera } + new RenderingData() { stage = stages[ViewIndex.First] }, + new RenderingData() { stage = stages[ViewIndex.Second] } }; m_Displayer.OnRenderDocAcquisitionTriggered += RenderDocAcquisitionRequested; @@ -196,6 +194,12 @@ public void Dispose() public void Render() { + // This can happen when entering/leaving playmode. + if (LookDev.dataProvider == null) + return; + + m_Contexts = LookDev.currentContext; + //TODO: make integration EditorWindow agnostic! if (UnityEditorInternal.RenderDoc.IsLoaded() && UnityEditorInternal.RenderDoc.IsSupported() && m_RenderDocAcquisitionRequested) UnityEditorInternal.RenderDoc.BeginCaptureRenderDoc(m_Displayer as EditorWindow); @@ -235,11 +239,13 @@ void AcquireDataForView(ViewIndex index, Rect viewport) m_RenderTextures.UpdateSize(renderingData.viewPort, index, m_Renderer.pixelPerfect, renderingData.stage.camera); - int debugMode = m_Contexts.GetViewContent(index).debug.viewMode; + int debugMode = view.debug.viewMode; if (debugMode != -1) LookDev.dataProvider.UpdateDebugMode(debugMode); renderingData.output = m_RenderTextures[index, ShadowCompositionPass.MainView]; + renderingData.updater = view.camera; + m_Renderer.BeginRendering(renderingData, LookDev.dataProvider); m_Renderer.Acquire(renderingData); diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs index c1a53ef8bf1..ca1e616ae49 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs @@ -217,6 +217,10 @@ event Action IViewDisplayer.OnUpdateRequested StyleSheet styleSheet = null; StyleSheet styleSheetLight = null; + SwitchableCameraController m_FirstOrCompositeManipulator; + CameraController m_SecondManipulator; + ComparisonGizmoController m_GizmoManipulator; + void ReloadStyleSheets() { if(styleSheet == null || styleSheet.Equals(null)) @@ -393,9 +397,7 @@ void CreateViews() m_Views[(int)ViewIndex.Second] = new Image() { name = Style.k_SecondViewName, image = Texture2D.blackTexture }; m_ViewContainer.Add(m_Views[(int)ViewIndex.Second]); - var firstOrCompositeManipulator = new SwitchableCameraController( - LookDev.currentContext.GetViewContent(ViewIndex.First).camera, - LookDev.currentContext.GetViewContent(ViewIndex.Second).camera, + m_FirstOrCompositeManipulator = new SwitchableCameraController( this, index => { @@ -404,8 +406,7 @@ void CreateViews() if (sidePanel == SidePanel.Environment && environment != null && LookDev.currentContext.environmentLibrary != null) m_EnvironmentList.selectedIndex = LookDev.currentContext.environmentLibrary.IndexOf(environment); }); - var secondManipulator = new CameraController( - LookDev.currentContext.GetViewContent(ViewIndex.Second).camera, + m_SecondManipulator = new CameraController( this, () => { @@ -414,10 +415,10 @@ void CreateViews() if (sidePanel == SidePanel.Environment && environment != null && LookDev.currentContext.environmentLibrary != null) m_EnvironmentList.selectedIndex = LookDev.currentContext.environmentLibrary.IndexOf(environment); }); - var gizmoManipulator = new ComparisonGizmoController(LookDev.currentContext.layout.gizmoState, firstOrCompositeManipulator); - m_Views[(int)ViewIndex.First].AddManipulator(gizmoManipulator); //must take event first to switch the firstOrCompositeManipulator - m_Views[(int)ViewIndex.First].AddManipulator(firstOrCompositeManipulator); - m_Views[(int)ViewIndex.Second].AddManipulator(secondManipulator); + m_GizmoManipulator = new ComparisonGizmoController(m_FirstOrCompositeManipulator); + m_Views[(int)ViewIndex.First].AddManipulator(m_GizmoManipulator); //must take event first to switch the firstOrCompositeManipulator + m_Views[(int)ViewIndex.First].AddManipulator(m_FirstOrCompositeManipulator); + m_Views[(int)ViewIndex.Second].AddManipulator(m_SecondManipulator); m_NoObject1 = new Label(Style.k_DragAndDropObject); m_NoObject1.style.flexGrow = 1; @@ -665,6 +666,11 @@ void Update() Debug.LogError("LookDev is not supported: No SRP detected."); LookDev.Close(); } + + // All those states coming from the Contexts can become invalid after a domain reload so we need to update them. + m_FirstOrCompositeManipulator.UpdateCameraState(LookDev.currentContext); + m_SecondManipulator.UpdateCameraState(LookDev.currentContext, ViewIndex.Second); + m_GizmoManipulator.UpdateGizmoState(LookDev.currentContext.layout.gizmoState); } void OnGUI() diff --git a/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs b/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs index 0e7fb8c8285..6548aa12bef 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs @@ -28,7 +28,18 @@ internal static IDataProvider dataProvider internal static Context currentContext { //Lazy init: load it when needed instead in static even if you do not support lookdev - get => s_CurrentContext ?? (s_CurrentContext = LoadConfigInternal() ?? defaultContext); + get + { + if (s_CurrentContext == null || s_CurrentContext.Equals(null)) + { + s_CurrentContext = LoadConfigInternal(); + if (s_CurrentContext == null) + s_CurrentContext = defaultContext; + + ReloadStage(false); + } + return s_CurrentContext; + } private set => s_CurrentContext = value; } @@ -118,7 +129,10 @@ internal static void Initialize(DisplayWindow window) s_ViewDisplayer = window; s_EnvironmentDisplayer = window; open = true; - ConfigureLookDev(reloadWithTemporaryID: false); + + // Lookdev Initialize can be called when the window is re-created by the editor layout system. + // In that case, the current context won't be null and there might be objects to reload from the temp ID + ConfigureLookDev(reloadWithTemporaryID: s_CurrentContext != null); } [Callbacks.DidReloadScripts] @@ -161,9 +175,9 @@ static void WaitingSRPReloadForConfiguringRenderer(int maxAttempt, bool reloadWi static void ConfigureRenderer(bool reloadWithTemporaryID) { s_Stages?.Dispose(); //clean previous occurrence on reloading - s_Stages = new StageCache(dataProvider, currentContext); + s_Stages = new StageCache(dataProvider); s_Compositor?.Dispose(); //clean previous occurrence on reloading - s_Compositor = new Compositer(s_ViewDisplayer, currentContext, dataProvider, s_Stages); + s_Compositor = new Compositer(s_ViewDisplayer, dataProvider, s_Stages); } static void LinkViewDisplayer() @@ -177,10 +191,6 @@ static void LinkViewDisplayer() s_ViewDisplayer = null; //currentContext = null; - //release editorInstanceIDs - currentContext.GetViewContent(ViewIndex.First).CleanTemporaryObjectIndexes(); - currentContext.GetViewContent(ViewIndex.Second).CleanTemporaryObjectIndexes(); - SaveConfig(); open = false; diff --git a/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs b/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs index 0f121b9bcbd..0942182a5ad 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs @@ -284,7 +284,6 @@ class StageCache : IDisposable const string secondStageName = "LookDevSecondView"; Stage[] m_Stages; - Context m_Contexts; IDataProvider m_CurrentDataProvider; public Stage this[ViewIndex index] @@ -292,9 +291,8 @@ public Stage this[ViewIndex index] public bool initialized { get; private set; } - public StageCache(IDataProvider dataProvider, Context contexts) + public StageCache(IDataProvider dataProvider) { - m_Contexts = contexts; m_Stages = new Stage[2] { InitStage(ViewIndex.First, dataProvider), @@ -333,7 +331,7 @@ public void UpdateSceneObjects(ViewIndex index) Stage stage = this[index]; stage.Clear(); - var viewContent = m_Contexts.GetViewContent(index); + var viewContent = LookDev.currentContext.GetViewContent(index); if (viewContent == null) { viewContent.viewedInstanceInPreview = null; @@ -347,7 +345,7 @@ public void UpdateSceneObjects(ViewIndex index) public void UpdateSceneLighting(ViewIndex index, IDataProvider provider) { Stage stage = this[index]; - Environment environment = m_Contexts.GetViewContent(index).environment; + Environment environment = LookDev.currentContext.GetViewContent(index).environment; provider.UpdateSky(stage.camera, environment == null ? default : environment.sky, stage.runtimeInterface); diff --git a/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs b/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs index e59ff3914b9..67c2fc98c09 100644 --- a/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs +++ b/com.unity.render-pipelines.core/Editor/Volume/Drawers/IntParameterDrawer.cs @@ -1,5 +1,6 @@ using UnityEngine; using UnityEngine.Rendering; +using UnityEditorInternal; namespace UnityEditor.Rendering { @@ -104,4 +105,19 @@ public override bool OnGUI(SerializedDataParameter parameter, GUIContent title) return true; } } + + [VolumeParameterDrawer(typeof(LayerMaskParameter))] + sealed class LayerMaskParameterDrawer : VolumeParameterDrawer + { + public override bool OnGUI(SerializedDataParameter parameter, GUIContent title) + { + var value = parameter.value; + + if (value.propertyType != SerializedPropertyType.LayerMask) + return false; + + value.intValue = EditorGUILayout.MaskField(title, value.intValue, InternalEditorUtility.layers); + return true; + } + } } diff --git a/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs b/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs index 675439767c2..4ccc7e2ea2c 100644 --- a/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs +++ b/com.unity.render-pipelines.core/Runtime/Camera/FreeCamera.cs @@ -151,7 +151,7 @@ void UpdateInputs() inputRotateAxisX += (Input.GetAxis(kRightStickX) * m_LookSpeedController * Time.deltaTime); inputRotateAxisY += (Input.GetAxis(kRightStickY) * m_LookSpeedController * Time.deltaTime); - leftShift = Input.GetKeyDown(KeyCode.LeftShift); + leftShift = Input.GetKey(KeyCode.LeftShift); fire1 = Input.GetAxis("Fire1") > 0.0f; inputChangeSpeed = Input.GetAxis(kSpeedAxis); @@ -192,10 +192,8 @@ void Update() transform.localRotation = Quaternion.Euler(newRotationX, newRotationY, transform.localEulerAngles.z); float moveSpeed = Time.deltaTime * m_MoveSpeed; - if (leftShiftBoost) - moveSpeed *= leftShift ? m_Turbo : 1.0f; - else - moveSpeed *= fire1 ? m_Turbo : 1.0f; + if (fire1 || leftShiftBoost && leftShift) + moveSpeed *= m_Turbo; transform.position += transform.forward * moveSpeed * inputVertical; transform.position += transform.right * moveSpeed * inputHorizontal; transform.position += Vector3.up * moveSpeed * inputYAxis; diff --git a/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl index e92151aacd0..fd3730586ca 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl @@ -234,9 +234,12 @@ bool CullTriangleFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 // Returns 'true' if the edge of the triangle is outside of the frustum. // The edges are defined s.t. they are on the opposite side of the point with the given index. // 'epsilon' is the (negative) distance to (outside of) the frustum below which we cull the triangle. -bool3 CullTriangleEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes) +//output packing: +// x,y,z - one component per triangle edge, true if outside, false otherwise +// w - true if entire triangle is outside of at least 1 plane of the frustum, false otherwise +bool4 CullFullTriangleAndEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes) { - bool3 edgesOutside = false; + bool4 edgesOutsideXYZ_triangleOutsideW = false; for (int i = 0; i < numPlanes; i++) { @@ -244,13 +247,26 @@ bool3 CullTriangleEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, f DistanceFromPlane(p1, frustumPlanes[i]) < epsilon, DistanceFromPlane(p2, frustumPlanes[i]) < epsilon); - // If both points of the edge are behind any of the planes, we cull. - edgesOutside.x = edgesOutside.x || (pointsOutside.y && pointsOutside.z); - edgesOutside.y = edgesOutside.y || (pointsOutside.x && pointsOutside.z); - edgesOutside.z = edgesOutside.z || (pointsOutside.x && pointsOutside.y); + bool3 edgesOutside; + // If both points of the edge are behind any of the planes, we cull. + edgesOutside.x = pointsOutside.y && pointsOutside.z; + edgesOutside.y = pointsOutside.x && pointsOutside.z; + edgesOutside.z = pointsOutside.x && pointsOutside.y; + + edgesOutsideXYZ_triangleOutsideW = edgesOutsideXYZ_triangleOutsideW || bool4(edgesOutside.xyz, all(pointsOutside)); } - return edgesOutside; + return edgesOutsideXYZ_triangleOutsideW; +} + +// Returns 'true' if the edge of the triangle is outside of the frustum. +// The edges are defined s.t. they are on the opposite side of the point with the given index. +// 'epsilon' is the (negative) distance to (outside of) the frustum below which we cull the triangle. +//output packing: +// x,y,z - one component per triangle edge, true if outside, false otherwise +bool3 CullTriangleEdgesFrustum(float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes) +{ + return CullFullTriangleAndEdgesFrustum(p0, p1, p2, epsilon, frustumPlanes, numPlanes).xyz; } bool CullTriangleBackFaceView(float3 p0, float3 p1, float3 p2, float epsilon, float3 V, float winding) diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index a157b8e8429..758841ae7b2 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -9,6 +9,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### 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. +- Added View Bias for mesh decals. ### Fixed - Fixed issue where some ShaderGraph generated shaders were not SRP compatible because of UnityPerMaterial cbuffer layout mismatches (case 1292501) @@ -44,6 +45,31 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - VFX : Debug material view were rendering pink for albedo. (case 1290752) - Fixed XR depth copy when using MSAA. - Fixed GC allocations from XR occlusion mesh when using multipass. +- Fixed an issue with the frame count management for the volumetric fog (case 1299251). +- Fixed an issue with half res ssgi upscale. +- Fixed timing issues with accumulation motion blur +- Fixed register spilling on FXC in light list shaders. +- Fixed issue with shadow mask and area lights. +- Fixed an issue with the capture callback (now includes post processing results). +- Fixed decal draw order for ShaderGraph decal materials. +- Fixed StackLit ShaderGraph surface option property block to only display energy conserving specular color option for the specular parametrization (case 1257050) +- Fixed missing BeginCameraRendering call for custom render mode of a Camera. +- Fixed LayerMask editor for volume parameters. +- Fixed the condition on temporal accumulation in the reflection denoiser (case 1303504). +- Fixed box light attenuation. +- Fixed after post process custom pass scale issue when dynamic resolution is enabled (case 1299194). +- Fixed an issue with light intensity prefab override application not visible in the inspector (case 1299563). +- Fixed Undo/Redo instability of light temperature. +- Fixed label style in pbr sky editor. +- Fixed side effect on styles during compositor rendering. +- Fixed size and spacing of compositor info boxes (case 1305652). +- Fixed spacing of UI widgets in the Graphics Compositor (case 1305638). +- Fixed undo-redo on layered lit editor. +- Fixed tesselation culling, big triangles using lit tesselation shader would dissapear when camera is too close to them (case 1299116) +- Fixed issue with compositor related custom passes still active after disabling the compositor (case 1305330) +- Fixed regression in Wizard that not fix runtime ressource anymore (case 1287627) +- Fixed error in Depth Of Field near radius blur calculation (case 1306228). +- Fixed a reload bug when using objects from the scene in the lookdev (case 1300916). ### Changed - Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection. @@ -52,7 +78,12 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - 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 - +- Changed the convergence time of ssgi to 16 frames and the preset value +- Changed the clamping approach for RTR and RTGI (in both perf and quality) to improve visual quality. +- Changed the warning message for ray traced area shadows (case 1303410). +- Disabled specular occlusion for what we consider medium and larger scale ao > 1.25 with a 25cm falloff interval. +- Change the source value for the ray tracing frame index iterator from m_FrameCount to the camera frame count (case 1301356). + ## [10.2.1] - 2020-11-30 ### Added @@ -94,6 +125,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Volume Manager now always tests scene culling masks. This was required to fix hybrid workflow. - Now the screen space shadow is only used if the analytic value is valid. - Distance based roughness is disabled by default and have a control +- Changed the name from the Depth Buffer Thickness to Depth Tolerance for SSGI (case 1301352). ## [10.2.0] - 2020-10-19 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md index 87403540bce..98d74451cdf 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md @@ -46,10 +46,12 @@ These properties allow you to set the inputs that affect the behavior of the dec These properties allow you to change the rendering behavior of the decal. -| **Property** | **Description** | -| ------------------------- | ------------------------------------------------------------ | -| **Draw Order** | Controls the order in which HDRP draws decals in the Scene. HDRP draws decals with lower values first, so it draws decals with a higher draw order value on top of those with lower values. This feature works for decals projected on opaque and transparent surfaces.
**Note**: This property only applies to decals the [Decal Projector](Decal-Projector.md) creates and has no effect on Mesh decals. Additionally, if you have multiple Decal Materials with the same **Draw Order**, the order HDRP renders them in depends on the order you create the Materials. HDRP renders Decal Materials you create first before those you create later with the same **Draw Order**. | -| **Mesh Decal Depth Bias** | A depth bias that HDRP applies to the decal’s Mesh to stop it from overlapping with other Meshes. A negative value draws the decal in front of any overlapping Mesh, while a positive value offsets the decal and draw it behind. This property only affects decal Materials directly attached to GameObjects with a Mesh Renderer, so Decal Projectors do not use this property. | +| **Property** | **Description** | +| -------------------------- | ------------------------------------------------------------ | +| **Draw Order** | Controls the order in which HDRP draws decals in the Scene. HDRP draws decals with lower values first, so it draws decals with a higher draw order value on top of those with lower values. This feature works for decals projected on opaque and transparent surfaces.
**Note**: This property only applies to decals the [Decal Projector](Decal-Projector.md) creates and has no effect on Mesh decals. Additionally, if you have multiple Decal Materials with the same **Draw Order**, the order HDRP renders them in depends on the order you create the Materials. HDRP renders Decal Materials you create first before those you create later with the same **Draw Order**. | +| **Mesh Decal Bias Type** | Determines the type of bias that HDRP applies to the decal’s Mesh to stop it from overlapping with other Meshes. The options are:
• **Depth Bias**: Applies a bias to the final depth value,
• **View Bias**: Applies a world-space bias (in meters) alongside the view vector. | +| **- Mesh Decal View Bias** | A world-space bias (in meters) that HDRP applies to the decal’s Mesh to stop it from overlapping with other Meshes along the view vector. A positive value draws the decal in front of any overlapping Mesh, while a negative value offsets the decal and draws it behind. This property only affects decal Materials directly attached to GameObjects with a Mesh Renderer, so Decal Projectors do not use this property. This property is only visible if **Mesh Decal Bias Type** is set to **View Bias**. | +| **Mesh Decal Depth Bias** | A depth bias that HDRP applies to the decal’s Mesh to stop it from overlapping with other Meshes. A negative value draws the decal in front of any overlapping Mesh, while a positive value offsets the decal and draw it behind. This property only affects decal Materials directly attached to GameObjects with a Mesh Renderer, so Decal Projectors do not use this property. This property is only visible if **Mesh Decal Bias Type** is set to **Depth Bias**. | ### HDRP Asset properties diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md index ade7d3463ea..a2ec2de6caa 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md @@ -115,12 +115,13 @@ Ray-traced shadows offer the possibility of semi-transparent shadows for Point L Ray-traced shadows offer an alternative to the [exponential variance shadow map](Glossary.md#ExponentialVarianceShadowMap) that Rectangle Lights use for opaque GameObjects. ![](Images/RayTracedShadows7.png) - **Rectangle Light shadow map** ![](Images/RayTracedShadows8.png) **Ray-traced Rectangle Light shadows** +**Note**: When rendering in [deferred mode](Forward-And-Deferred-Rendering.md), HDRP provides accurate ray-traced area light shadows for the [Lit](Lit-Shader.md) shader. When HDRP renders for any other shader, or for the Lit shader in forward mode, it uses an approximation to calculate ray-traced shadows for area lights. This approximation is not perfectly accurate, but does produce plausible results. + ### Properties | Property | Description | @@ -129,5 +130,12 @@ Ray-traced shadows offer an alternative to the [exponential variance shadow map] | **Denoise** | Enables the spatio-temporal filter that HDRP uses to remove noise from the ray-traced shadows. | | - **Denoiser Radius** | Controls the radius of the spatio-temporal filter. | -### Notes -Ray-traced shadows do not support the **Two Sided** option for the Mesh Renderer's **Cast Shadows** property. To use double-sided shadows for a mesh, open the Mesh Renderer's Material in the Inspector and, in the **Surface Options** section, enable the **Double-Sided** property. \ No newline at end of file + +## Limitations + +#### Double-sided shadows +Ray-traced shadows do not support the **Two Sided** option for the Mesh Renderer's **Cast Shadows** property. To use double-sided shadows for a mesh, open the Mesh Renderer's Material in the Inspector and, in the **Surface Options** section, enable the **Double-Sided** property. + +#### Recursive rendering + +GameObjects HDRP renders using [recursive rendering](Ray-Tracing-Recursive-Rendering.md) cannot receive ray-traced shadows. If you enable both effects, HDRP renders rasterized [shadows](Shadows-in-HDRP.md) on recursively rendered GameObjects. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md index c60d45f0c46..201d007c577 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Recursive-Rendering.md @@ -27,6 +27,10 @@ You can also do this for Shader Graph master nodes: 1. In the Project window, double-click on the Shader to open it in Shader Graph. 2. In the **Graph Settings** tab of the **Graph Inspector**, go to **Surface Options** and enable **Recursive Rendering (Preview)**. +It is best practice to use recursive rendering in situations that require multi-bounced reflection and refraction, for example car headlights. Although recursive rendering also produces ray-traced reflections in more simple scenarios, like for a mirror or a puddle, it is best practice to use [ray-traced reflections](Ray-Traced-Reflections.md) here for performance reasons. + +Since recursive rendering uses an independent render pass, HDRP cannot render any other ray-traced effects on recursively rendered GameObjects. For example, it cannot render effects such as ray-traced subsurface scattering or ray-traced shadows. + ## Properties | Property | Description | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md b/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md index 6add0640630..1f90455530b 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md @@ -37,7 +37,7 @@ HRDP is only compatible with the following platforms: - MacOS (minimum version 10.13) using Metal graphics - Linux and Windows platforms with Vulkan -**Note: HDRP only works on these platforms if the device used supports Compute Shaders. HDRP does not support OpenGL or OpenGL ES devices.** +**Note: HDRP only works on these platforms if the device used supports Compute Shaders. HDRP does not support OpenGL or OpenGL ES devices. On Linux, Vulkan may not be installed by default. In that case you need to install it manually to run HDRP.** ### Ray tracing diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs index b05b2cd3d38..5ba90af56ff 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionLayerUI.Drawers.cs @@ -32,7 +32,7 @@ static partial class Styles static public readonly GUIContent k_VolumeMask = EditorGUIUtility.TrTextContent("Volume Mask", "To override the volume mask, activate the option by clicking on the check-box and then select the desired value."); static public readonly GUIContent k_AlphaRange = EditorGUIUtility.TrTextContent("Alpha Range", "The range of alpha values used when transitioning from post-processed to plain image regions. A smaller range will result in a steeper transition."); - static public readonly string k_AlphaInfoPost = "The use of AOVs properties in a player require to to enable the Runtime AOV API support in the HDRP quality settings."; + static public readonly string k_AlphaInfoPost = "The use of AOVs properties in a player requires to enable the Runtime AOV API support in the HDRP quality settings."; static public readonly string k_ShaderCompilationWarning = "The Unity Editor is compiling the AOV shaders for the first time. The output might not be correct until the compilation is over."; @@ -154,10 +154,10 @@ public static void DrawOutputLayerProperties(Rect rect, SerializedCompositionLay Rect infoRect = rect; // Compute the height of the infobox based on the width of the window and the amount of text GUIStyle.none.CalcMinMaxWidth(new GUIContent(Styles.k_ShaderCompilationWarning), out float minWidth, out float maxWidth); - float lines = Mathf.CeilToInt(maxWidth / (rect.width - Styles.infoBoxIconWidth)); + float lines = Mathf.Max(2, Mathf.CeilToInt(maxWidth / (rect.width - Styles.infoBoxIconWidth))); infoRect.height = lines * CompositorStyle.k_Spacing; EditorGUI.HelpBox(infoRect, Styles.k_ShaderCompilationWarning, MessageType.Warning); - rect.y += infoRect.height; + rect.y += infoRect.height + EditorGUIUtility.standardVerticalSpacing; } else { @@ -189,10 +189,10 @@ public static void DrawOutputLayerProperties(Rect rect, SerializedCompositionLay Rect infoRect = rect; // Compute the height of the infobox based on the width of the window and the amount of text GUIStyle.none.CalcMinMaxWidth(new GUIContent(Styles.k_AlphaInfoPost), out float minWidth, out float maxWidth); - float lines = Mathf.CeilToInt(maxWidth / (rect.width - Styles.infoBoxIconWidth)); + float lines = Mathf.Max(2, Mathf.CeilToInt(maxWidth / (rect.width - Styles.infoBoxIconWidth))); infoRect.height = lines * CompositorStyle.k_Spacing; EditorGUI.HelpBox(infoRect, Styles.k_AlphaInfoPost, MessageType.Info); - rect.y += infoRect.height; + rect.y += infoRect.height + EditorGUIUtility.standardVerticalSpacing; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.Styles.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.Styles.cs index fb4a5f1afa9..853abebd3f0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.Styles.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.Styles.cs @@ -19,9 +19,10 @@ static internal class CompositorStyle internal static readonly int k_IconSize = 28; + internal static readonly int k_HeaderFontSize = 14; internal static readonly int k_ListItemPading = 4; internal static readonly int k_ListItemStackPading = 20; internal static readonly float k_SingleLineHeight = EditorGUIUtility.singleLineHeight; - internal static readonly float k_Spacing = k_SingleLineHeight * 1.1f; + internal static readonly float k_Spacing = k_SingleLineHeight + EditorGUIUtility.standardVerticalSpacing; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs index 016392ee526..b08f0bada5e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositionManagerEditor.cs @@ -29,6 +29,8 @@ static partial class Styles static public readonly string k_AlphaWarningPipeline = "The rendering pipeline was not configured to output an alpha channel. You can select a color buffer format that supports alpha in the HDRP quality settings."; static public readonly string k_AlphaWarningPost = "The post processing system was not configured to process the alpha channel. You can select a buffer format that supports alpha in the HDRP quality settings."; static public readonly string k_ShaderWarning = "You must specify a composition graph to see an output from the compositor."; + + static public readonly GUIStyle k_HeaderStyle = new GUIStyle(EditorStyles.helpBox) { fontSize = CompositorStyle.k_HeaderFontSize }; } ReorderableList m_layerList; @@ -121,9 +123,6 @@ public override void OnInspectorGUI() return; } - var headerStyle = EditorStyles.helpBox; - headerStyle.fontSize = 14; - // Cache the serialized property fields if (m_IsEditorDirty || m_SerializedProperties == null) { @@ -273,7 +272,7 @@ public override void OnInspectorGUI() EditorGUI.BeginChangeCheck(); EditorGUILayout.BeginVertical(); - EditorGUILayout.LabelField(Styles.k_RenderSchedule, headerStyle); + EditorGUILayout.LabelField(Styles.k_RenderSchedule, Styles.k_HeaderStyle); m_layerList.DoLayoutList(); EditorGUILayout.EndVertical(); if (EditorGUI.EndChangeCheck()) @@ -292,7 +291,7 @@ public override void OnInspectorGUI() EditorGUI.BeginChangeCheck(); if (m_layerList.index >= 0) { - EditorGUILayout.LabelField(Styles.k_Properties, headerStyle); + EditorGUILayout.LabelField(Styles.k_Properties, Styles.k_HeaderStyle); rectangle.y += EditorGUIUtility.singleLineHeight * 1.5f; rectangle.x += 5; diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs index 9df7e801641..174670bdb20 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs @@ -600,11 +600,18 @@ static void DrawLightIntensityGUILayout(SerializedHDLight serialized, Editor own Rect labelRect = lineRect; labelRect.width = EditorGUIUtility.labelWidth; + // Expand to reach both lines of the intensity field. + var interlineOffset = EditorGUIUtility.singleLineHeight + 2f; + labelRect.height += interlineOffset; + //handling of prefab overrides in a parent label GUIContent parentLabel = s_Styles.lightIntensity; - parentLabel = EditorGUI.BeginProperty(labelRect, parentLabel, serialized.intensity); parentLabel = EditorGUI.BeginProperty(labelRect, parentLabel, serialized.lightUnit); + parentLabel = EditorGUI.BeginProperty(labelRect, parentLabel, serialized.intensity); { + // Restore the original rect for actually drawing the label. + labelRect.height -= interlineOffset; + EditorGUI.LabelField(labelRect, parentLabel); } EditorGUI.EndProperty(); @@ -1104,7 +1111,7 @@ static void DrawShadowMapContent(SerializedHDLight serialized, Editor owner) { if (hdrp != null && lightType == HDLightType.Area && serialized.areaLightShape == AreaLightShape.Rectangle && (hdrp.currentPlatformRenderPipelineSettings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly)) - EditorGUILayout.HelpBox("Ray traced area light shadows are only available in deferred mode.", MessageType.Warning); + EditorGUILayout.HelpBox("Ray traced area light shadows are approximated for the Lit shader when not in deferred mode.", MessageType.Warning); EditorGUI.indentLevel++; 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 c29906ce1d6..3dceae88c5d 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 @@ -569,12 +569,14 @@ void SliderWithTextureNoTextField(Rect rect, ref float value, Vector2 range, Lig // Draw the exponential slider that fits 6500K to the white point on the gradient texture. var internalValue = GUI.HorizontalSlider(rect, ValueToSlider(value), 0f, 1f, SliderStyles.k_TemperatureBorder, SliderStyles.k_TemperatureThumb); - // Map the value back into kelvin. - value = SliderToValue(internalValue); - // Round to nearest since so much precision is not necessary for kelvin while sliding. if (EditorGUI.EndChangeCheck()) + { + // Map the value back into kelvin. + value = SliderToValue(internalValue); + value = Mathf.Round(value); + } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs index 92fa4e2f24a..ce6de387b40 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs @@ -136,6 +136,17 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera drawOrder.value = 0; collector.AddShaderProperty(drawOrder); + collector.AddShaderProperty(new Vector1ShaderProperty + { + overrideReferenceName = "_DecalMeshBiasType", + floatType = FloatType.Enum, + value = (int)DecalMeshDepthBiasType.DepthBias, + enumNames = { "Depth Bias", "View Bias" }, + enumValues = { (int)DecalMeshDepthBiasType.DepthBias, (int)DecalMeshDepthBiasType.ViewBias}, + hidden = true + }); + + Vector1ShaderProperty decalMeshDepthBias = new Vector1ShaderProperty(); decalMeshDepthBias.overrideReferenceName = "_DecalMeshDepthBias"; decalMeshDepthBias.displayName = "DecalMesh DepthBias"; @@ -143,6 +154,15 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera decalMeshDepthBias.floatType = FloatType.Default; decalMeshDepthBias.value = 0; collector.AddShaderProperty(decalMeshDepthBias); + + Vector1ShaderProperty decalMeshViewBias = new Vector1ShaderProperty(); + decalMeshViewBias.overrideReferenceName = "_DecalMeshViewBias"; + decalMeshViewBias.displayName = "DecalMesh ViewBias"; + decalMeshViewBias.hidden = true; + decalMeshViewBias.floatType = FloatType.Default; + decalMeshViewBias.value = 0; + collector.AddShaderProperty(decalMeshViewBias); + AddStencilProperty(HDMaterialProperties.kDecalStencilWriteMask); AddStencilProperty(HDMaterialProperties.kDecalStencilRef); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs index dd31c5a05ca..fdea5b8bb45 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs @@ -13,6 +13,7 @@ namespace UnityEditor.Rendering.HighDefinition internal struct SerializeableGUIDs { public string[] GUIDArray; + public bool[] withUV; } /// @@ -254,37 +255,27 @@ public static void SynchronizeAllLayers(Material material) AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID())); Material[] layers = null; + bool[] withUV = null; // Material importer can be null when the selected material doesn't exists as asset (Material saved inside the scene) if (materialImporter != null) - InitializeMaterialLayers(material, ref layers); + InitializeMaterialLayers(material, ref layers, ref withUV); // We could have no userData in the assets, so test if we have load something - if (layers != null) + if (layers != null && withUV != null) { for (int i = 0; i < layerCount; ++i) { - SynchronizeLayerProperties(material, layers, i, true); + SynchronizeLayerProperties(material, i, layers[i], withUV[i]); } } } - public static void SynchronizeAllLayersProperties(Material material, Material[] materialLayers, bool excludeUVMappingProperties) - { - int numLayer = material.GetLayerCount(); - - for (int i = 0; i < numLayer; ++i) - { - SynchronizeLayerProperties(material, materialLayers, i, excludeUVMappingProperties); - } - } - // This function will look for all referenced lit material, and assign value from Lit to layered lit layers. // This is based on the naming of the variables, i.E BaseColor will match BaseColor0, if a properties shouldn't be override // put the name in the exclusionList below - public static void SynchronizeLayerProperties(Material material, Material[] layers, int layerIndex, bool excludeUVMappingProperties) + public static void SynchronizeLayerProperties(Material material, int layerIndex, Material layerMaterial, bool includeUVMappingProperties) { - Material layerMaterial = layers[layerIndex]; string[] exclusionList = { kTexWorldScale, kUVBase, kUVMappingMask, kUVDetail, kUVDetailsMappingMask }; if (layerMaterial != null) @@ -296,7 +287,7 @@ public static void SynchronizeLayerProperties(Material material, Material[] laye string propertyName = ShaderUtil.GetPropertyName(layerShader, i); string layerPropertyName = propertyName + layerIndex; - if (!exclusionList.Contains(propertyName) || !excludeUVMappingProperties) + if (includeUVMappingProperties || !exclusionList.Contains(propertyName)) { if (material.HasProperty(layerPropertyName)) { @@ -322,7 +313,7 @@ public static void SynchronizeLayerProperties(Material material, Material[] laye case ShaderUtil.ShaderPropertyType.TexEnv: { material.SetTexture(layerPropertyName, layerMaterial.GetTexture(propertyName)); - if (!excludeUVMappingProperties) + if (includeUVMappingProperties) { material.SetTextureOffset(layerPropertyName, layerMaterial.GetTextureOffset(propertyName)); material.SetTextureScale(layerPropertyName, layerMaterial.GetTextureScale(propertyName)); @@ -338,10 +329,14 @@ public static void SynchronizeLayerProperties(Material material, Material[] laye // We use the user data to save a string that represent the referenced lit material // so we can keep reference during serialization - public static void InitializeMaterialLayers(Material material, ref Material[] layers) + public static void InitializeMaterialLayers(Material material, ref Material[] layers, ref bool[] withUV) { AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID())); + InitializeMaterialLayers(materialImporter, ref layers, ref withUV); + } + public static void InitializeMaterialLayers(AssetImporter materialImporter, ref Material[] layers, ref bool[] withUV) + { if (materialImporter.userData != string.Empty) { SerializeableGUIDs layersGUID = JsonUtility.FromJson(materialImporter.userData); @@ -353,19 +348,40 @@ public static void InitializeMaterialLayers(Material material, ref Material[] la layers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material; } } + if (layersGUID.withUV.Length > 0) + { + withUV = new bool[layersGUID.withUV.Length]; + for (int i = 0; i < layersGUID.withUV.Length; ++i) + withUV[i] = layersGUID.withUV[i]; + } + } + else + { + if (layers != null) + { + for (int i = 0; i < layers.Length; ++i) + layers[i] = null; + } + if (withUV != null) + { + for (int i = 0; i < withUV.Length; ++i) + withUV[i] = true; + } } } - public static void SaveMaterialLayers(Material material, Material[] materialLayers) + public static void SaveMaterialLayers(Material material, Material[] materialLayers, bool[] withUV) { AssetImporter materialImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(material.GetInstanceID())); SerializeableGUIDs layersGUID; layersGUID.GUIDArray = new string[materialLayers.Length]; + layersGUID.withUV = new bool[withUV.Length]; for (int i = 0; i < materialLayers.Length; ++i) { if (materialLayers[i] != null) layersGUID.GUIDArray[i] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(materialLayers[i].GetInstanceID())); + layersGUID.withUV[i] = withUV[i]; } materialImporter.userData = JsonUtility.ToJson(layersGUID); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSurfaceOptionPropertyBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSurfaceOptionPropertyBlock.cs index 35bfe88b371..b14942489e5 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSurfaceOptionPropertyBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSurfaceOptionPropertyBlock.cs @@ -33,7 +33,10 @@ protected override void CreatePropertyGUI() // StackLit specific properties: AddProperty("Base Color Parametrization", () => stackLitData.baseParametrization, (newValue) => stackLitData.baseParametrization = newValue); - AddProperty("Energy Conserving Specular", () => stackLitData.energyConservingSpecular, (newValue) => stackLitData.energyConservingSpecular = newValue, 1); + if (stackLitData.baseParametrization == StackLit.BaseParametrization.SpecularColor) + { + AddProperty("Energy Conserving Specular", () => stackLitData.energyConservingSpecular, (newValue) => stackLitData.energyConservingSpecular = newValue, 1); + } // Material type enables: context.AddLabel("Material Core Features", 0); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSortingInputsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSortingInputsUIBlock.cs index eb1c845583a..9ee547fae6b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSortingInputsUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSortingInputsUIBlock.cs @@ -24,19 +24,28 @@ public class Styles { public const string header = "Sorting Inputs"; - public static GUIContent meshDecalDepthBiasText = new GUIContent("Mesh Decal Depth Bias", "Sets a depth bias to stop the decal's Mesh from overlapping with other Meshes."); - public static GUIContent drawOrderText = new GUIContent("Draw Order", "Controls the draw order of Decal Projectors. HDRP draws decals with lower values first."); + public static GUIContent meshDecalBiasType = new GUIContent("Mesh Decal Bias Type", "Set the type of bias that is applied to the mesh decal. Depth Bias applies a bias to the final depth value, while View bias applies a world space bias (in meters) alongside the view vector."); + public static GUIContent meshDecalDepthBiasText = new GUIContent("Mesh Decal Depth Bias", "Sets a depth bias to stop the decal's Mesh from overlapping with other Meshes."); + public static GUIContent meshDecalViewBiasText = new GUIContent("Mesh Decal View Bias", "Sets a world-space bias alongside the view vector to stop the decal's Mesh from overlapping with other Meshes. The unit is meters."); + public static GUIContent drawOrderText = new GUIContent("Draw Order", "Controls the draw order of Decal Projectors. HDRP draws decals with lower values first."); } - Expandable m_ExpandableBit; - Features m_Features; + Expandable m_ExpandableBit; + Features m_Features; + + protected MaterialProperty decalMeshBiasType = new MaterialProperty(); + protected const string kDecalMeshBiasType = "_DecalMeshBiasType"; protected MaterialProperty decalMeshDepthBias = new MaterialProperty(); protected const string kDecalMeshDepthBias = "_DecalMeshDepthBias"; + protected MaterialProperty decalMeshViewBias = new MaterialProperty(); + protected const string kDecalViewDepthBias = "_DecalMeshViewBias"; + protected MaterialProperty drawOrder = new MaterialProperty(); protected const string kDrawOrder = "_DrawOrder"; + public DecalSortingInputsUIBlock(Expandable expandableBit, Features features = Features.All) { m_ExpandableBit = expandableBit; @@ -45,6 +54,8 @@ public DecalSortingInputsUIBlock(Expandable expandableBit, Features features = F public override void LoadMaterialProperties() { + decalMeshBiasType = FindProperty(kDecalMeshBiasType); + decalMeshViewBias = FindProperty(kDecalViewDepthBias); decalMeshDepthBias = FindProperty(kDecalMeshDepthBias); drawOrder = FindProperty(kDrawOrder); } @@ -63,7 +74,15 @@ public override void OnGUI() void DrawSortingInputsGUI() { materialEditor.ShaderProperty(drawOrder, Styles.drawOrderText); - materialEditor.ShaderProperty(decalMeshDepthBias, Styles.meshDecalDepthBiasText); + materialEditor.ShaderProperty(decalMeshBiasType, Styles.meshDecalBiasType); + if ((int)decalMeshBiasType.floatValue == (int)DecalMeshDepthBiasType.DepthBias) + { + materialEditor.ShaderProperty(decalMeshDepthBias, Styles.meshDecalDepthBiasText); + } + else if ((int)decalMeshBiasType.floatValue == (int)DecalMeshDepthBiasType.ViewBias) + { + materialEditor.ShaderProperty(decalMeshViewBias, Styles.meshDecalViewBiasText); + } } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs index c698386f937..0ad72a5ef68 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs @@ -32,7 +32,7 @@ public class Styles MaterialProperty layerCount = null; Expandable m_ExpandableBit; - bool[] m_WithUV; + bool[] m_WithUV = new bool[kMaxLayerCount]; Material[] m_MaterialLayers = new Material[kMaxLayerCount]; AssetImporter m_MaterialImporter; @@ -62,7 +62,6 @@ void UpdateEditorExpended(int layerNumber) public LayerListUIBlock(Expandable expandableBit) { m_ExpandableBit = expandableBit; - m_WithUV = new bool[]{ true, true, true, true }; } public override void LoadMaterialProperties() @@ -76,25 +75,7 @@ public override void LoadMaterialProperties() // Material importer can be null when the selected material doesn't exists as asset (Material saved inside the scene) if (m_MaterialImporter != null) - InitializeMaterialLayers(m_MaterialImporter, ref m_MaterialLayers); - } - - // We use the user data to save a string that represent the referenced lit material - // so we can keep reference during serialization - static void InitializeMaterialLayers(AssetImporter materialImporter, ref Material[] layers) - { - if (materialImporter.userData != string.Empty) - { - SerializeableGUIDs layersGUID = JsonUtility.FromJson(materialImporter.userData); - if (layersGUID.GUIDArray.Length > 0) - { - layers = new Material[layersGUID.GUIDArray.Length]; - for (int i = 0; i < layersGUID.GUIDArray.Length; ++i) - { - layers[i] = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(layersGUID.GUIDArray[i]), typeof(Material)) as Material; - } - } - } + LayeredLitGUI.InitializeMaterialLayers(m_MaterialImporter, ref m_MaterialLayers, ref m_WithUV); } public override void OnGUI() @@ -140,19 +121,18 @@ void DrawLayerListGUI() { using (new EditorGUILayout.HorizontalScope()) { - EditorGUI.BeginChangeCheck(); - Rect lineRect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight); Rect colorRect = new Rect(lineRect.x + 17f, lineRect.y + 7f, colorWidth, colorWidth); Rect materialRect = new Rect(lineRect.x + padding + colorRect.width, lineRect.y, lineRect.width - UVWidth - padding - 3 - resetButtonWidth + endOffset, lineRect.height); Rect uvRect = new Rect(lineRect.x + lineRect.width - resetButtonWidth - padding - UVWidth - endOffset, lineRect.y, UVWidth, lineRect.height); Rect resetRect = new Rect(lineRect.x + lineRect.width - resetButtonWidth - endOffset, lineRect.y, resetButtonWidth, lineRect.height); + EditorGUI.BeginChangeCheck(); m_MaterialLayers[layerIndex] = EditorGUI.ObjectField(materialRect, Styles.layerLabels[layerIndex], m_MaterialLayers[layerIndex], typeof(Material), allowSceneObjects: true) as Material; if (EditorGUI.EndChangeCheck()) { Undo.RecordObjects(new UnityEngine.Object[] { material, m_MaterialImporter }, "Change layer material"); - LayeredLitGUI.SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex, true); + LayeredLitGUI.SynchronizeLayerProperties(material, layerIndex, m_MaterialLayers[layerIndex], m_WithUV[layerIndex]); layersChanged = true; // Update external reference. @@ -165,12 +145,18 @@ void DrawLayerListGUI() EditorGUI.DrawRect(colorRect, kLayerColors[layerIndex]); + EditorGUI.BeginChangeCheck(); m_WithUV[layerIndex] = EditorGUI.Toggle(uvRect, m_WithUV[layerIndex]); + if (EditorGUI.EndChangeCheck()) + { + Undo.RecordObjects(new UnityEngine.Object[] { material, m_MaterialImporter }, "Change layer material"); + layersChanged = true; + } if (GUI.Button(resetRect, GUIContent.none)) { Undo.RecordObjects(new UnityEngine.Object[] { material, m_MaterialImporter }, "Reset layer material"); - LayeredLitGUI.SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex, !m_WithUV[layerIndex]); + LayeredLitGUI.SynchronizeLayerProperties(material, layerIndex, m_MaterialLayers[layerIndex], m_WithUV[layerIndex]); layersChanged = true; } @@ -199,7 +185,7 @@ void DrawLayerListGUI() // SaveAssetsProcessor the referenced material in the users data if (m_MaterialImporter != null) - LayeredLitGUI.SaveMaterialLayers(material, m_MaterialLayers); + LayeredLitGUI.SaveMaterialLayers(material, m_MaterialLayers, m_WithUV); // We should always do this call at the end materialEditor.serializedObject.ApplyModifiedProperties(); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs index 3028c462fe0..5c049e94be1 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs @@ -76,7 +76,7 @@ public override void OnEnable() } static public readonly GUIContent k_RayLengthText = EditorGUIUtility.TrTextContent("Max Ray Length", "Controls the maximal length of global illumination rays. The higher this value is, the more expensive ray traced global illumination is."); - static public readonly GUIContent k_DepthBufferThicknessText = EditorGUIUtility.TrTextContent("Object Thickness", "Controls the typical thickness of objects the global illumination rays may pass behind."); + static public readonly GUIContent k_DepthBufferThicknessText = EditorGUIUtility.TrTextContent("Depth Tolerance", "Controls the tolerance when comparing the depth of two pixels."); public void DenoiserGUI() { diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/PhysicallyBasedSky/PhysicallyBasedSkyEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/PhysicallyBasedSky/PhysicallyBasedSkyEditor.cs index 5dd28e72c96..18253bd8978 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Sky/PhysicallyBasedSky/PhysicallyBasedSkyEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Sky/PhysicallyBasedSky/PhysicallyBasedSkyEditor.cs @@ -96,7 +96,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - EditorGUILayout.LabelField("Model"); + EditorGUILayout.LabelField("Model", EditorStyles.miniLabel); using (new EditorGUILayout.HorizontalScope()) { @@ -111,7 +111,7 @@ public override void OnInspectorGUI() PhysicallyBasedSkyModel type = (PhysicallyBasedSkyModel)m_Type.value.intValue; EditorGUILayout.Space(); - EditorGUILayout.LabelField("Planet"); + EditorGUILayout.LabelField("Planet", EditorStyles.miniLabel); if (type == PhysicallyBasedSkyModel.EarthSimple) PropertyField(m_SeaLevel); @@ -146,7 +146,7 @@ public override void OnInspectorGUI() if (type != PhysicallyBasedSkyModel.EarthSimple) { EditorGUILayout.Space(); - EditorGUILayout.LabelField("Space"); + EditorGUILayout.LabelField("Space", EditorStyles.miniLabel); PropertyField(m_SpaceRotation); PropertyField(m_SpaceEmissionTexture); PropertyField(m_SpaceEmissionMultiplier); @@ -155,7 +155,7 @@ public override void OnInspectorGUI() if (type == PhysicallyBasedSkyModel.Custom) { EditorGUILayout.Space(); - EditorGUILayout.LabelField("Air"); + EditorGUILayout.LabelField("Air", EditorStyles.miniLabel); PropertyField(m_AirMaximumAltitude); PropertyField(m_AirDensityR); PropertyField(m_AirDensityG); @@ -164,7 +164,7 @@ public override void OnInspectorGUI() } EditorGUILayout.Space(); - EditorGUILayout.LabelField("Aerosols"); + EditorGUILayout.LabelField("Aerosols", EditorStyles.miniLabel); PropertyField(m_AerosolDensity); PropertyField(m_AerosolTint); if (type != PhysicallyBasedSkyModel.EarthSimple) @@ -174,7 +174,7 @@ public override void OnInspectorGUI() } EditorGUILayout.Space(); - EditorGUILayout.LabelField("Artistic Overrides"); + EditorGUILayout.LabelField("Artistic Overrides", EditorStyles.miniLabel); PropertyField(m_ColorSaturation); PropertyField(m_AlphaSaturation); PropertyField(m_AlphaMultiplier); @@ -183,7 +183,7 @@ public override void OnInspectorGUI() PropertyField(m_ZenithTint); EditorGUILayout.Space(); - EditorGUILayout.LabelField("Miscellaneous"); + EditorGUILayout.LabelField("Miscellaneous", EditorStyles.miniLabel); PropertyField(m_NumberOfBounces); base.CommonSkySettingsGUI(); 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 21fe19f468c..c2abe9feb6f 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 @@ -403,15 +403,15 @@ void FixHdrpAssetRuntimeResources(bool fromAsyncUnused) if (hdrpAsset == null) return; - var editorResourcesPath = HDUtils.GetHDRenderPipelinePath() + "Editor/RenderPipelineResources/HDRenderPipelineEditorResources.asset"; - var objs = InternalEditorUtility.LoadSerializedFileAndForget(editorResourcesPath); - hdrpAsset.renderPipelineEditorResources = objs != null && objs.Length > 0 ? objs.First() as HDRenderPipelineEditorResources : null; - if (ResourceReloader.ReloadAllNullIn(HDRenderPipeline.defaultAsset.renderPipelineEditorResources, + var runtimeResourcesPath = HDUtils.GetHDRenderPipelinePath() + "Runtime/RenderPipelineResources/HDRenderPipelineResources.asset"; + var objs = InternalEditorUtility.LoadSerializedFileAndForget(runtimeResourcesPath); + hdrpAsset.renderPipelineResources = objs != null && objs.Length > 0 ? objs.First() as RenderPipelineResources : null; + if (ResourceReloader.ReloadAllNullIn(HDRenderPipeline.defaultAsset.renderPipelineResources, HDUtils.GetHDRenderPipelinePath())) { InternalEditorUtility.SaveToSerializedFileAndForget( - new UnityEngine.Object[] { HDRenderPipeline.defaultAsset.renderPipelineEditorResources }, - editorResourcesPath, + new UnityEngine.Object[] { HDRenderPipeline.defaultAsset.renderPipelineResources }, + runtimeResourcesPath, true); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs index 893239180b8..17c3cc10340 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Compositor/CompositionManager.cs @@ -63,7 +63,7 @@ public bool enableOutput { m_OutputCamera.enabled = value; - // also change the layers + // Aside from the output compositor camera, we also have to change the cameras of the layers foreach(var layer in m_InputLayers) { if (layer.camera && layer.isUsingACameraClone) @@ -72,12 +72,22 @@ public bool enableOutput } else { - // The target texture was managed by the compositor, reset it so the user can se the camera output + // The target texture was managed by the compositor, reset it so the user can see the camera output if (layer.camera && value == false) layer.camera.targetTexture = null; } } + // Toggle the compositor-related custom passes + var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; + if (value) + { + RegisterCustomPasses(hdPipeline); + } + else + { + UnRegisterCustomPasses(hdPipeline); + } } } } @@ -188,19 +198,7 @@ bool ValidatePipeline() m_AlphaSupport = AlphaChannelSupport.Rendering; } - int indx = hdPipeline.asset.beforePostProcessCustomPostProcesses.FindIndex(x => x == typeof(ChromaKeying).AssemblyQualifiedName); - if (indx < 0) - { - //Debug.Log("Registering chroma keying pass for the HDRP pipeline"); - hdPipeline.asset.beforePostProcessCustomPostProcesses.Add(typeof(ChromaKeying).AssemblyQualifiedName); - } - - indx = hdPipeline.asset.beforePostProcessCustomPostProcesses.FindIndex(x => x == typeof(AlphaInjection).AssemblyQualifiedName); - if (indx < 0) - { - //Debug.Log("Registering alpha injection pass for the HDRP pipeline"); - hdPipeline.asset.beforePostProcessCustomPostProcesses.Add(typeof(AlphaInjection).AssemblyQualifiedName); - } + RegisterCustomPasses(hdPipeline); return true; } return false; @@ -553,6 +551,10 @@ void OnDestroy() CoreUtils.Destroy(volume); } } + + // We don't need the custom passes anymore + var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; + UnRegisterCustomPasses(hdPipeline); } public void AddInputFilterAtLayer(CompositionFilter filter, int index) @@ -923,5 +925,43 @@ static internal RenderTexture GetClearDepthForStackedCamera(HDCamera hdCamera) return null; } + // Register the custom pp passes used by the compositor + static internal void RegisterCustomPasses(HDRenderPipeline hdPipeline) + { + if (hdPipeline == null) + { + return; + } + + // If custom post processes are not registered in the HDRP asset, they are never executed so we have to add them manually + if (!hdPipeline.asset.beforePostProcessCustomPostProcesses.Contains(typeof(ChromaKeying).AssemblyQualifiedName)) + { + hdPipeline.asset.beforePostProcessCustomPostProcesses.Add(typeof(ChromaKeying).AssemblyQualifiedName); + } + + if (!hdPipeline.asset.beforePostProcessCustomPostProcesses.Contains(typeof(AlphaInjection).AssemblyQualifiedName)) + { + hdPipeline.asset.beforePostProcessCustomPostProcesses.Add(typeof(AlphaInjection).AssemblyQualifiedName); + } + } + + // Unregister the custom pp passes used by the compositor + static internal void UnRegisterCustomPasses(HDRenderPipeline hdPipeline) + { + if (hdPipeline == null) + { + return; + } + + if (hdPipeline.asset.beforePostProcessCustomPostProcesses.Contains(typeof(ChromaKeying).AssemblyQualifiedName)) + { + hdPipeline.asset.beforePostProcessCustomPostProcesses.Remove(typeof(ChromaKeying).AssemblyQualifiedName); + } + + if (hdPipeline.asset.beforePostProcessCustomPostProcesses.Contains(typeof(AlphaInjection).AssemblyQualifiedName)) + { + hdPipeline.asset.beforePostProcessCustomPostProcesses.Remove(typeof(AlphaInjection).AssemblyQualifiedName); + } + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs index 7399a9b18e0..15fed584d4f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs @@ -26,7 +26,7 @@ bool UsesQualityMode() /// The thickness of the depth buffer value used for the ray marching step /// [Tooltip("Controls the thickness of the depth buffer used for ray marching.")] - public ClampedFloatParameter depthBufferThickness = new ClampedFloatParameter(0.01f, 0, 1.0f); + public ClampedFloatParameter depthBufferThickness = new ClampedFloatParameter(0.2f, 0.0f, 0.5f); GlobalIllumination() { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl index abf522a0c67..ec987391400 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl @@ -481,12 +481,11 @@ SHADOW_TYPE EvaluateShadow_RectArea( LightLoopContext lightLoopContext, Position #ifndef LIGHT_EVALUATION_NO_SHADOWS float shadow = 1.0; float shadowMask = 1.0; - float NdotL = dot(N, L); // Disable contact shadow and shadow mask when facing away from light (i.e transmission) #ifdef SHADOWS_SHADOWMASK // shadowMaskSelector.x is -1 if there is no shadow mask // Note that we override shadow value (in case we don't have any dynamic shadow) - shadow = shadowMask = (light.shadowMaskSelector.x >= 0.0 && NdotL > 0.0) ? dot(BUILTIN_DATA_SHADOW_MASK, light.shadowMaskSelector) : 1.0; + shadow = shadowMask = (light.shadowMaskSelector.x >= 0.0) ? dot(BUILTIN_DATA_SHADOW_MASK, light.shadowMaskSelector) : 1.0; #endif // When screen space shadows are not supported, this value is stripped out as it is a constant. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl index 9c3d88694fb..5820f90ddf2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadowLoop.hlsl @@ -105,7 +105,6 @@ void ShadowLoopMin(HDShadowContext shadowContext, PositionInputs posInput, float float3 L; float4 distances; // {d, d^2, 1/d, d_proj} GetPunctualLightVectors(posInput.positionWS, s_lightData, L, distances); - float distToLight = (s_lightData.lightType == GPULIGHTTYPE_PROJECTOR_BOX) ? distances.w : distances.x; float lightRadSqr = s_lightData.size.x; if (distances.x < s_lightData.range && PunctualLightAttenuation(distances, s_lightData.rangeAttenuationScale, s_lightData.rangeAttenuationBias, @@ -169,7 +168,6 @@ void ShadowLoopMin(HDShadowContext shadowContext, PositionInputs posInput, float float3 L; float4 distances; // {d, d^2, 1/d, d_proj} GetPunctualLightVectors(posInput.positionWS, lightData, L, distances); - float distToLight = (lightData.lightType == GPULIGHTTYPE_PROJECTOR_BOX) ? distances.w : distances.x; float lightRadSqr = lightData.size.x; float shadowP; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs index 10888cf7d1b..ab1db41ae7a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs @@ -319,14 +319,10 @@ internal class LightLoopTextureCaches public List env2DCaptureForward { get; private set; } public List env2DAtlasScaleOffset {get; private set; } = new List(); - Material m_CubeToPanoMaterial; - public void Initialize(HDRenderPipelineAsset hdrpAsset, RenderPipelineResources defaultResources, IBLFilterBSDF[] iBLFilterBSDFArray) { var lightLoopSettings = hdrpAsset.currentPlatformRenderPipelineSettings.lightLoopSettings; - m_CubeToPanoMaterial = CoreUtils.CreateEngineMaterial(defaultResources.shaders.cubeToPanoPS); - lightCookieManager = new LightCookieManager(hdrpAsset, k_MaxCacheSize); env2DCaptureVP = new List(); @@ -365,8 +361,6 @@ public void Cleanup() reflectionProbeCache.Release(); reflectionPlanarProbeCache.Release(); lightCookieManager.Release(); - - CoreUtils.Destroy(m_CubeToPanoMaterial); } public void NewFrame() diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute index 73780a9d48a..239617b5f2a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute @@ -69,6 +69,38 @@ groupshared float4 lightPlanes[4*6]; // Each plane is defined by a float4. 6 pla groupshared uint lightOffs; +groupshared int categoryListCountScratch[NR_THREADS * LIGHTCATEGORY_COUNT]; +groupshared int shiftIndexScratch[NR_THREADS * LIGHTCATEGORY_COUNT]; + +void ZeroCategoryListCountAndShiftIndex(uint threadIdx) +{ + for (int i = 0; i < LIGHTCATEGORY_COUNT; ++i) + { + categoryListCountScratch[threadIdx * LIGHTCATEGORY_COUNT + i] = 0; + shiftIndexScratch[threadIdx * LIGHTCATEGORY_COUNT + i] = 0; + } +} + +void WriteShiftIndex(uint threadIdx, uint index, int value) +{ + shiftIndexScratch[threadIdx * LIGHTCATEGORY_COUNT + index] = value; +} + +int ReadShiftIndex(uint threadIdx, uint index) +{ + return shiftIndexScratch[threadIdx * LIGHTCATEGORY_COUNT + index]; +} + +void IncrementCategoryListCount(uint threadIdx, uint index) +{ + categoryListCountScratch[threadIdx * LIGHTCATEGORY_COUNT + index]++; +} + +int ReadCategoryListCount(uint threadIdx, uint index) +{ + return categoryListCountScratch[threadIdx * LIGHTCATEGORY_COUNT + index]; +} + #ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE groupshared uint ldsZMax; #endif @@ -379,15 +411,11 @@ void LIGHTLISTGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) // All our cull data are in the same list, but at render time envLights are separated so we need to shift the index // to make it work correctly - int shiftIndex[LIGHTCATEGORY_COUNT]; - ZERO_INITIALIZE_ARRAY(int, shiftIndex, LIGHTCATEGORY_COUNT); - shiftIndex[LIGHTCATEGORY_ENV] = _EnvLightIndexShift; - shiftIndex[LIGHTCATEGORY_DECAL] = _DecalIndexShift; - shiftIndex[LIGHTCATEGORY_DENSITY_VOLUME] = _DensityVolumeIndexShift; - shiftIndex[LIGHTCATEGORY_PROBE_VOLUME] = _ProbeVolumeIndexShift; + ZeroCategoryListCountAndShiftIndex(t); - int categoryListCount[LIGHTCATEGORY_COUNT]; // number of direct lights, reflection probes, decals, density volumes, and probe volumes - ZERO_INITIALIZE_ARRAY(int, categoryListCount, LIGHTCATEGORY_COUNT); + WriteShiftIndex(t, LIGHTCATEGORY_ENV, _EnvLightIndexShift); + WriteShiftIndex(t, LIGHTCATEGORY_DECAL, _DecalIndexShift); + WriteShiftIndex(t, LIGHTCATEGORY_DENSITY_VOLUME, _DensityVolumeIndexShift); uint offs = start; for(int ll=0; ll(); + bool enableRTAO = hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && ssoSettings.rayTracing.value; + if (enableRTAO) + return m_RaytracingAmbientOcclusion.EvaluateRTSpecularOcclusionFlag(hdCamera, ssoSettings); + else + return 1.0f; + } + internal bool IsActive(HDCamera camera, AmbientOcclusion settings) => camera.frameSettings.IsEnabled(FrameSettingsField.SSAO) && settings.intensity.value > 0f; internal void Render(CommandBuffer cmd, HDCamera camera, ScriptableRenderContext renderContext, RTHandle depthTexture, RTHandle normalBuffer, RTHandle motionVectors, in ShaderVariablesRaytracing globalRTCB, int frameCount) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute index 67dc858b066..5d8a110a95f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.compute @@ -16,6 +16,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/BilateralFilter.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl" // #pragma only_renderers d3d11 // #pragma enable_d3d11_debug_symbols @@ -43,10 +44,6 @@ RW_TEXTURE2D_X(float4, _OutputFilteredBuffer1); #define SPATIAL_FILTER_SIGMA_RATIO 0.9 #define DEPTH_WEIGHT_MULTIPLIER 100.0f #define NORMAL_WEIGHT_MULTIPLIER 5.0 -// The maximal world space distance for temporal reprojection -#define MAX_WORLD_SPACE_DISTANCE 0.1 -// The maximal pixel reprojection distance -#define PIXEL_RADIUS_TOLERANCE_THRESHOLD 4 // Number of samples to compelte the accumulation loop #define NUM_SAMPLE_LOOP 8.0 @@ -234,10 +231,7 @@ void TEMPORAL_FILTER(uint3 dispatchThreadId : SV_DispatchThreadID DecodeFromNormalBuffer(centerCoord, normalData); // Compute the max reprojection distance. This is evaluated as the max between a fixed radius value and an approximation of the footprint of the pixel. - const float3 viewWS = GetWorldSpaceNormalizeViewDir(posInputs.positionWS); - float parallelPixelFootPrint = _PixelSpreadAngleTangent * length(posInputs.positionWS); - float realPixelFootPrint = parallelPixelFootPrint / abs(dot(normalData.normalWS, viewWS)); - float maxRadius = max(MAX_WORLD_SPACE_DISTANCE, realPixelFootPrint * PIXEL_RADIUS_TOLERANCE_THRESHOLD); + float maxRadius = ComputeMaxReprojectionWorldRadius(posInputs.positionWS, normalData.normalWS, _PixelSpreadAngleTangent); // Is it too far from the current position? if (length(historyPositionWS - posInputs.positionWS) > maxRadius) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.RenderGraph.cs index ad0831dda21..a471f004074 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.RenderGraph.cs @@ -121,7 +121,7 @@ class ConvertSSGIPassData TextureHandle ConvertSSGI(RenderGraph renderGraph, HDCamera hdCamera, bool halfResolution, TextureHandle depthPyramid, TextureHandle stencilBuffer, TextureHandle normalBuffer, TextureHandle inoutputBuffer0, TextureHandle inoutputBuffer1) { - using (var builder = renderGraph.AddRenderPass("Upscale SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGIUpscale))) + using (var builder = renderGraph.AddRenderPass("Upscale SSGI", out var passData, ProfilingSampler.Get(HDProfileId.SSGIConvert))) { builder.EnableAsyncCompute(false); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute index 112161aab44..52a9b447a2c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute @@ -25,6 +25,8 @@ // Epslon value used for the computation #define GI_TRACE_EPS 0.00024414 +#define PERCEPTUAL_SPACE + // Input depth pyramid texture TEXTURE2D_X(_DepthTexture); // Input texture that holds the offset for every level of the depth pyramid @@ -42,6 +44,7 @@ CBUFFER_START(UnityScreenSpaceGlobalIllumination) int _IndirectDiffuseProbeFallbackBias; float4 _ColorPyramidUvScaleAndLimitPrevFrame; int _SsrStencilBit; + int _IndirectDiffuseFrameIndex; CBUFFER_END // Output texture that holds the hit point NDC coordinates @@ -62,7 +65,7 @@ bool RayMarch(float3 positionWS, float3 sampleDir, float3 normalWS, float2 posit // We start tracing from the center of the current pixel, and do so up to the far plane. float3 rayOrigin = float3(positionSS + 0.5, deviceDepth); - float3 sampledPosWS = positionWS + sampleDir * 0.01; + float3 sampledPosWS = positionWS + sampleDir * 0.001; float3 sampledPosNDC = ComputeNormalizedDeviceCoordinatesWithZ(sampledPosWS, UNITY_MATRIX_VP); // Jittered float3 sampledPosSS = float3(sampledPosNDC.xy * _ScreenSize.xy, sampledPosNDC.z); @@ -206,27 +209,20 @@ void TRACE_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, uin uint2 currentCoord = dispatchThreadId.xy; #if HALF_RES - // Fetch the mipoffset for the second mip (half res) - int2 mipOffset = _DepthPyramidMipLevelOffsets[1]; - // Grab the depth of the half res pixel (better than grabbing a random one across the 4 candidates or averaging) - float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, mipOffset + currentCoord).x; // Compute the full resolution pixel for the inputs that do not have a pyramid - uint2 fullResCoord = currentCoord * 2; -#else + currentCoord = currentCoord * 2; +#endif + // Read the depth value as early as possible float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; -#endif + // Initialize the hitpoint texture to a miss - _IndirectDiffuseHitPointTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float2(99.0, 0.0); + _IndirectDiffuseHitPointTextureRW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float2(99.0, 0.0); // Read the pixel normal NormalData normalData; -#if HALF_RES - // For half resolution, we take the top left corner (0, 0) in the upscaled 2x2 pixel neighborhood - DecodeFromNormalBuffer(fullResCoord.xy, normalData); -#else DecodeFromNormalBuffer(currentCoord.xy, normalData); -#endif + // Generete a new direction to follow float2 newSample; newSample.x = GetBNDSequenceSample(currentCoord.xy, _RaytracingFrameIndex, 0); @@ -241,11 +237,7 @@ void TRACE_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, uin // If this is a background pixel, we flag the ray as a dead ray (we are also trying to keep the usage of the depth buffer the latest possible) bool killRay = deviceDepth == UNITY_RAW_FAR_CLIP_VALUE; // Convert this to a world space position (camera relative) -#if HALF_RES - PositionInputs posInput = GetPositionInput(fullResCoord, _ScreenSize.zw, deviceDepth, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); -#else PositionInputs posInput = GetPositionInput(currentCoord, _ScreenSize.zw, deviceDepth, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); -#endif // Compute the view direction (world space) float3 viewWS = GetWorldSpaceNormalizeViewDir(posInput.positionWS); @@ -266,7 +258,7 @@ void TRACE_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, uin // recompute it using the last value of 't', which would result in an overshoot. // It also needs to be precisely at the center of the pixel to avoid artifacts. float2 hitPositionNDC = floor(rayPos.xy) * _ScreenSize.zw + (0.5 * _ScreenSize.zw); // Should we precompute the half-texel bias? We seem to use it a lot. - _IndirectDiffuseHitPointTextureRW[COORD_TEXTURE2D_X(currentCoord)] = hitPositionNDC; + _IndirectDiffuseHitPointTextureRW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = hitPositionNDC; } } @@ -310,19 +302,14 @@ void REPROJECT_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 currentCoord = groupId * INDIRECT_DIFFUSE_TILE_SIZE + groupThreadId; #if HALF_RES - // Fetch the mipoffset for the second mip (given that we are in half res) - int2 mipOffset = _DepthPyramidMipLevelOffsets[1]; - float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, mipOffset + currentCoord).x; - // Compute the full resolution pixel for the inputs that do not have a pyramid - uint2 fullResCoord = currentCoord * 2; -#else - // Fetch the depth of the current pixel - float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; + currentCoord = currentCoord * 2; #endif + float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; + // Read the hit point ndc position to fetch - float2 hitPositionNDC = LOAD_TEXTURE2D_X(_IndirectDiffuseHitPointTexture, currentCoord).xy; + float2 hitPositionNDC = LOAD_TEXTURE2D_X(_IndirectDiffuseHitPointTexture, dispatchThreadId.xy).xy; // Grab the depth of the hit point float hitPointDepth = LOAD_TEXTURE2D_X(_DepthTexture, hitPositionNDC * _ScreenSize.xy).x; @@ -336,7 +323,7 @@ void REPROJECT_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, // Fetch the motion vector of the current target pixel float2 motionVectorNDC; - DecodeMotionVector(SAMPLE_TEXTURE2D_X_LOD(_CameraMotionVectorsTexture, s_linear_clamp_sampler, min(hitPositionNDC, 1.0f - 0.5f * _ScreenSize.zw) * _RTHandleScale.xy, 0), motionVectorNDC); + DecodeMotionVector(SAMPLE_TEXTURE2D_X_LOD(_CameraMotionVectorsTexture, s_linear_clamp_sampler, hitPositionNDC, 0), motionVectorNDC); float2 prevFrameNDC = hitPositionNDC - motionVectorNDC; float2 prevFrameUV = prevFrameNDC * _ColorPyramidUvScaleAndLimitPrevFrame.xy; @@ -366,20 +353,17 @@ void REPROJECT_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, // We need to recreate the direction that was generated float2 newSample; - newSample.x = GetBNDSequenceSample(currentCoord.xy, _RaytracingFrameIndex, 0); - newSample.y = GetBNDSequenceSample(currentCoord.xy, _RaytracingFrameIndex, 1); + newSample.x = GetBNDSequenceSample(currentCoord.xy, _IndirectDiffuseFrameIndex, 0); + newSample.y = GetBNDSequenceSample(currentCoord.xy, _IndirectDiffuseFrameIndex, 1); // Read the pixel normal NormalData normalData; -#if HALF_RES - // For half resolution, we take the top left corner (0, 0) in the upscaled 2x2 pixel neighborhood - DecodeFromNormalBuffer(fullResCoord.xy, normalData); -#else DecodeFromNormalBuffer(currentCoord.xy, normalData); -#endif +#ifdef PERCEPTUAL_SPACE // We tone map the signal. Due to the very small budget for denoising, we need to compress the range of the signal color = color / (1.0 + color); +#endif // Re-compute the direction that was used to do the generation float3 sampleDir = SampleHemisphereCosine(newSample.x, newSample.y, normalData.normalWS); @@ -392,8 +376,8 @@ void REPROJECT_GLOBAL_ILLUMINATION(uint3 dispatchThreadId : SV_DispatchThreadID, // We are simply interested to know if the intersected pixel was moving, so we multiply it by a big number // TODO: make this process not binary // Write the output to the target pixel - _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(currentCoord)] = float4(outYSH); - _IndirectDiffuseTexture1RW[COORD_TEXTURE2D_X(currentCoord)] = float4(outCoCg, invalid ? 0.0 : 1.0, length(motionVectorNDC * 10000.0f)); + _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(outYSH); + _IndirectDiffuseTexture1RW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(outCoCg, invalid ? 0.0 : 1.0, length(motionVectorNDC * 10000.0f)); } void ConvertYCoCgToRGBUtil(float4 inYSH, float2 inCoCg, float3 inNormal, out float3 outColor) @@ -423,48 +407,41 @@ void CONVERT_YCOCG_TO_RGB(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gr UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); // Fetch the current pixel coordinate - uint2 currentCoord = groupId * INDIRECT_DIFFUSE_TILE_SIZE + groupThreadId; + uint2 currentCoord = dispatchThreadId.xy; // If the depth of this pixel is the depth of the background, we can end the process right away #if HALF_RES - // Fetch the mipoffset for the second mip (given that we are in half res) - int2 mipOffset = _DepthPyramidMipLevelOffsets[1]; - float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, mipOffset + currentCoord).x; + currentCoord = currentCoord * 2; +#endif - // Compute the full resolution pixel for the inputs that do not have a pyramid - uint2 fullResCoord = currentCoord * 2; -#else // Fetch the depth of the current pixel float deviceDepth = LOAD_TEXTURE2D_X(_DepthTexture, currentCoord).x; -#endif + if (deviceDepth == UNITY_RAW_FAR_CLIP_VALUE) { - _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(currentCoord)] = float4(0.0, 0.0, 0.0, 0.0); + _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(0.0, 0.0, 0.0, 0.0); return; } // Fetch the normal NormalData normalData; -#if HALF_RES - // For half resolution, we take the top left corner (0, 0) in the upscaled 2x2 pixel neighborhood - DecodeFromNormalBuffer(fullResCoord.xy, normalData); -#else DecodeFromNormalBuffer(currentCoord.xy, normalData); -#endif // Convert the signal back to a color float3 color; - float4 ySH = _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(currentCoord)]; - float3 cocgB = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture1, currentCoord).xyz; + float4 ySH = _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(dispatchThreadId.xy)]; + float3 cocgB = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture1, dispatchThreadId.xy).xyz; ConvertYCoCgToRGBUtil(ySH, cocgB.xy, normalData.normalWS, color); +#ifdef PERCEPTUAL_SPACE // We invert the tonemap color = color / (1.0 - color); // The mulitplication is wrong, but with all the approximations that we need to compensate a bit // the fact that the signal was significantly attenuated (due to blurring in tonemapped space to reduce the blobbyness). // This has been experimentally tested. However, it needs more testing and potetially reverted if found more harmful than useful - color *= (lerp(2.5, 1.0, cocgB.z)); + color *= (lerp(5.0, 1.0, cocgB.z)); +#endif // Does this pixel recieve SSGI? uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, currentCoord)); @@ -472,5 +449,5 @@ void CONVERT_YCOCG_TO_RGB(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gr cocgB.z = 0.0; // Output the color as well as the blend factor - _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(currentCoord)] = float4(color, cocgB.z); + _IndirectDiffuseTexture0RW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(color, cocgB.z); } \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs index e702885d691..048209c7e1b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.cs @@ -258,8 +258,16 @@ SSGIConvertParameters PrepareSSGIConvertParameters(HDCamera hdCamera, bool halfR SSGIConvertParameters parameters = new SSGIConvertParameters(); // Set the camera parameters - parameters.texWidth = hdCamera.actualWidth; - parameters.texHeight = hdCamera.actualHeight; + if (!halfResolution) + { + parameters.texWidth = hdCamera.actualWidth; + parameters.texHeight = hdCamera.actualHeight; + } + else + { + parameters.texWidth = hdCamera.actualWidth / 2; + parameters.texHeight = hdCamera.actualHeight / 2; + } parameters.viewCount = hdCamera.viewCount; // Grab the right kernel 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 c25dac47611..9c075d26bd9 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 @@ -255,6 +255,12 @@ static internal void SafeDestroy(ref RenderTexture rt) } } + static uint VolumetricFrameIndex(HDCamera hdCamera) + { + // Here we do modulo 14 because we need the enable to detect a change every frame, but the accumulation is done on 7 frames (7x2=14) + return hdCamera.GetCameraFrameCount() % 14; + } + static internal Vector3Int ComputeVolumetricViewportSize(HDCamera hdCamera, ref float voxelSize) { var controller = hdCamera.volumeStack.GetComponent(); @@ -341,7 +347,7 @@ static internal void ReinitializeVolumetricBufferParams(HDCamera hdCamera) // This function relies on being called once per camera per frame. // The results are undefined otherwise. - static internal void UpdateVolumetricBufferParams(HDCamera hdCamera, int frameIndex) + static internal void UpdateVolumetricBufferParams(HDCamera hdCamera) { if (!Fog.IsVolumetricFogEnabled(hdCamera)) return; @@ -351,6 +357,7 @@ static internal void UpdateVolumetricBufferParams(HDCamera hdCamera, int frameIn var currentParams = ComputeVolumetricBufferParameters(hdCamera); + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; @@ -403,7 +410,7 @@ struct GenerateMaxZParameters } - GenerateMaxZParameters PrepareGenerateMaxZParameters(HDCamera hdCamera, HDUtils.PackedMipChainInfo depthMipInfo, int frameIndex) + GenerateMaxZParameters PrepareGenerateMaxZParameters(HDCamera hdCamera, HDUtils.PackedMipChainInfo depthMipInfo) { var parameters = new GenerateMaxZParameters(); parameters.generateMaxZCS = defaultResources.shaders.maxZCS; @@ -420,6 +427,7 @@ GenerateMaxZParameters PrepareGenerateMaxZParameters(HDCamera hdCamera, HDUtils. parameters.minDepthMipOffset.x = depthMipInfo.mipLevelOffsets[4].x; parameters.minDepthMipOffset.y = depthMipInfo.mipLevelOffsets[4].y; + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = frameIndex & 1; var currentParams = hdCamera.vBufferParams[currIdx]; @@ -496,7 +504,7 @@ static void GenerateMaxZ(in GenerateMaxZParameters parameters, RTHandle depthTex internal void GenerateMaxZ(CommandBuffer cmd, HDCamera camera, RTHandle depthTexture, HDUtils.PackedMipChainInfo depthMipInfo, int frameIndex) { if (Fog.IsVolumetricFogEnabled(camera)) - GenerateMaxZ(PrepareGenerateMaxZParameters(camera, depthMipInfo, frameIndex), depthTexture, m_MaxZMask8x, m_MaxZMask, m_DilatedMaxZMask, cmd); + GenerateMaxZ(PrepareGenerateMaxZParameters(camera, depthMipInfo), depthTexture, m_MaxZMask8x, m_MaxZMask, m_DilatedMaxZMask, cmd); } static internal void CreateVolumetricHistoryBuffers(HDCamera hdCamera, int bufferCount) @@ -540,7 +548,7 @@ static internal void DestroyVolumetricHistoryBuffers(HDCamera hdCamera) // Must be called AFTER UpdateVolumetricBufferParams. static readonly string[] volumetricHistoryBufferNames = new string[2]{ "VBufferHistory0", "VBufferHistory1" }; - static internal void ResizeVolumetricHistoryBuffers(HDCamera hdCamera, int frameIndex) + static internal void ResizeVolumetricHistoryBuffers(HDCamera hdCamera) { if (!hdCamera.IsVolumetricReprojectionEnabled()) return; @@ -549,6 +557,7 @@ static internal void ResizeVolumetricHistoryBuffers(HDCamera hdCamera, int frame Debug.Assert(hdCamera.vBufferParams.Length == 2); Debug.Assert(hdCamera.volumetricHistoryBuffers != null); + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; @@ -619,7 +628,7 @@ internal void DestroyVolumetricLightingBuffers() } // Must be called AFTER UpdateVolumetricBufferParams. - internal void ResizeVolumetricLightingBuffers(HDCamera hdCamera, int frameIndex) + internal void ResizeVolumetricLightingBuffers(HDCamera hdCamera) { if (!Fog.IsVolumetricFogEnabled(hdCamera)) return; @@ -635,6 +644,7 @@ internal void ResizeVolumetricLightingBuffers(HDCamera hdCamera, int frameIndex) CreateVolumetricLightingBuffers(); } + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; @@ -811,11 +821,12 @@ unsafe void SetPreconvolvedAmbientLightProbe(ref ShaderVariablesVolumetric cb, H cb._AmbientProbeCoeffs[i * 4 + j] = m_PackedCoeffs[i][j]; } - unsafe void UpdateShaderVariableslVolumetrics(ref ShaderVariablesVolumetric cb, HDCamera hdCamera, in Vector4 resolution, int frameIndex) + unsafe void UpdateShaderVariableslVolumetrics(ref ShaderVariablesVolumetric cb, HDCamera hdCamera, in Vector4 resolution) { var fog = hdCamera.volumeStack.GetComponent(); var vFoV = hdCamera.camera.GetGateFittedFieldOfView() * Mathf.Deg2Rad; var gpuAspect = HDUtils.ProjectionMatrixAspect(hdCamera.mainViewConstants.projMatrix); + int frameIndex = (int)VolumetricFrameIndex(hdCamera); // Compose the matrix which allows us to compute the world space view direction. hdCamera.GetPixelCoordToViewDirWS(resolution, gpuAspect, ref m_PixelCoordToViewDirWS); @@ -878,10 +889,11 @@ unsafe void UpdateShaderVariableslVolumetrics(ref ShaderVariablesVolumetric cb, cb._NumTileBigTileY = (uint)GetNumTileBigTileY(hdCamera); } - VolumeVoxelizationParameters PrepareVolumeVoxelizationParameters(HDCamera hdCamera, int frameIndex) + VolumeVoxelizationParameters PrepareVolumeVoxelizationParameters(HDCamera hdCamera) { var parameters = new VolumeVoxelizationParameters(); + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; @@ -904,7 +916,7 @@ VolumeVoxelizationParameters PrepareVolumeVoxelizationParameters(HDCamera hdCame parameters.volumeAtlas = CoreUtils.blackVolumeTexture; } - UpdateShaderVariableslVolumetrics(ref m_ShaderVariablesVolumetricCB, hdCamera, parameters.resolution, frameIndex); + UpdateShaderVariableslVolumetrics(ref m_ShaderVariablesVolumetricCB, hdCamera, parameters.resolution); parameters.volumetricCB = m_ShaderVariablesVolumetricCB; parameters.lightListCB = m_ShaderVariablesLightListCB; @@ -933,14 +945,14 @@ static void VolumeVoxelizationPass( in VolumeVoxelizationParameters parameters, cmd.DispatchCompute(parameters.voxelizationCS, parameters.voxelizationKernel, ((int)parameters.resolution.x + 7) / 8, ((int)parameters.resolution.y + 7) / 8, parameters.viewCount); } - void VolumeVoxelizationPass(HDCamera hdCamera, CommandBuffer cmd, int frameIndex) + void VolumeVoxelizationPass(HDCamera hdCamera, CommandBuffer cmd) { if (!Fog.IsVolumetricFogEnabled(hdCamera)) return; using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.VolumeVoxelization))) { - var parameters = PrepareVolumeVoxelizationParameters(hdCamera, frameIndex); + var parameters = PrepareVolumeVoxelizationParameters(hdCamera); VolumeVoxelizationPass(parameters, m_DensityBuffer, m_VisibleVolumeBoundsBuffer, m_VisibleVolumeDataBuffer, m_TileAndClusterData.bigTileLightList, cmd); } } @@ -997,10 +1009,11 @@ struct VolumetricLightingParameters public ShaderVariablesLightList lightListCB; } - VolumetricLightingParameters PrepareVolumetricLightingParameters(HDCamera hdCamera, int frameIndex) + VolumetricLightingParameters PrepareVolumetricLightingParameters(HDCamera hdCamera) { var parameters = new VolumetricLightingParameters(); + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; @@ -1037,7 +1050,7 @@ VolumetricLightingParameters PrepareVolumetricLightingParameters(HDCamera hdCame parameters.filterVolume = ((int)fog.denoisingMode.value & (int)FogDenoisingMode.Gaussian) != 0; parameters.sliceCount = (int)(cvp.z); - UpdateShaderVariableslVolumetrics(ref m_ShaderVariablesVolumetricCB, hdCamera, parameters.resolution, frameIndex); + UpdateShaderVariableslVolumetrics(ref m_ShaderVariablesVolumetricCB, hdCamera, parameters.resolution); parameters.volumetricCB = m_ShaderVariablesVolumetricCB; parameters.lightListCB = m_ShaderVariablesLightListCB; @@ -1098,7 +1111,7 @@ void VolumetricLightingPass(HDCamera hdCamera, CommandBuffer cmd, int frameIndex return; } - var parameters = PrepareVolumetricLightingParameters(hdCamera, frameIndex); + var parameters = PrepareVolumetricLightingParameters(hdCamera); using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.VolumetricLighting))) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader index 1bf513b3060..29620bcf231 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader @@ -7,10 +7,12 @@ Shader "HDRP/Decal" _NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map _MaskMap("MaskMap", 2D) = "white" {} _DecalBlend("_DecalBlend", Range(0.0, 1.0)) = 0.5 - [HideInInspector] _NormalBlendSrc("_NormalBlendSrc", Float) = 0.0 - [HideInInspector] _MaskBlendSrc("_MaskBlendSrc", Float) = 1.0 - [HideInInspector] _DecalMeshDepthBias("_DecalMeshDepthBias", Float) = 0.0 - [HideInInspector] _DrawOrder("_DrawOrder", Int) = 0 + [HideInInspector] _NormalBlendSrc("_NormalBlendSrc", Float) = 0.0 + [HideInInspector] _MaskBlendSrc("_MaskBlendSrc", Float) = 1.0 + [Enum(Depth Bias, 0, View Bias, 1)] _DecalMeshBiasType("_DecalMeshBiasType", Int) = 0 + [HideInInspector] _DecalMeshDepthBias("_DecalMeshDepthBias", Float) = 0.0 + [HideInInspector] _DecalMeshViewBias("_DecalMeshViewBias", Float) = 0.0 + [HideInInspector] _DrawOrder("_DrawOrder", Int) = 0 [HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) // Used only to serialize the LDR and HDR emissive color in the material UI, // in the shader only the _EmissiveColor should be used diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl index 305b999ce0c..dc6c388d15f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl @@ -16,7 +16,9 @@ float _DecalBlend; float4 _BaseColor; float3 _EmissiveColor; float _EmissiveExposureWeight; +int _DecalMeshBiasType; float _DecalMeshDepthBias; +float _DecalMeshViewBias; float _MetallicRemapMin; float _MetallicRemapMax; float _SmoothnessRemapMin; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs index 66c5069692c..9364a3f5fac 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs @@ -860,9 +860,9 @@ public int DrawOrder { get { - if (m_IsHDRenderPipelineDecal) + if (this.m_Material.HasProperty(HDShaderIDs._DrawOrder)) { - return this.m_Material.GetInt("_DrawOrder"); + return this.m_Material.GetInt(HDShaderIDs._DrawOrder); } else { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs new file mode 100644 index 00000000000..ac0b88dc8ce --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs @@ -0,0 +1,11 @@ +using UnityEngine.Rendering; + +namespace UnityEditor.Rendering.HighDefinition +{ + [GenerateHLSL] + public enum DecalMeshDepthBiasType + { + DepthBias = 0, + ViewBias = 1 + } +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.hlsl new file mode 100644 index 00000000000..c3dcd51203a --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.hlsl @@ -0,0 +1,14 @@ +// +// This file was automatically generated. Please don't edit by hand. +// + +#ifndef DECALMESHBIASTYPEENUM_CS_HLSL +#define DECALMESHBIASTYPEENUM_CS_HLSL +// +// UnityEditor.Rendering.HighDefinition.DecalMeshDepthBiasType: static fields +// +#define DECALMESHDEPTHBIASTYPE_DEPTH_BIAS (0) +#define DECALMESHDEPTHBIASTYPE_VIEW_BIAS (1) + + +#endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.hlsl.meta new file mode 100644 index 00000000000..799d268771b --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e85cfed346d852b41baf8fed81be9e5f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.meta new file mode 100644 index 00000000000..442a0630ca8 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bca9469073a2c8042b8c5ecb3d948bb3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataMeshModification.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataMeshModification.hlsl index 7ea5f75fe58..2151286da7a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataMeshModification.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataMeshModification.hlsl @@ -62,14 +62,14 @@ float4 GetTessellationFactors(float3 p0, float3 p1, float3 p2, float3 n0, float3 // TODO: the only reason I test the near plane here is that I am not sure that the product of other tessellation factors // (such as screen-space/distance-based) results in the tessellation factor of 1 for the geometry behind the near plane. // If that is the case (and, IMHO, it should be), we shouldn't have to test the near plane here. - bool3 frustumCullEdgesMainView = CullTriangleEdgesFrustum(p0, p1, p2, frustumEps, _FrustumPlanes, 5); // Do not test the far plane + bool4 frustumCullEdgesMainView = CullFullTriangleAndEdgesFrustum(p0, p1, p2, frustumEps, _FrustumPlanes, 5); // Do not test the far plane #else // During the scene picking pass, we have no access to camera frustum planes - bool3 frustumCullEdgesMainView = false; + bool4 frustumCullEdgesMainView = false; #endif #if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS) - bool frustumCullCurrView = all(frustumCullEdgesMainView); + bool frustumCullCurrView = frustumCullEdgesMainView.w; #else bool frustumCullCurrView = CullTriangleFrustum(p0, p1, p2, frustumEps, _ShadowFrustumPlanes, 4); // Do not test near/far planes #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl index 272c96302ca..8f0f3b6ec9a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl @@ -98,7 +98,9 @@ void GetScreenSpaceAmbientOcclusionMultibounce(float2 positionSS, float NdotV, f float directAmbientOcclusion = lerp(1.0, indirectAmbientOcclusion, _AmbientOcclusionParam.w); float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); - float indirectSpecularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(NdotV), indirectAmbientOcclusion, roughness); + // This specular occlusion formulation make sense only with SSAO. When we use Raytracing AO we support different range (local, medium, sky). When using medium or + // sky occlusion, the result on specular occlusion can be a disaster (all is black). Thus we use _SpecularOcclusionBlend when using RTAO to disable this trick. + float indirectSpecularOcclusion = lerp(1.0, GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(NdotV), indirectAmbientOcclusion, roughness), _SpecularOcclusionBlend); float directSpecularOcclusion = lerp(1.0, indirectSpecularOcclusion, _AmbientOcclusionParam.w); aoFactor.indirectSpecularOcclusion = GTAOMultiBounce(min(specularOcclusionFromData, indirectSpecularOcclusion), fresnel0); 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 d84d4cc45f0..8b8b9b5c038 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 @@ -510,7 +510,10 @@ TextureHandle DepthOfFieldPass(RenderGraph renderGraph, HDCamera hdCamera, Textu passData.fullresCoC = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) { colorFormat = k_CoCFormat, enableRandomWrite = true, name = "Full res CoC" }); - int passCount = Mathf.CeilToInt((passData.parameters.nearMaxBlur + 2f) / 4f); + GetDoFResolutionScale(passData.parameters, out float unused, out float resolutionScale); + float actualNearMaxBlur = passData.parameters.nearMaxBlur * resolutionScale; + int passCount = Mathf.CeilToInt((actualNearMaxBlur + 2f) / 4f); + passData.dilationPingPongRT = TextureHandle.nullHandle; if (passCount > 1) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs index b15f9021186..91b052b2a9b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs @@ -2031,6 +2031,12 @@ DepthOfFieldParameters PrepareDoFParameters(HDCamera camera) return parameters; } + static void GetDoFResolutionScale(in DepthOfFieldParameters dofParameters, out float scale, out float resolutionScale) + { + scale = 1f / (float)dofParameters.resolution; + resolutionScale = (dofParameters.camera.actualHeight / 1080f) * (scale * 2f); + } + void PrepareDoFMipsTarget(float dofScale, HDCamera camera) { var mipScale = dofScale; @@ -2095,14 +2101,13 @@ static void DoDepthOfField(in DepthOfFieldParameters dofParameters, CommandBuffe float anamorphism = dofParameters.physicalCameraAnamorphism / 4f; float barrelClipping = dofParameters.physicalCameraBarrelClipping / 3f; - float scale = 1f / (float)dofParameters.resolution; + GetDoFResolutionScale(dofParameters, out float scale, out float resolutionScale); var screenScale = new Vector2(scale, scale); int targetWidth = Mathf.RoundToInt(dofParameters.camera.actualWidth * scale); int targetHeight = Mathf.RoundToInt(dofParameters.camera.actualHeight * scale); cmd.SetGlobalVector(HDShaderIDs._TargetScale, new Vector4((float)dofParameters.resolution, scale, 0f, 0f)); - float resolutionScale = (dofParameters.camera.actualHeight / 1080f) * (scale * 2f); int farSamples = dofParameters.farSampleCount; int nearSamples = dofParameters.nearSampleCount; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/SubFrameManager.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/SubFrameManager.cs index 5bfd3ce6183..cc9ad9c5728 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/SubFrameManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Accumulation/SubFrameManager.cs @@ -32,16 +32,14 @@ internal class SubFrameManager { // Shutter settings float m_ShutterInterval = 0.0f; - bool m_Centered = true; float m_ShutterFullyOpen = 0.0f; float m_ShutterBeginsClosing = 1.0f; AnimationCurve m_ShutterCurve; // Internal state - float m_OriginalTimeScale = 0; + float m_OriginalCaptureDeltaTime = 0; float m_OriginalFixedDeltaTime = 0; - bool m_IsRenderingTheFirstFrame = true; // Per-camera data cache Dictionary m_CameraCache = new Dictionary(); @@ -111,21 +109,15 @@ void Init(int samples, float shutterInterval) m_AccumulationSamples = (uint)samples; m_ShutterInterval = samples > 1 ? shutterInterval : 0; m_IsRecording = true; - m_IsRenderingTheFirstFrame = true; Clear(); - m_OriginalTimeScale = Time.timeScale; - - Time.timeScale = m_OriginalTimeScale * m_ShutterInterval / m_AccumulationSamples; - - if (m_Centered) - { - Time.timeScale *= 0.5f; - } + m_OriginalCaptureDeltaTime = Time.captureDeltaTime; + Time.captureDeltaTime = m_OriginalCaptureDeltaTime / m_AccumulationSamples; + // This is required for physics simulations m_OriginalFixedDeltaTime = Time.fixedDeltaTime; - Time.fixedDeltaTime = Time.captureDeltaTime * Time.timeScale; + Time.fixedDeltaTime = m_OriginalFixedDeltaTime / m_AccumulationSamples; } internal void BeginRecording(int samples, float shutterInterval, float shutterFullyOpen = 0.0f, float shutterBeginsClosing = 1.0f) @@ -146,7 +138,7 @@ internal void BeginRecording(int samples, float shutterInterval, AnimationCurve internal void EndRecording() { m_IsRecording = false; - Time.timeScale = m_OriginalTimeScale; + Time.captureDeltaTime = m_OriginalCaptureDeltaTime; Time.fixedDeltaTime = m_OriginalFixedDeltaTime; m_ShutterCurve = null; } @@ -162,32 +154,19 @@ internal void PrepareNewSubFrame() { Reset(); } - else if (maxIteration == m_AccumulationSamples - 1) - { - Time.timeScale = m_OriginalTimeScale * (1.0f - m_ShutterInterval); - m_IsRenderingTheFirstFrame = false; - } - else - { - Time.timeScale = m_OriginalTimeScale * m_ShutterInterval / m_AccumulationSamples; - } - - if (m_Centered && m_IsRenderingTheFirstFrame) - { - Time.timeScale *= 0.5f; - } - Time.fixedDeltaTime = Time.captureDeltaTime * Time.timeScale; } // Helper function to compute the weight of a frame for a specific point in time float ShutterProfile(float time) { - // for the first frame we are missing the first half when doing centered mb - if (m_IsRenderingTheFirstFrame && m_Centered) + if (time > m_ShutterInterval) { - time = time * 0.5f + 0.5f; + return 0; } + // Scale the subframe time so the m_ShutterInterval spans between 0 and 1 + time = time / m_ShutterInterval; + // In case we have a curve profile, use this and return if (m_ShutterCurve != null) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 5f55a2b42e0..52291aaa22e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -341,6 +341,8 @@ internal GameObject exposureTarget internal bool stopNaNs => m_AdditionalCameraData != null && m_AdditionalCameraData.stopNaNs; + internal bool allowDynamicResolution => m_AdditionalCameraData != null && m_AdditionalCameraData.allowDynamicResolution; + internal HDPhysicalCamera physicalParameters { get; private set; } internal IEnumerable aovRequests => @@ -571,8 +573,8 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, isFirstFrame = false; cameraFrameCount++; - HDRenderPipeline.UpdateVolumetricBufferParams(this, hdrp.GetFrameCount()); - HDRenderPipeline.ResizeVolumetricHistoryBuffers(this, hdrp.GetFrameCount()); + HDRenderPipeline.UpdateVolumetricBufferParams(this); + HDRenderPipeline.ResizeVolumetricHistoryBuffers(this); } /// Set the RTHandle scale to the actual camera size (can be scaled) @@ -1384,6 +1386,8 @@ Matrix4x4 ComputePixelCoordToWorldSpaceViewDirectionMatrix(ViewConstants viewCon void Dispose() { + HDRenderPipeline.DestroyVolumetricHistoryBuffers(this); + VolumeManager.instance.DestroyStack(volumeStack); if (m_HistoryRTSystem != null) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs index 17a9ba99790..b6445399fe3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalLightingQualitySettings.cs @@ -44,15 +44,15 @@ internal GlobalLightingQualitySettings() SSRMaxRaySteps[(int)ScalableSettingLevelParameter.Level.High] = 64; /* Screen Space Global Illumination */ - SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Low] = 24; - SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Medium] = 32; - SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.High] = 64; + SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Low] = 32; + SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Medium] = 64; + SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.High] = 96; SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.Low] = false; SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.Medium] = true; SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.High] = true; - SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.Low] = 2; + SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.Low] = 3; SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.Medium] = 5; SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.High] = 7; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs index ecc971f575c..86b5f85d8df 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs @@ -44,8 +44,8 @@ internal enum HDProfileId SSGIPass, SSGITrace, SSGIDenoise, - SSGIConvert, SSGIUpscale, + SSGIConvert, ForwardEmissive, ForwardOpaque, diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs index dbbc8e83b24..18384449c4e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs @@ -595,12 +595,11 @@ class VolumeVoxelizationPassData public ComputeBuffer visibleVolumeDataBuffer; } - TextureHandle VolumeVoxelizationPass( RenderGraph renderGraph, - HDCamera hdCamera, - ComputeBuffer visibleVolumeBoundsBuffer, - ComputeBuffer visibleVolumeDataBuffer, - ComputeBufferHandle bigTileLightList, - int frameIndex) + TextureHandle VolumeVoxelizationPass(RenderGraph renderGraph, + HDCamera hdCamera, + ComputeBuffer visibleVolumeBoundsBuffer, + ComputeBuffer visibleVolumeDataBuffer, + ComputeBufferHandle bigTileLightList) { if (Fog.IsVolumetricFogEnabled(hdCamera)) { @@ -608,7 +607,7 @@ TextureHandle VolumeVoxelizationPass( RenderGraph renderGraph, { builder.EnableAsyncCompute(hdCamera.frameSettings.VolumeVoxelizationRunsAsync()); - passData.parameters = PrepareVolumeVoxelizationParameters(hdCamera, frameIndex); + passData.parameters = PrepareVolumeVoxelizationParameters(hdCamera); passData.visibleVolumeBoundsBuffer = visibleVolumeBoundsBuffer; passData.visibleVolumeDataBuffer = visibleVolumeDataBuffer; if (passData.parameters.tiledLighting) @@ -645,7 +644,7 @@ class GenerateMaxZMaskPassData public TextureHandle dilatedMaxZBuffer; } - TextureHandle GenerateMaxZPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthTexture, HDUtils.PackedMipChainInfo depthMipInfo, int frameIndex) + TextureHandle GenerateMaxZPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthTexture, HDUtils.PackedMipChainInfo depthMipInfo) { if (Fog.IsVolumetricFogEnabled(hdCamera)) { @@ -656,7 +655,7 @@ TextureHandle GenerateMaxZPass(RenderGraph renderGraph, HDCamera hdCamera, Textu using (var builder = renderGraph.AddRenderPass("Generate Max Z Mask for Volumetric", out var passData)) { - passData.parameters = PrepareGenerateMaxZParameters(hdCamera, depthMipInfo, frameIndex); + passData.parameters = PrepareGenerateMaxZParameters(hdCamera, depthMipInfo); passData.depthTexture = builder.ReadTexture(depthTexture); passData.maxZ8xBuffer = builder.ReadTexture(renderGraph.ImportTexture(m_MaxZMask8x)); passData.maxZ8xBuffer = builder.WriteTexture(passData.maxZ8xBuffer); @@ -690,11 +689,12 @@ class VolumetricLightingPassData public ComputeBufferHandle bigTileLightListBuffer; } - TextureHandle VolumetricLightingPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthTexture, TextureHandle densityBuffer, TextureHandle maxZBuffer, ComputeBufferHandle bigTileLightListBuffer, ShadowResult shadowResult, int frameIndex) + TextureHandle VolumetricLightingPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthTexture, TextureHandle densityBuffer, TextureHandle maxZBuffer, ComputeBufferHandle bigTileLightListBuffer, ShadowResult shadowResult) { if (Fog.IsVolumetricFogEnabled(hdCamera)) { - var parameters = PrepareVolumetricLightingParameters(hdCamera, frameIndex); + // Evaluate the parameters + var parameters = PrepareVolumetricLightingParameters(hdCamera); using (var builder = renderGraph.AddRenderPass("Volumetric Lighting", out var passData)) { @@ -716,6 +716,7 @@ TextureHandle VolumetricLightingPass(RenderGraph renderGraph, HDCamera hdCamera, if (passData.parameters.enableReprojection) { + int frameIndex = (int)VolumetricFrameIndex(hdCamera); var currIdx = (frameIndex + 0) & 1; var prevIdx = (frameIndex + 1) & 1; 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 994645b6fcc..7d79dc2bab4 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 @@ -111,7 +111,7 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, lightingBuffers.contactShadowsBuffer = RenderContactShadows(m_RenderGraph, hdCamera, msaa ? prepassOutput.depthValuesMSAA : prepassOutput.depthPyramidTexture, gpuLightListOutput, GetDepthBufferMipChainInfo().mipLevelOffsets[1].y); - var volumetricDensityBuffer = VolumeVoxelizationPass(m_RenderGraph, hdCamera, m_VisibleVolumeBoundsBuffer, m_VisibleVolumeDataBuffer, gpuLightListOutput.bigTileLightList, m_FrameCount); + var volumetricDensityBuffer = VolumeVoxelizationPass(m_RenderGraph, hdCamera, m_VisibleVolumeBoundsBuffer, m_VisibleVolumeDataBuffer, gpuLightListOutput.bigTileLightList); RenderShadows(m_RenderGraph, hdCamera, cullingResults, ref shadowResult); @@ -152,9 +152,9 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, lightingBuffers.screenspaceShadowBuffer = RenderScreenSpaceShadows(m_RenderGraph, hdCamera, prepassOutput, prepassOutput.depthBuffer, prepassOutput.normalBuffer, prepassOutput.motionVectorsBuffer, rayCountTexture); - var maxZMask = GenerateMaxZPass(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, m_DepthBufferMipChainInfo, m_FrameCount); + var maxZMask = GenerateMaxZPass(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, m_DepthBufferMipChainInfo); - var volumetricLighting = VolumetricLightingPass(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, volumetricDensityBuffer, maxZMask, gpuLightListOutput.bigTileLightList, shadowResult, m_FrameCount); + var volumetricLighting = VolumetricLightingPass(m_RenderGraph, hdCamera, prepassOutput.depthPyramidTexture, volumetricDensityBuffer, maxZMask, gpuLightListOutput.bigTileLightList, shadowResult); var deferredLightingOutput = RenderDeferredLighting(m_RenderGraph, hdCamera, colorBuffer, prepassOutput.depthBuffer, prepassOutput.depthPyramidTexture, lightingBuffers, prepassOutput.gbuffer, shadowResult, gpuLightListOutput); @@ -276,6 +276,8 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, } PushFullScreenExposureDebugTexture(m_RenderGraph, postProcessDest); + ResetCameraSizeForAfterPostProcess(m_RenderGraph, hdCamera, commandBuffer); + RenderCustomPass(m_RenderGraph, hdCamera, postProcessDest, prepassOutput, customPassCullingResults, CustomPassInjectionPoint.AfterPostProcess, aovRequest, aovCustomPassBuffers); CopyXRDepth(m_RenderGraph, hdCamera, prepassOutput.resolvedDepthBuffer, backBuffer); @@ -284,7 +286,7 @@ void ExecuteWithRenderGraph(RenderRequest renderRequest, // Because of this, we need another blit here to the final render target at the right viewport. if (!HDUtils.PostProcessIsFinalPass(hdCamera) || aovRequest.isValid) { - hdCamera.ExecuteCaptureActions(m_RenderGraph, colorBuffer); + hdCamera.ExecuteCaptureActions(m_RenderGraph, postProcessDest); postProcessDest = RenderDebug( m_RenderGraph, hdCamera, @@ -1552,6 +1554,34 @@ bool RenderCustomPass( RenderGraph renderGraph, return executed; } + class ResetCameraSizeForAfterPostProcessPassData + { + public HDCamera hdCamera; + public ShaderVariablesGlobal shaderVariablesGlobal; + } + + void ResetCameraSizeForAfterPostProcess(RenderGraph renderGraph, HDCamera hdCamera, CommandBuffer commandBuffer) + { + if (DynamicResolutionHandler.instance.DynamicResolutionEnabled()) + { + using (var builder = renderGraph.AddRenderPass("Reset Camera Size After Post Process", out ResetCameraSizeForAfterPostProcessPassData passData)) + { + passData.hdCamera = hdCamera; + passData.shaderVariablesGlobal = m_ShaderVariablesGlobalCB; + builder.AllowPassCulling(false); + + builder.SetRenderFunc( + (ResetCameraSizeForAfterPostProcessPassData data, RenderGraphContext ctx) => + { + data.shaderVariablesGlobal._ScreenSize = new Vector4(data.hdCamera.finalViewport.width, data.hdCamera.finalViewport.height, 1.0f / data.hdCamera.finalViewport.width, 1.0f / data.hdCamera.finalViewport.height); + data.shaderVariablesGlobal._RTHandleScale = RTHandles.rtHandleProperties.rtHandleScale; + ConstantBuffer.PushGlobal(ctx.cmd, data.shaderVariablesGlobal, HDShaderIDs._ShaderVariablesGlobal); + RTHandles.SetReferenceSize((int)data.hdCamera.finalViewport.width, (int)data.hdCamera.finalViewport.height, data.hdCamera.msaaSamples); + }); + } + } + } + class BindCustomPassBuffersPassData { public Lazy customColorTexture; 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 975085bb2d0..54e920f3ff8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -1335,11 +1335,14 @@ void UpdateShaderVariablesGlobalCB(HDCamera hdCamera, CommandBuffer cmd) m_ShaderVariablesGlobalCB._EnableRayTracedReflections = enableRaytracedReflections ? 1 : 0; RecursiveRendering recursiveSettings = hdCamera.volumeStack.GetComponent(); m_ShaderVariablesGlobalCB._EnableRecursiveRayTracing = recursiveSettings.enable.value ? 1u : 0u; + + m_ShaderVariablesGlobalCB._SpecularOcclusionBlend = m_AmbientOcclusionSystem.EvaluateSpecularOcclusionFlag(hdCamera); } else { m_ShaderVariablesGlobalCB._EnableRayTracedReflections = 0; m_ShaderVariablesGlobalCB._EnableRecursiveRayTracing = 0; + m_ShaderVariablesGlobalCB._SpecularOcclusionBlend = 1.0f; } ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); @@ -1728,6 +1731,7 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c { skipRequest = true; // Execute custom render + UnityEngine.Rendering.RenderPipeline.BeginCameraRendering(renderContext, camera); additionalCameraData.ExecuteCustomRender(renderContext, hdCamera); } @@ -2706,7 +2710,7 @@ void Callback(CommandBuffer c, HDGPUAsyncTaskParams a) haveAsyncTaskWithShadows = true; void Callback(CommandBuffer c, HDGPUAsyncTaskParams a) - => VolumeVoxelizationPass(a.hdCamera, c, m_FrameCount); + => VolumeVoxelizationPass(a.hdCamera, c); } if (hdCamera.frameSettings.SSRRunsAsync()) @@ -2812,7 +2816,7 @@ void Callback(CommandBuffer c, HDCamera cam) else { // Perform the voxelization step which fills the density 3D texture. - VolumeVoxelizationPass(hdCamera, cmd, m_FrameCount); + VolumeVoxelizationPass(hdCamera, cmd); } GenerateMaxZ(cmd, hdCamera, m_SharedRTManager.GetDepthTexture(), m_SharedRTManager.GetDepthBufferMipChainInfo(), m_FrameCount); @@ -3252,7 +3256,7 @@ out ScriptableCullingParameters cullingParams // From this point, we should only use frame settings from the camera hdCamera.Update(currentFrameSettings, this, m_MSAASamples, xrPass); - ResizeVolumetricLightingBuffers(hdCamera, GetFrameCount()); // Safe to update the Volumetric Lighting System now + ResizeVolumetricLightingBuffers(hdCamera); // Safe to update the Volumetric Lighting System now // Custom Render requires a proper HDCamera, so we return after the HDCamera was setup if (additionalCameraData != null && additionalCameraData.hasCustomRender) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs index 497d929fb74..b5210c3a1bc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -245,6 +245,7 @@ static class HDShaderIDs public static readonly int _DecalNormalBufferStencilRef = Shader.PropertyToID("_DecalNormalBufferStencilRef"); public static readonly int _DecalPrepassTexture = Shader.PropertyToID("_DecalPrepassTexture"); public static readonly int _DecalPrepassTextureMS = Shader.PropertyToID("_DecalPrepassTextureMS"); + public static readonly int _DrawOrder = Shader.PropertyToID("_DrawOrder"); public static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs index 9bf44e6bec8..7ec8343c4b0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingAmbientOcclusion.cs @@ -36,6 +36,12 @@ public void Init(HDRenderPipeline renderPipeline) m_RTAOApplyIntensityKernel = m_PipelineRayTracingResources.aoRaytracingCS.FindKernel("RTAOApplyIntensity"); } + public float EvaluateRTSpecularOcclusionFlag(HDCamera hdCamera, AmbientOcclusion ssoSettings) + { + float remappedRayLength = (Mathf.Clamp(ssoSettings.rayLength, 1.25f, 1.5f) - 1.25f) / 0.25f; + return Mathf.Lerp(0.0f, 1.0f, 1.0f - remappedRayLength); + } + public void InitializeNonRenderGraphResources() { // Allocate the intermediate textures diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs index 010b2231b4c..ae9d524fefc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs @@ -121,7 +121,6 @@ DeferredLightingRTParameters PrepareIndirectDiffuseDeferredLightingRTParameters( deferredParameters.raytracingCB._RaytracingIntensityClamp = settings.clampValue; deferredParameters.raytracingCB._RaytracingPreExposition = 1; deferredParameters.raytracingCB._RaytracingIncludeSky = 1; - deferredParameters.raytracingCB._RaytracingPreExposition = 1; deferredParameters.raytracingCB._RaytracingRayMaxLength = settings.rayLength; deferredParameters.raytracingCB._RayTracingDiffuseLightingOnly = 1; 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 b3b8c22a538..74f40d0e0dd 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 @@ -580,7 +580,7 @@ internal int RayTracingFrameIndex(HDCamera hdCamera) return 0; else #endif - return hdCamera.IsTAAEnabled() ? hdCamera.taaFrameIndex : (int)m_FrameCount % 8; + return (int)hdCamera.GetCameraFrameCount() % 8; } internal int RayTracingFrameIndex(HDCamera hdCamera, int targetFrameCount = 8) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute index c7cfc3e293f..f717b2801f8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingDeferred.compute @@ -60,9 +60,14 @@ void RAYTRACING_DEFERRED(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gro if (LOAD_TEXTURE2D_X(_RaytracingDistanceBuffer, currentCoord).x < 0.0) { - float3 newSampleColor = clamp(LOAD_TEXTURE2D_X(_GBufferTexture3, currentCoord).rgb * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) - * (_RaytracingPreExposition ? 1.0 : GetInverseCurrentExposureMultiplier() ); - _RaytracingLitBufferRW[COORD_TEXTURE2D_X(currentCoord)] = float4(newSampleColor, 0.0); + // Convert to HSV space + float3 finalColor = RgbToHsv(LOAD_TEXTURE2D_X(_GBufferTexture3, currentCoord).rgb * GetCurrentExposureMultiplier()); + + // Expose and clamp the final color + finalColor.z = clamp(finalColor.z, 0.0, _RaytracingIntensityClamp); + + // Convert back to HSV space + _RaytracingLitBufferRW[COORD_TEXTURE2D_X(currentCoord)] = float4(HsvToRgb(finalColor) * (_RaytracingPreExposition ? 1.0 : GetInverseCurrentExposureMultiplier()), 0.0); return; } @@ -105,8 +110,23 @@ void RAYTRACING_DEFERRED(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gro float3 finalColor = (diffuseLighting + specularLighting); // Apply fog attenuation ApplyFogAttenuation(positionWS, rayDirection, rayDistance, finalColor, true); - // Expose, clamp and inverse exposure - finalColor = clamp(finalColor * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * (_RaytracingPreExposition ? 1.0 : GetInverseCurrentExposureMultiplier()); + + // Expose, clamp and inverse exposure. Though depending on the signal nature we go for different clamping strategies + if (_RaytracingPreExposition) + { + // Convert to HSV space + finalColor = RgbToHsv(finalColor * GetCurrentExposureMultiplier()); + + // Expose and clamp the final color + finalColor.z = clamp(finalColor.z, 0.0, _RaytracingIntensityClamp); + + // Convert back to HSV space + finalColor = HsvToRgb(finalColor); + } + else + { + finalColor = clamp(finalColor * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); + } _RaytracingLitBufferRW[COORD_TEXTURE2D_X(currentCoord)] = float4(finalColor, 1.0); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl new file mode 100644 index 00000000000..f9acfbac2b9 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl @@ -0,0 +1,16 @@ + +#define MAX_REPROJECTION_DISTANCE 0.1 +#define MAX_PIXEL_TOLERANCE 4 + +float ComputeMaxReprojectionWorldRadius(float3 positionWS, float3 normalWS, float pixelSpreadAngleTangent, float maxDistance, float pixelTolerance) +{ + const float3 viewWS = GetWorldSpaceNormalizeViewDir(positionWS); + float parallelPixelFootPrint = pixelSpreadAngleTangent * length(positionWS); + float realPixelFootPrint = parallelPixelFootPrint / abs(dot(normalWS, viewWS)); + return max(maxDistance, realPixelFootPrint * pixelTolerance); +} + +float ComputeMaxReprojectionWorldRadius(float3 positionWS, float3 normalWS, float pixelSpreadAngleTangent) +{ + return ComputeMaxReprojectionWorldRadius(positionWS, normalWS, pixelSpreadAngleTangent, MAX_REPROJECTION_DISTANCE, MAX_PIXEL_TOLERANCE); +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl.meta new file mode 100644 index 00000000000..b0a88caffee --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 07e251d6348c2124fa304daa26ea9a26 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute index b807aa840fe..36aec2088f9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DiffuseDenoiser.compute @@ -22,6 +22,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingSampling.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/BilateralFilter.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl" // Tile size of this compute shaders #define DIFFUSE_DENOISER_TILE_SIZE 8 @@ -80,11 +81,7 @@ void BILATERAL_FILTER(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupT #endif // Compute the radius of the filter. This is evaluated as the max between a fixed radius value and an approximation of the footprint of the pixel - const float parallelPixelFootPrint = _PixelSpreadAngleTangent * length(center.position); - // Compute the view in world space - const float3 viewWS = GetWorldSpaceNormalizeViewDir(center.position); - const float realPixelFootPrint = parallelPixelFootPrint / abs(dot(center.normal, viewWS)); - const float denoisingRadius = max(_DenoiserFilterRadius, realPixelFootPrint * PIXEL_RADIUS_TOLERANCE_THRESHOLD); + const float denoisingRadius = ComputeMaxReprojectionWorldRadius(center.position, center.normal, _PixelSpreadAngleTangent, _DenoiserFilterRadius, PIXEL_RADIUS_TOLERANCE_THRESHOLD); // Compute the sigma value const float sigma = 0.9 * denoisingRadius; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute index 2a9a2dc439d..194fdacf68f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute @@ -16,6 +16,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl" #define BILATERAL_ROUGHNESS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/BilateralFilter.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.cs.hlsl" // Tile size of this compute #define REFLECTION_FILTER_TILE_SIZE 8 @@ -95,6 +96,7 @@ void TemporalAccumulation(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gr float averageLuma = Luminance(average); float nudge = lerp(4.0, 0.25, saturate(velocityLength * 100.0)) * abs(averageLuma - colorLuma); + float3 minimum = min(bottomRight, topLeft) - nudge; float3 maximum = max(topLeft, bottomRight) + nudge; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute index 6b894263562..b4a9e9a3fee 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute @@ -23,6 +23,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntialiasing.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/DenoisingUtils.hlsl" #pragma only_renderers d3d11 // #pragma enable_d3d11_debug_symbols @@ -45,10 +46,6 @@ float _PixelSpreadAngleTangent; // Value that tells us if the current history should be discarded based on scene-level data float _HistoryValidity; -// The maximal world space distance for temporal reprojection -#define MAX_WORLD_SPACE_DISTANCE 0.1 -// The maximal pixel reprojection distance -#define PIXEL_RADIUS_TOLERANCE_THRESHOLD 4 // The maximal normal difference threshold #define MAX_NORMAL_DIFFERENCE 0.65 // The minimal motion distance @@ -95,7 +92,6 @@ void ValidateHistory(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupTh return; } - // Real the normal data for this pixel NormalData normalData; DecodeFromNormalBuffer(centerCoord, normalData); @@ -104,10 +100,7 @@ void ValidateHistory(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupTh float3 historyPositionWS = ComputeWorldSpacePosition(posInputs.positionNDC - velocity, historyDepth, UNITY_MATRIX_PREV_I_VP); // Compute the max reprojection distance. This is evaluated as the max between a fixed radius value and an approximation of the footprint of the pixel. - const float3 viewWS = GetWorldSpaceNormalizeViewDir(posInputs.positionWS); - float parallelPixelFootPrint = _PixelSpreadAngleTangent * length(posInputs.positionWS); - float realPixelFootPrint = parallelPixelFootPrint / abs(dot(normalData.normalWS, viewWS)); - float maxRadius = max(MAX_WORLD_SPACE_DISTANCE, realPixelFootPrint * PIXEL_RADIUS_TOLERANCE_THRESHOLD); + float maxRadius = ComputeMaxReprojectionWorldRadius(posInputs.positionWS, normalData.normalWS, _PixelSpreadAngleTangent); // Is it too far from the current position? if (length(historyPositionWS - posInputs.positionWS) > maxRadius) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute index 88fd8ac1b93..d23b95719ea 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute @@ -41,16 +41,11 @@ void RaytracingIndirectDiffuseHalfRes(uint3 dispatchThreadId : SV_DispatchThread // Compute the pixel position to process uint2 halfResCoord = groupId * RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE + groupThreadId; - // Pick which subpixel we will be launching our effects from - float subPixelSample = GetBNDSequenceSample(halfResCoord, _RaytracingFrameIndex, 3); - int subPixel = clamp((int)(subPixelSample * 4.0), 0, 3); - uint2 shift = HalfResIndexToCoordinateShift[subPixel]; - // Pixel where we will store the result of the raytracing uint2 outputCoord = halfResCoord * 2; // Pixel coordinate in full res of the pixel that we will be using for our computation - uint2 sourceCoord = outputCoord + shift; + uint2 sourceCoord = ComputeSourceCoordinates(halfResCoord, _RaytracingFrameIndex); // Read the depth value float depthValue = LOAD_TEXTURE2D_X(_DepthTexture, sourceCoord).r; @@ -68,7 +63,7 @@ void RaytracingIndirectDiffuseHalfRes(uint3 dispatchThreadId : SV_DispatchThread NormalData normalData; DecodeFromNormalBuffer(sourceCoord, normalData); - // Generate the new sample (follwing values of the sequence) + // Generate the new sample (following values of the sequence) float2 newSample; newSample.x = GetBNDSequenceSample(halfResCoord, _RaytracingFrameIndex, 0); newSample.y = GetBNDSequenceSample(halfResCoord, _RaytracingFrameIndex, 1); @@ -201,10 +196,8 @@ void INDIRECT_DIFFUSE_INTEGRATION_UPSCALE(uint3 dispatchThreadId : SV_DispatchTh float4 sampleColor = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, sampleCoord); // Compute the position of the actual source pixel - uint subPixel = clamp(floor(sampleColor.w * 4.0f), 0, 3); - uint2 shift = HalfResIndexToCoordinateShift[subPixel]; #ifdef HALF_RESOLUTION - uint2 actualSourceCoord = sampleCoord + shift; + uint2 actualSourceCoord = ComputeSourceCoordinates(sampleCoord * 0.5, _RaytracingFrameIndex); #else uint2 actualSourceCoord = sampleCoord; #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.raytrace index f2c91a74615..5b3035fae0f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.raytrace +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.raytrace @@ -128,9 +128,14 @@ void RayGenIntegration() // Normalize the value finalColor *= 1.0f / _RaytracingNumSamples; + // Convert to HSV space + finalColor = RgbToHsv(finalColor * GetCurrentExposureMultiplier()); + // Expose and clamp the final color - finalColor = clamp(finalColor * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp); + finalColor.z = clamp(finalColor.z, 0.0, _RaytracingIntensityClamp); + // Convert back to HSV space + finalColor = HsvToRgb(finalColor) * GetInverseCurrentExposureMultiplier(); // We store the sampled color and the weight that shall be used for it (1.0f) _IndirectDiffuseTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(finalColor, 1.0f); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl index 51b7f2edb5d..5680ccba001 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl @@ -49,4 +49,10 @@ struct StandardBSDFData uint isUnlit; }; +// This function defines what is the source pixel from where we should read the depth and normal for rendering in half resolution +uint2 ComputeSourceCoordinates(uint2 halfResCoord, int frameIndex) +{ + return halfResCoord * 2; +} + #endif // RAY_TRACING_COMMON_HLSL \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace index 0e1e2835f1a..069213daa87 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace @@ -156,16 +156,32 @@ void RayGenIntegration() // Evaluate the ray intersection TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, RAYTRACINGRENDERERFLAG_REFLECTION, 0, 1, 0, rayDescriptor, rayIntersection); + // The clamping process is different for the sky and rest + float3 sampleColor = 0.0; + if (rayIntersection.t == _RaytracingRayMaxLength) + { + // Convert to HSV space + sampleColor = RgbToHsv(rayIntersection.color * GetCurrentExposureMultiplier()); + + // Expose and clamp the final color + sampleColor.z = clamp(sampleColor.z, 0.0, _RaytracingIntensityClamp); + + // Convert back to HSV space + sampleColor = HsvToRgb(sampleColor) * GetInverseCurrentExposureMultiplier(); + } + else + { + // Expose and clamp the final color + sampleColor = clamp(rayIntersection.color * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); + } + // Contribute to the pixel - finalColor += rayIntersection.color; + finalColor += sampleColor; } // Normalize the value finalColor *= 1.0 / realSampleCount; - // Expose and clamp the final color - finalColor = clamp(finalColor * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); - // We also need to compute the fade factor for this sample float weightValue = _RaytracingReflectionSmoothnessFadeStart == _RaytracingReflectionMinSmoothness ? 1.0 : saturate((perceptualSmoothness - _RaytracingReflectionMinSmoothness) / (_RaytracingReflectionSmoothnessFadeStart -_RaytracingReflectionMinSmoothness)); @@ -252,8 +268,24 @@ void RayGenIntegrationTransparent() // Evaluate the ray intersection TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, RAYTRACINGRENDERERFLAG_REFLECTION, 0, 1, 0, rayDescriptor, rayIntersection); - // Expose and clamp the final color - float3 finalColor = clamp(rayIntersection.color * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); + // The clamping process is different for the sky and rest + float3 finalColor = 0.0; + if (rayIntersection.t == _RaytracingRayMaxLength) + { + // Convert to HSV space + finalColor = RgbToHsv(rayIntersection.color * GetCurrentExposureMultiplier()); + + // Expose and clamp the final color + finalColor.z = clamp(finalColor.z, 0.0, _RaytracingIntensityClamp); + + // Convert back to HSV space + finalColor = HsvToRgb(finalColor) * GetInverseCurrentExposureMultiplier(); + } + else + { + // Expose and clamp the final color + finalColor = clamp(rayIntersection.color * GetCurrentExposureMultiplier(), 0.0, _RaytracingIntensityClamp) * GetInverseCurrentExposureMultiplier(); + } // We store the sampled color and the weight that shall be used for it (1.0) _SsrLightingTextureRW[COORD_TEXTURE2D_X(currentCoord)] = float4(finalColor, 1.0); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl index feb32c98088..1c3b08f2c7b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl @@ -4,6 +4,9 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" +#if (SHADERPASS == SHADERPASS_DBUFFER_MESH) +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.hlsl" +#endif void MeshDecalsPositionZBias(inout VaryingsToPS input) { @@ -17,9 +20,23 @@ void MeshDecalsPositionZBias(inout VaryingsToPS input) PackedVaryingsType Vert(AttributesMesh inputMesh) { VaryingsType varyingsType; - varyingsType.vmesh = VertMesh(inputMesh); #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) - MeshDecalsPositionZBias(varyingsType); + + float3 worldSpaceBias = 0.0f; + if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_VIEW_BIAS) + { + float3 positionRWS = TransformObjectToWorld(inputMesh.positionOS); + float3 V = GetWorldSpaceNormalizeViewDir(positionRWS); + + worldSpaceBias = V * (_DecalMeshViewBias); + } + varyingsType.vmesh = VertMesh(inputMesh, worldSpaceBias); + if (_DecalMeshBiasType == DECALMESHDEPTHBIASTYPE_DEPTH_BIAS) + { + MeshDecalsPositionZBias(varyingsType); + } +#else + varyingsType.vmesh = VertMesh(inputMesh); #endif return PackVaryingsType(varyingsType); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl index 624e5f02dbb..9f2520d3287 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl @@ -128,7 +128,7 @@ VaryingsToDS InterpolateWithBaryCoordsToDS(VaryingsToDS input0, VaryingsToDS inp // TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16) // Make it inout so that MotionVectorPass can get the modified input values later. -VaryingsMeshType VertMesh(AttributesMesh input) +VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset) { VaryingsMeshType output; @@ -140,7 +140,7 @@ VaryingsMeshType VertMesh(AttributesMesh input) #endif // This return the camera relative position (if enable) - float3 positionRWS = TransformObjectToWorld(input.positionOS); + float3 positionRWS = TransformObjectToWorld(input.positionOS) + worldSpaceOffset; #ifdef ATTRIBUTES_NEED_NORMAL float3 normalWS = TransformObjectToWorldNormal(input.normalOS); #else @@ -196,6 +196,11 @@ VaryingsMeshType VertMesh(AttributesMesh input) return output; } +VaryingsMeshType VertMesh(AttributesMesh input) +{ + return VertMesh(input, 0.0f); +} + #ifdef TESSELLATION_ON VaryingsMeshToPS VertMeshTesselation(VaryingsMeshToDS input) diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs index 575bce9e8c1..b5b148546c7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs @@ -268,7 +268,7 @@ unsafe struct ShaderVariablesGlobal // Because the DepthPrepass doesn't have a DEBUG_DISPLAY variant, it is the only way to disable it for debug modes public float _GlobalTessellationFactorMultiplier; - public float _Pad8; + public float _SpecularOcclusionBlend; public float _Pad9; } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl index 9387f8c43c6..bfaaba4b65d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesGlobal.cs.hlsl @@ -151,7 +151,7 @@ GLOBAL_CBUFFER_START(ShaderVariablesGlobal, b0) float4 _ProbeVolumeAmbientProbeFallbackPackedCoeffs[7]; int _TransparentCameraOnlyMotionVectors; float _GlobalTessellationFactorMultiplier; - float _Pad8; + float _SpecularOcclusionBlend; float _Pad9; CBUFFER_END