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a/TestProjects/HDRP_DXR_Tests/Assets/Scenes/108_ReflectionEmissive_Quality_Exposure_12.unity.meta b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/108_ReflectionEmissive_Quality_Exposure_12.unity.meta new file mode 100644 index 00000000000..11600d98f05 --- /dev/null +++ b/TestProjects/HDRP_DXR_Tests/Assets/Scenes/108_ReflectionEmissive_Quality_Exposure_12.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: b458f5a4df209624aa568bb522890c6a +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset index d8911d004df..970026e1be2 100644 --- a/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset @@ -35,6 +35,18 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/107_ReflectionLodBias.unity guid: 90aecc5cbceb3d848aa073e5163fb936 + - enabled: 1 + path: Assets/Scenes/108_ReflectionEmissive_Perf_Exposure_0.unity + guid: 84d0d38a16a53224e9a6612392dafaa7 + - enabled: 1 + path: Assets/Scenes/108_ReflectionEmissive_Perf_Exposure_12.unity + guid: 9256657e1a6d16c4ba20bef7ab633c92 + - enabled: 1 + path: Assets/Scenes/108_ReflectionEmissive_Quality_Exposure_0.unity + guid: 12bcdb701fced1643b60e5e4f1cedcbe + - enabled: 1 + path: Assets/Scenes/108_ReflectionEmissive_Quality_Exposure_12.unity + guid: b458f5a4df209624aa568bb522890c6a - enabled: 1 path: Assets/Scenes/201_LargeAmbientOcclusion.unity guid: 41a04a0db6c8e4e4eb54296e4521c3e5 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index d29b7633109..4980a7900a7 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -167,6 +167,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. - Fixed an issue where runtime debug window UI would leak game objects. - Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (case 1329624). +- Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness. ### Changed - Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitRaytracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitRaytracing.hlsl index 4e5503666c0..5dd790a78c2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitRaytracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitRaytracing.hlsl @@ -10,7 +10,10 @@ void FitToStandardLit( SurfaceData surfaceData ZERO_INITIALIZE(StandardBSDFData, outStandardlit); // Output is not to be lit - outStandardlit.emissiveAndBaked = surfaceData.color * GetInverseCurrentExposureMultiplier() + builtinData.emissiveColor; + //Note: we have to multiply everything with the inverse exposure, since the result buffer expects everything to be 'pre exposed'. + //Is important to know too that we are applying InverseCurrentExposure twice (since this is just for reflections). Once when generating the material emissive value, + //and once more for render target storage. + outStandardlit.emissiveAndBaked = (surfaceData.color + builtinData.emissiveColor) * GetInverseCurrentExposureMultiplier(); outStandardlit.isUnlit = 1; // Be cause this will not be lit, we need to apply atmospheric scattering right away