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Universal Staging Branch #6546
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* adding depth resolve support to the NativeRenderPass path. This requires trunk changes as well * fixed an issue with empty NativeRenderPasses caused by the InvokeOnRenderObjectCallback pass * fixed Vulkan depth copy pass * removed outdated TODO comment * fixed depth texture sampler issue with the PrimedDepthCopyPass when depth priming is enabled * GLES depth prepass fixes for the native render pass path * initializing depth descriptor bindMS to false * added comment explaining why InvokeOnRenderObjectCallbackPass has NativeRenderPass disabled * fix for store actions optimizations flag always set to false * updated old comment about GLES copy depth issues
* making some halfs to floats to avoid light banding on TBDRs * Update com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl Co-authored-by: Felipe Lira <[email protected]> * Update CHANGELOG.md Co-authored-by: Felipe Lira <[email protected]>
This change adds a small comment to the URP PostPro tests which explains the reasoning for an assert related to mixed lighting.
* removed the injected pass detection logic from SetupRenderPasses to re-enable store action optimizations * fixed load actions setup
…6426) The RTHandles conversion puts the XR depth slice for SPI (-1) on all targets at an earlier stage. All equals checks against CameraTarget must dismiss possible depth slice to be accurate. This fixes a depth non-clear in vfx BatchRenderGroup_URP tests by preventing `m_FirstTimeCameraDepthTargetIsBound` from being set to `false` before batch opaque draw call.
* fix finishPostProcessOnScreen check 2D renderer * add changelog * Remove redundant bool Co-authored-by: Felipe Lira <[email protected]>
* DecalRendererFeature: Convert to using RTHandles Pass: Remove RTI alises of universal renderer targets, these do not work with RTHandles, you must get the actual references. Pass: Convert dBufferColorHandles[0-2] and m_DBufferDepth to RTHandles Pass: Set global textures in execute to use the same cmd. Feature: Call pass dispose Feature: Move setup of targets to Pass' Setup Function called from SetupRenderPasses * URP: Rename rendering mode to avoid confusion between requested and actual * Decals: Check actual rendering mode to see if deferred Co-authored-by: Felipe Lira <[email protected]>
* Fix spaces in the resource path. * More space fixes. * Fix default particle shader path.
* Revert #5297 * fix whitespace
This commit reverses an unintentional change to the scene view's handling of the render scale setting. This change was introduced in #6274. This commit also attempts to consolidate some of the render scale logic in URP's code by modifying the shader constant logic to query the scaled camera dimensions directly from the camera target descriptor rather than calculating them again. Co-authored-by: Felipe Lira <[email protected]>
Also 104_Decal_and_... has a guid change that needed fixing.
* Move FXAA Logic to Common.hlsl This change moves the FXAA HLSL implementation into the common post processing shader file. This will make it easier to execute the FXAA shader logic outside of the FinalPost pass which is a prerequisite for FSR. This change also modifies the FXAA Load helper function to make it use point sampling instead of linear sampling on GLES. This should yield more consistent behavior between GLES and non-GLES environments. * Upscaling Filter Controls This change adds a new property to the pipeline asset that allows users to control which filter is used when upscaling is performed. The current implementation supports selecting either bilinear or nearest-neighbor. Additional methods of filtering will be added in future changes. * Converted isScaledRender to an Enum This change adds a new enum called ImageScaling which enumerates all possible image scaling scenarios. This helps make the scaling related conditional logic easier to read. * Add Automatic Upscaling Filter This change splits the upscaling filter selected by the user from the one used within URP's implementation to allow for a "meta filter" called Auto. This new filter automatically switches between bilinear and nearest-neighbor filtering based on the current rendering environment's ability to perform integer scaling. * Rename Point Sampling Shader Macro This change renames the _FILTER_POINT macro to _POINT_SAMPLING to improve consistency with future FSR changes. * Fix XR Compatibility for FXAA Common Code This change updates the FXAA common shader functions to support 2d array input textures which are used in XR's single pass instanced mode. * Upscaling Filter Tests for URP This commit adds new test cases for the upscaling filters that were added in a previous change. * Replace TemporaryRT with RTHandle This change updates the upscaling setup logic to use an RTHandle instead of a temporary render target. * Updated Changelog Updated the URP changelog to reflect the upscaling filter changes and the FXAA scaling fix. * Fix Black Screen for XR This change resolves a black screen issue on XR platforms (tested in the mock HMD) which was caused by missing support for draw procedural in the upscaling setup shader. * Revert Auto-Format Changes This commit reverts the auto-format changes made in PostProcessData.asset. * Upscale Setup Shader Naming Consistency Fix This commit renames upscaleSetupPs -> upscaleSetupPS to make the naming consistent with other shaders. * Apply Review Feedback This commit addresses various pieces of review feedback such as missing docs, renames, and data visibility. It also fixes a draw procedural related multi-compile option. * Comment Updates for UpscaleSetup.shader This change adds a comment block in the upscaling setup shader that describes the cases where it's used and why. * Renamed UpscaleSetup to ScalingSetup This change renames the extra scaling blit pass to better communicate that it can be used in both upscaling and downscaling scenarios. * Reworded Changelog Notes This change adds additional information to the changelog notes for the upscaling filters.
* Port HDRP Mip Bias Logic to URP This change integrates the mip bias logic from HDRP into URP. This logic ensures that shaders select their mips based on the final screen resolution rather than the current render resolution. In cases where aggressive upscaling is taking place, this can significantly improve texture detail in the final image. * Combined Mip Bias Constants Into Vector This change combines the mip bias shader constants into a single vector rather than having two separate scalar values. This may improve performance on older mobile devices and shouldn't hurt performance on modern ones.
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. URP VFX SRP Core Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
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It appears that you made a non-draft PR! |
…es (#6543) # Conflicts: # com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs
* Metal HDRP ref screenshots update (#6507) * Fix typo in comment. * Fix overlay depth. * Add test case. * Fix missing depth for overlay DoF. Workaround MacOS depth as wireframe driver bug. URPasset has a depth texture checkbox, but that fixes the depth issue as well, but it's meant to be manual "force include depth" for case that can't be autodetected. This one is correctly detected, but hardcode to not include depth (which is removed in this commit). * Revert bug workaround. It's in another PR. * Revert "Add test case." This reverts commit c2e3067. * Edit changelog. Co-authored-by: sebastienlagarde <[email protected]> Co-authored-by: Felipe Lira <[email protected]>
* Created ShaderDebugPrintManager.
* Forgot the meta file.
* Simple readback just to test that the buffer binding works.
* Added HLSL header. Fixed buffer clearing.
* Add mouse input.
* Encoding/decoding the debug output.
* Add a check for buffer overflow.
* Add input constants
* Mouse pos on surface
* Mouse buttons
* Frame number
* Switch framenumber input from vec4f.x to int. Wrap shader debug inputs into functions. Add convenience functions for printing at mouse cursor.
* Added tagged versions of debug prints.
* Fix a bug in tagged prints.
* Added a tagged variant of mouse over shader debug print.
* Fix signed/unsigned mismatch errors. Align code (print func params) for better readability.
* Add support for 'bool' type.
* Add bool type for PrintMouseOver variants. Add missing #undef
* Added tag function to create the string tag instead of passing array.
Now you can do:
ShaderDebugPrint(Tag('a','b','c','d'), value);
Or just create a tag and pass it in.
* Improvements to shader header.
Added MouseButtonOver variant which prints value under mouse cursor when left button is pressed.
Added documentation.
Renamed Tag to ShaderDebugTag to avoid possible conflicts.
Overloaded ShaderDebugTag to less than 4 letters.
* Reduce print data buffer size to reduce possibility of editor hang/slowdown.
* Fix math in comment.
* Clarify comment.
* Fix wrong string termination on tags with length < 4
* Fix minor review issues.
* Add CBUFFER macros
* Fix naming of m_OutputBuffers.
* Minor comment fixes.
* Remove lambda allocation.
* Remove unused using.
* Add support to the new InputSystem
* Modularize ShaderDebug output.
+ Comment fixes.
* Modularize ShaderDebug input.
* Move URP integration under define ENABLE_SHADER_DEBUG_PRINT
* Remove Mathematics dependency. Move to Core.
* Fix legacy input.
* Shader debug print comment fixes.
* Review fixes.
Co-authored-by: Samuel Siltanen <[email protected]>
Co-authored-by: Raman Grewal <[email protected]>
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# Conflicts: # TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/9601_SkinnedMeshBatching-Off.png # TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/None/9602_SkinnedMeshBatching-On.png # com.unity.render-pipelines.universal/CHANGELOG.md
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Post merge review: |
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