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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -103,6 +103,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue where changes to APV baking set lists were not saved.
- Fixed Normal Map assignation when importing FBX Materials.
- Fixed sky jittering when TAA is enabled
- Fixed VFX simple lit opaque particles not working with Ambient occlusion (case 1347130).

### Changed
- Converted most TGA textures files to TIF to reduce the size of HDRP material samples.
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@@ -0,0 +1,17 @@
Pass
{
Tags { "LightMode"="DepthForwardOnly" }

ZWrite On
Blend Off

HLSLPROGRAM
#define VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile _ WRITE_DECAL_BUFFER
#pragma multi_compile _ WRITE_MSAA_DEPTH
${VFXIncludeRP("Templates/Mesh/PassDepthOrMV.template")}


ENDHLSL
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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@@ -0,0 +1,15 @@
Pass
{
Tags { "LightMode"="DepthForwardOnly" }

ZWrite On
Blend Off

HLSLPROGRAM
#define VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile _ WRITE_MSAA_DEPTH
${VFXIncludeRP("Templates/PlanarPrimitive/PassDepthOrMV.template")}

ENDHLSL
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

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Expand Up @@ -4,7 +4,8 @@
Tags{ "RenderPipeline" = "HDRenderPipeline" }
${VFXInclude("Shaders/VFXParticleHeader.template")}
${VFXIncludeRP("Templates/Mesh/PassSelection.template")}
${VFXIncludeRP("Templates/Mesh/PassDepth.template"),IS_OPAQUE_PARTICLE}
${VFXIncludeRP("Templates/Mesh/PassDepth.template"),IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE}
${VFXIncludeRP("Templates/Mesh/PassDepthForwardOnly.template"),HDRP_MATERIAL_TYPE_SIMPLELIT}
${VFXIncludeRP("Templates/Mesh/PassVelocity.template"),USE_MOTION_VECTORS_PASS}
${VFXIncludeRP("Templates/Mesh/PassGBuffer.template"),IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE}
${VFXIncludeRP("Templates/Mesh/PassForward.template")}
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Expand Up @@ -6,7 +6,8 @@

${VFXInclude("Shaders/VFXParticleHeader.template")}
${VFXIncludeRP("Templates/PlanarPrimitive/PassSelection.template")}
${VFXIncludeRP("Templates/PlanarPrimitive/PassDepth.template"),IS_OPAQUE_PARTICLE}
${VFXIncludeRP("Templates/PlanarPrimitive/PassDepth.template"),IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE}
${VFXIncludeRP("Templates/PlanarPrimitive/PassDepthForwardOnly.template"),HDRP_MATERIAL_TYPE_SIMPLELIT}
${VFXIncludeRP("Templates/PlanarPrimitive/PassVelocity.template"),USE_MOTION_VECTORS_PASS}
${VFXIncludeRP("Templates/PlanarPrimitive/PassGBuffer.template"),IS_OPAQUE_NOT_SIMPLE_LIT_PARTICLE}
${VFXIncludeRP("Templates/PlanarPrimitive/PassForward.template")}
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Expand Up @@ -235,6 +235,14 @@ PreLightData GetPreLightData(float3 V, PositionInputs posInput, inout BSDFData b
return preLightData;
}

NormalData ConvertSurfaceDataToNormalData(SurfaceData surfaceData)
{
NormalData normalData;
normalData.normalWS = surfaceData.normalWS;
normalData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness);
return normalData;
}

#ifdef HAS_LIGHTLOOP

bool IsNonZeroBSDF(float3 V, float3 L, PreLightData preLightData, BSDFData bsdfData)
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