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UnityEngine.Rendering.HighDefinition; + +[ExecuteAlways] +[RequireComponent(typeof(HDAdditionalCameraData))] +public class AOVLightingMode : MonoBehaviour +{ + public RenderTexture diffuse; + public RenderTexture specular; + public RenderTexture directDiffuse; + public RenderTexture directSpecular; + public RenderTexture indirectDiffuse; + public RenderTexture reflection; + public RenderTexture emissive; + public RenderTexture refraction; + + private static RTHandle rtColor; + + RTHandle RTAllocator(AOVBuffers bufferID) + { + if (bufferID == AOVBuffers.Color) + { + return rtColor ?? 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directDiffuse); }); + aovRequest.SetFullscreenOutput(LightingProperty.DirectSpecularOnly); + aovRequestBuilder.Add(aovRequest, RTAllocator, null, new[] { AOVBuffers.Color }, (cmd, textures, properties) => { if (directSpecular != null) cmd.Blit(textures[0], directSpecular); }); + aovRequest.SetFullscreenOutput(LightingProperty.IndirectDiffuseOnly); + aovRequestBuilder.Add(aovRequest, RTAllocator, null, new[] { AOVBuffers.Color }, (cmd, textures, properties) => { if (indirectDiffuse != null) cmd.Blit(textures[0], indirectDiffuse); }); + aovRequest.SetFullscreenOutput(LightingProperty.ReflectionOnly); + aovRequestBuilder.Add(aovRequest, RTAllocator, null, new[] { AOVBuffers.Color }, (cmd, textures, properties) => { if (reflection != null) cmd.Blit(textures[0], reflection); }); + aovRequest.SetFullscreenOutput(LightingProperty.EmissiveOnly); + aovRequestBuilder.Add(aovRequest, RTAllocator, null, new[] { AOVBuffers.Color }, (cmd, textures, properties) => { if (emissive != null) 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b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -320,6 +320,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/3x_DebugView/3002_DebugLightLayers.unity guid: 95280217564a80c45916bbb33c3159fb + - enabled: 1 + path: Assets/GraphicTests/Scenes/3x_DebugView/3003_LightingMode.unity + guid: efd4cc3ba99a3ab4bbce52727bc5a7ec - enabled: 1 path: Assets/GraphicTests/Scenes/4x_PostProcessing/4001_Exposure.unity guid: f32cdac65dd17f847b4cdaaa85bb990a diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/ColorUtils.cs b/com.unity.render-pipelines.core/Runtime/Utilities/ColorUtils.cs index 1143c5383f5..8a8e96fcdd7 100644 --- a/com.unity.render-pipelines.core/Runtime/Utilities/ColorUtils.cs +++ b/com.unity.render-pipelines.core/Runtime/Utilities/ColorUtils.cs @@ -218,8 +218,8 @@ public static float ConvertEV100ToExposure(float EV100) // = 78 / (100 * 0.65) * 2^ EV_100 // = 1.2 * 2^ EV // Reference: http://en.wikipedia.org/wiki/Film_speed - float maxLuminance = 1.2f * Mathf.Pow(2f, EV100); - return 1f / maxLuminance; + float maxLuminance = 1.2f * Mathf.Pow(2.0f, EV100); + return 1.0f / maxLuminance; } /// @@ -229,8 +229,12 @@ public static float ConvertEV100ToExposure(float EV100) /// An exposure value, in EV100. public static float ConvertExposureToEV100(float exposure) { - const float k = 1f / 1.2f; - return -Mathf.Log(exposure / k, 2f); + // Compute the maximum luminance possible with H_sbs sensitivity + // EV_100 = log2( S * q / (78 * exposure) ) + // = log2( 100 * 0.65 / (78 * exposure) ) + // = log2( 1.0f / (1.2 * exposure) ) + // Reference: http://en.wikipedia.org/wiki/Film_speed + return Mathf.Log(1.0f / (1.2f * exposure), 2.0f); } /// diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ee437acae68..7143e42e5a5 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -102,6 +102,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA. - Added a frame setting for alpha to mask. - Added support for custom passes in the AOV API +- Added Light decomposition lighting debugging modes and support in AOV +- Added exposure compensation to Fixed exposure mode ### Fixed - Fix when rescale probe all direction below zero (1219246) @@ -522,6 +524,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed path validation when creating new volume profile (case 1229933) - Fix reflection hierarchy for CARPAINT in AxF. - Fix precise fresnel for delta lights for SVBRDF in AxF. +- Fixed the debug exposure mode for display sky reflection and debug view baked lighting ### Changed - Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled @@ -631,6 +634,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Optimized PrepareLightsForGPU (cost reduced by over 25%) and PrepareGPULightData (around twice as fast now). - Moved scene view camera settings for HDRP from the preferences window to the scene view camera settings window. - Updated shaders to be compatible with Microsoft's DXC. +- Debug exposure in debug menu have been replace to debug exposure compensation in EV100 space and is always visible. ## [7.1.1] - 2019-09-05 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md index 0c096b682d9..a7f9e88c5d8 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md @@ -115,7 +115,7 @@ The **Lighting** panel has tools that you can use to visualize various component | **- Punctual Lights** | Enable the checkbox to see [Punctual Lights](Glossary.html#PunctualLight) in your Scene. Disable this checkbox to remove Punctual Lights from your Scene's lighting. | | **- Area Lights** | Enable the checkbox to see Area Lights in your Scene. Disable this checkbox to remove Aera Lights from your Scene's lighting. | | **- Reflection Probes** | Enable the checkbox to see Reflection Probes in your Scene. Disable this checkbox to remove Reflection Probes from your Scene's lighting. | -| **Debug Mode** | Use the drop-down to select a lighting mode to debug. For example, you can visualize diffuse lighting, specular lighting, and Directional Light shadow cascades. | +| **Debug Mode** | Use the drop-down to select a lighting mode to debug. For example, you can visualize diffuse lighting, specular lighting, direct diffuse lighting, direct specular lighting, indirect diffuse lighting, indirect specular lighting, emissive lighting and Directional Light shadow cascades. | | **Hierarchy Debug Mode** | Use the drop-down to select a light type to show the direct lighting for or a Reflection Probe type to show the indirect lighting for. | | **Light Layers Visualization** | Enable the checkbox to visualize light layers of objects in your Scene. | | **- Use Selected Light** | Enable the checkbox to visualize objects affected by the selected light. | diff --git a/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs b/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs index 9e6ba5a09fe..783223d4d49 100644 --- a/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ExposureEditor.cs @@ -51,6 +51,7 @@ public override void OnInspectorGUI() else if (mode == (int)ExposureMode.Fixed) { PropertyField(m_FixedExposure); + PropertyField(m_Compensation); } else { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader index 865a6bb29d0..b6d4ca81130 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader @@ -20,12 +20,11 @@ Shader "Hidden/HDRP/DebugBlitQuad" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - #define DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" TEXTURE2D(_InputTexture); SAMPLER(sampler_InputTexture); float _Mipmap; + float _ApplyExposure; struct Attributes { @@ -49,7 +48,8 @@ Shader "Hidden/HDRP/DebugBlitQuad" float4 Frag(Varyings input) : SV_Target { - return SAMPLE_TEXTURE2D_LOD(_InputTexture, sampler_InputTexture, input.texcoord.xy, _Mipmap) * exp2(_DebugExposure); + float3 color = SAMPLE_TEXTURE2D_LOD(_InputTexture, sampler_InputTexture, input.texcoord.xy, _Mipmap).rgb; + return float4(color * (_ApplyExposure > 0.0 ? GetCurrentExposureMultiplier() : 1.0), 1.0); } ENDHLSL diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader index 6afc17c4809..0811fbff357 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader @@ -184,10 +184,6 @@ Shader "Hidden/HDRP/DebugColorPicker" if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) mouseResult = mouseResult * LUXMETER_COMPRESSION_RATIO; - // Reverse debug exposure in order to display the real values. - // _DebugExposure will be set to zero if the debug view does not need it so we don't need to make a special case here. It's handled in only one place in C# - mouseResult = mouseResult / exp2(_DebugExposure); - result = DisplayPixelInformationAtMousePosition(input, result, mouseResult, mousePixelCoord); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs index 83734e5133b..501cebc9b34 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs @@ -35,7 +35,6 @@ unsafe struct ShaderVariablesDebugDisplay public Vector4 _MousePixelCoord; // xy unorm, zw norm public Vector4 _MouseClickPixelCoord; // xy unorm, zw norm - public float _DebugExposure; public int _MatcapMixAlbedo; public float _MatcapViewScale; public int _DebugSingleShadowIndex; @@ -1126,11 +1125,7 @@ void RegisterLightingDebug() list.Add(new DebugUI.FloatField { displayName = "Debug Overlay Screen Ratio", getter = () => data.debugOverlayRatio, setter = v => data.debugOverlayRatio = v, min = () => 0.1f, max = () => 1f}); - if (DebugNeedsExposure() || data.lightingDebugSettings.displaySkyReflection - || data.lightingDebugSettings.displayPlanarReflectionProbeAtlas - || data.lightingDebugSettings.displayCookieAtlas - || data.lightingDebugSettings.displayCookieCubeArray) - list.Add(new DebugUI.FloatField { displayName = "Debug Exposure", getter = () => data.lightingDebugSettings.debugExposure, setter = value => data.lightingDebugSettings.debugExposure = value }); + list.Add(new DebugUI.FloatField { displayName = "Debug Exposure Compensation", getter = () => data.lightingDebugSettings.debugExposure, setter = value => data.lightingDebugSettings.debugExposure = value }); m_DebugLightingItems = list.ToArray(); var panel = DebugManager.instance.GetPanel(k_PanelLighting, true); @@ -1547,7 +1542,6 @@ internal static void UnRegisterCamera(IFrameSettingsHistoryContainer container) internal bool IsDebugDisplayRemovePostprocess() { - // We want to keep post process when only the override more are enabled and none of the other return data.materialDebugSettings.IsDebugDisplayEnabled() || data.lightingDebugSettings.IsDebugDisplayRemovePostprocess() || data.mipMapDebugSettings.IsDebugDisplayEnabled(); } @@ -1572,16 +1566,30 @@ internal void UpdateCameraFreezeOptions() } } + internal bool DebugHideSky(HDCamera hdCamera) + { + return (IsMatcapViewEnabled(hdCamera) || + GetDebugLightingMode() == DebugLightingMode.DiffuseLighting || + GetDebugLightingMode() == DebugLightingMode.SpecularLighting || + GetDebugLightingMode() == DebugLightingMode.DirectDiffuseLighting || + GetDebugLightingMode() == DebugLightingMode.DirectSpecularLighting || + GetDebugLightingMode() == DebugLightingMode.IndirectDiffuseLighting || + GetDebugLightingMode() == DebugLightingMode.ReflectionLighting || + GetDebugLightingMode() == DebugLightingMode.RefractionLighting + ); + } + internal bool DebugNeedsExposure() { DebugLightingMode debugLighting = data.lightingDebugSettings.debugLightingMode; DebugViewGbuffer debugGBuffer = (DebugViewGbuffer)data.materialDebugSettings.debugViewGBuffer; ProbeVolumeDebugMode debugProbeVolume = data.lightingDebugSettings.probeVolumeDebugMode; - return (debugLighting == DebugLightingMode.DiffuseLighting || debugLighting == DebugLightingMode.SpecularLighting || debugLighting == DebugLightingMode.VisualizeCascade) || - (data.lightingDebugSettings.overrideAlbedo || data.lightingDebugSettings.overrideNormal || data.lightingDebugSettings.overrideSmoothness || data.lightingDebugSettings.overrideSpecularColor || data.lightingDebugSettings.overrideEmissiveColor || data.lightingDebugSettings.overrideAmbientOcclusion) || - (debugGBuffer == DebugViewGbuffer.BakeDiffuseLightingWithAlbedoPlusEmissive) || (data.lightingDebugSettings.debugLightFilterMode != DebugLightFilterMode.None) || - (data.fullScreenDebugMode == FullScreenDebugMode.PreRefractionColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.FinalColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceReflections || data.fullScreenDebugMode == FullScreenDebugMode.LightCluster || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceShadows || data.fullScreenDebugMode == FullScreenDebugMode.NanTracker || data.fullScreenDebugMode == FullScreenDebugMode.ColorLog) || data.fullScreenDebugMode == FullScreenDebugMode.RayTracedGlobalIllumination || - (debugLighting == DebugLightingMode.ProbeVolume || debugProbeVolume == ProbeVolumeDebugMode.VisualizeAtlas); + return (debugLighting == DebugLightingMode.DirectDiffuseLighting || debugLighting == DebugLightingMode.DirectSpecularLighting || debugLighting == DebugLightingMode.IndirectDiffuseLighting || debugLighting == DebugLightingMode.ReflectionLighting || debugLighting == DebugLightingMode.RefractionLighting || debugLighting == DebugLightingMode.EmissiveLighting || + debugLighting == DebugLightingMode.DiffuseLighting || debugLighting == DebugLightingMode.SpecularLighting || debugLighting == DebugLightingMode.VisualizeCascade) || + (data.lightingDebugSettings.overrideAlbedo || data.lightingDebugSettings.overrideNormal || data.lightingDebugSettings.overrideSmoothness || data.lightingDebugSettings.overrideSpecularColor || data.lightingDebugSettings.overrideEmissiveColor || data.lightingDebugSettings.overrideAmbientOcclusion) || + (debugGBuffer == DebugViewGbuffer.BakeDiffuseLightingWithAlbedoPlusEmissive) || (data.lightingDebugSettings.debugLightFilterMode != DebugLightFilterMode.None) || + (data.fullScreenDebugMode == FullScreenDebugMode.PreRefractionColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.FinalColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceReflections || data.fullScreenDebugMode == FullScreenDebugMode.LightCluster || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceShadows || data.fullScreenDebugMode == FullScreenDebugMode.NanTracker || data.fullScreenDebugMode == FullScreenDebugMode.ColorLog) || data.fullScreenDebugMode == FullScreenDebugMode.RayTracedGlobalIllumination || + (debugLighting == DebugLightingMode.ProbeVolume || debugProbeVolume == ProbeVolumeDebugMode.VisualizeAtlas); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl index 527e6c9998c..f619aa2f7ce 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl @@ -59,7 +59,6 @@ CBUFFER_START(ShaderVariablesDebugDisplay) float4 _DebugLightingMaterialValidatePureMetalColor; float4 _MousePixelCoord; float4 _MouseClickPixelCoord; - float _DebugExposure; int _MatcapMixAlbedo; float _MatcapViewScale; int _DebugSingleShadowIndex; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl index a865aa8d2ab..9b5f009aa19 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl @@ -11,6 +11,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/MipMapDebug.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/ColorPickerDebug.cs.hlsl" + // Local shader variables static DirectionalShadowType g_DebugShadowAttenuation = 0; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader index 1df0ad7a6a8..1cf2ed0909a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader @@ -20,13 +20,12 @@ Shader "Hidden/HDRP/DebugDisplayLatlong" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - #define DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" TEXTURECUBE_ARRAY(_InputCubemap); SAMPLER(sampler_InputCubemap); float _Mipmap; float _SliceIndex; + float _ApplyExposure; struct Attributes { @@ -55,7 +54,9 @@ Shader "Hidden/HDRP/DebugDisplayLatlong" _InputCubemap.GetDimensions(0, width, height, depth, mipCount); mipCount = clamp(mipCount, 0, UNITY_SPECCUBE_LOD_STEPS); - return SAMPLE_TEXTURECUBE_ARRAY_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _SliceIndex, _Mipmap * mipCount) * exp2(_DebugExposure); + float3 skyColor = SAMPLE_TEXTURECUBE_ARRAY_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _SliceIndex, _Mipmap * mipCount).rgb; + + return float4(skyColor * (_ApplyExposure > 0.0 ? GetCurrentExposureMultiplier() : 1.0), 1.0); } ENDHLSL diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader index 5c08908d09c..a394ee02686 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader @@ -84,7 +84,7 @@ Shader "Hidden/HDRP/DebugViewMaterialGBuffer" else if (bufferIndex == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE) { result = builtinData.bakeDiffuseLighting; - result *= exp2(_DebugExposure); + result *= GetCurrentExposureMultiplier(); needLinearToSRGB = true; } #ifdef SHADOWS_SHADOWMASK diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs index 08aa41e819b..2ca520cafff 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs @@ -10,10 +10,24 @@ public enum DebugLightingMode { /// No lighting debug mode. None, + // Caution: Shader code assume that all lighting decomposition mode are contiguous + // i.e start with DiffuseLighting and end with EmissiveLighting. Keep those boundary. /// Display only diffuse lighting. DiffuseLighting, /// Display only specular lighting. SpecularLighting, + /// Display only direct diffuse lighting. + DirectDiffuseLighting, + /// Display only direct specular lighting. + DirectSpecularLighting, + /// Display only indirect diffuse lighting. + IndirectDiffuseLighting, + /// Display only reflection. + ReflectionLighting, + /// Display only refraction. + RefractionLighting, + /// Display only Emissive lighting. + EmissiveLighting, /// Display lux values. LuxMeter, /// Display luminance values. @@ -277,7 +291,7 @@ public bool IsDebugDisplayEnabled() /// Maximum number of lights against which the light overdraw gradient is displayed. public uint maxDebugLightCount = 24; - /// Exposure used for lighting debug modes. + /// Exposure compensation to apply on current scene exposure. public float debugExposure = 0.0f; /// Display the light cookies atlas. @@ -315,7 +329,10 @@ public bool IsDebugDisplayEnabled() // Internal APIs internal bool IsDebugDisplayRemovePostprocess() { - return debugLightingMode != DebugLightingMode.None && debugLightingMode != DebugLightingMode.MatcapView; + return debugLightingMode == DebugLightingMode.LuxMeter || debugLightingMode == DebugLightingMode.LuminanceMeter || + debugLightingMode == DebugLightingMode.VisualizeCascade || debugLightingMode == DebugLightingMode.VisualizeShadowMasks || + debugLightingMode == DebugLightingMode.IndirectDiffuseOcclusion || debugLightingMode == DebugLightingMode.IndirectSpecularOcclusion || + debugLightingMode == DebugLightingMode.ProbeVolume; } internal static Vector4[] GetDefaultRenderingLayersColorPalette() diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl index 264d00600ca..28338f1bab5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl @@ -10,14 +10,20 @@ #define DEBUGLIGHTINGMODE_NONE (0) #define DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING (1) #define DEBUGLIGHTINGMODE_SPECULAR_LIGHTING (2) -#define DEBUGLIGHTINGMODE_LUX_METER (3) -#define DEBUGLIGHTINGMODE_LUMINANCE_METER (4) -#define DEBUGLIGHTINGMODE_MATCAP_VIEW (5) -#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (6) -#define DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS (7) -#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION (8) -#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION (9) -#define DEBUGLIGHTINGMODE_PROBE_VOLUME (10) +#define DEBUGLIGHTINGMODE_DIRECT_DIFFUSE_LIGHTING (3) +#define DEBUGLIGHTINGMODE_DIRECT_SPECULAR_LIGHTING (4) +#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_LIGHTING (5) +#define DEBUGLIGHTINGMODE_REFLECTION_LIGHTING (6) +#define DEBUGLIGHTINGMODE_REFRACTION_LIGHTING (7) +#define DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING (8) +#define DEBUGLIGHTINGMODE_LUX_METER (9) +#define DEBUGLIGHTINGMODE_LUMINANCE_METER (10) +#define DEBUGLIGHTINGMODE_MATCAP_VIEW (11) +#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (12) +#define DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS (13) +#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION (14) +#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION (15) +#define DEBUGLIGHTINGMODE_PROBE_VOLUME (16) // // UnityEngine.Rendering.HighDefinition.DebugLightFilterMode: static fields diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl index a1a9690fc91..12e38ac1d75 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl @@ -255,7 +255,10 @@ void EvaluateAtmosphericScattering(PositionInputs posInput, float3 V, out float3 #ifdef DEBUG_DISPLAY // Don't sample atmospheric scattering when lighting debug more are enabled so fog is not visible - if (_DebugShadowMapMode == SHADOWMAPDEBUGMODE_SINGLE_SHADOW || _DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) + if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + return; + + if (_DebugShadowMapMode == SHADOWMAPDEBUGMODE_SINGLE_SHADOW || _DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER || _DebugLightingMode == DEBUGLIGHTINGMODE_LUMINANCE_METER) return; #endif 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 f51c0cda105..205196ec98d 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 @@ -4188,7 +4188,7 @@ static void RenderLightLoopDebugOverlay(in DebugParameters debugParameters, Comm { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DisplayCookieAtlas))) { - m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._DebugExposure, lightingDebug.debugExposure); + m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._ApplyExposure, 0.0f); m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._Mipmap, lightingDebug.cookieAtlasMipLevel); m_LightLoopDebugMaterialProperties.SetTexture(HDShaderIDs._InputTexture, parameters.cookieManager.atlasTexture); cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize)); @@ -4201,7 +4201,7 @@ static void RenderLightLoopDebugOverlay(in DebugParameters debugParameters, Comm { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DisplayPointLightCookieArray))) { - m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._DebugExposure, lightingDebug.debugExposure); + m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._ApplyExposure, 0.0f); m_LightLoopDebugMaterialProperties.SetTexture(HDShaderIDs._InputCubemap, parameters.cookieManager.cubeCache); m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._Mipmap, 0); m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._SliceIndex, lightingDebug.cookieCubeArraySliceIndex); @@ -4220,7 +4220,7 @@ static void RenderLightLoopDebugOverlay(in DebugParameters debugParameters, Comm { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DisplayPlanarReflectionProbeAtlas))) { - m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._DebugExposure, lightingDebug.debugExposure); + m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._ApplyExposure, 1.0f); m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._Mipmap, lightingDebug.planarReflectionProbeMipLevel); m_LightLoopDebugMaterialProperties.SetTexture(HDShaderIDs._InputTexture, parameters.planarProbeCache.GetTexCache()); cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize)); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl index 8ac55c5c9ff..c9b3f261ab0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl @@ -12,16 +12,76 @@ // LightLoop // ---------------------------------------------------------------------------- -void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdfData, inout float3 diffuseLighting, inout float3 specularLighting) +void ApplyDebugToLighting(LightLoopContext context, inout BuiltinData builtinData, inout AggregateLighting aggregateLighting) { #ifdef DEBUG_DISPLAY - if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING) + if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) { - specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting + if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFRACTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + aggregateLighting.direct.diffuse = real3(0.0, 0.0, 0.0); + } + + if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFRACTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + aggregateLighting.direct.specular = real3(0.0, 0.0, 0.0); + } + + if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFRACTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + aggregateLighting.indirect.specularReflected = real3(0.0, 0.0, 0.0); + } + + // Note: specular transmission is the refraction and as it reflect lighting behind the object it + // must be displayed for both diffuse and specular mode, except if we ask for direct lighting only + if (_DebugLightingMode != DEBUGLIGHTINGMODE_REFRACTION_LIGHTING) + { + aggregateLighting.indirect.specularTransmitted = real3(0.0, 0.0, 0.0); + } + + if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFRACTION_LIGHTING +#if (SHADERPASS != SHADERPASS_DEFERRED_LIGHTING) + || _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING // With deferred, Emissive is store in builtinData.bakeDiffuseLighting +#endif + ) + { + builtinData.bakeDiffuseLighting = real3(0.0, 0.0, 0.0); + } + + if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + builtinData.emissiveColor = real3(0.0, 0.0, 0.0); + } } - else if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING) +#endif +} + +void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdfData, inout float3 diffuseLighting, inout float3 specularLighting) +{ +#ifdef DEBUG_DISPLAY + if (_DebugLightingMode == DEBUGLIGHTINGMODE_PROBE_VOLUME) { - diffuseLighting = float3(0.0, 0.0, 0.0); // Disable diffuse lighting + // Debug info is written to diffuseColor inside of light loop. + specularLighting = float3(0.0, 0.0, 0.0); } else if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) { @@ -80,7 +140,7 @@ void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdf } else if (_DebugLightingMode == DEBUGLIGHTINGMODE_MATCAP_VIEW) { - specularLighting = 0.0f; + specularLighting = float3(0.0, 0.0, 0.0); float3 normalVS = mul((float3x3)UNITY_MATRIX_V, bsdfData.normalWS).xyz; float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); @@ -97,15 +157,6 @@ void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdf diffuseLighting = SAMPLE_TEXTURE2D_LOD(_DebugMatCapTexture, s_linear_repeat_sampler, UV, 0).rgb * (_MatcapMixAlbedo > 0 ? defaultColor.rgb * _MatcapViewScale : 1.0f); } - else if (_DebugLightingMode == DEBUGLIGHTINGMODE_PROBE_VOLUME) - { - // Debug info is written to diffuseColor inside of light loop. - specularLighting = float3(0.0, 0.0, 0.0); - } - - // We always apply exposure when in debug mode. The exposure value will be at a neutral 0.0 when not needed. - diffuseLighting *= exp2(_DebugExposure); - specularLighting *= exp2(_DebugExposure); #endif } @@ -480,6 +531,8 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS #endif + ApplyDebugToLighting(context, builtinData, aggregateLighting); + // Also Apply indiret diffuse (GI) // PostEvaluateBSDF will perform any operation wanted by the material and sum everything into diffuseLighting and specularLighting PostEvaluateBSDF( context, V, posInput, preLightData, bsdfData, builtinData, aggregateLighting, diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl index 60d55a52f9e..0e8b1ecd022 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl @@ -619,6 +619,27 @@ void EncodeIntoGBuffer( SurfaceData surfaceData // Note: no need to store MATERIALFEATUREFLAGS_LIT_STANDARD, always present outGBuffer2.a = PackFloatInt8bit(coatMask, materialFeatureId, 8); +#ifdef DEBUG_DISPLAY + if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + // With deferred, Emissive is store in builtinData.bakeDiffuseLighting. If we ask for emissive lighting only + // then remove bakeDiffuseLighting part. + if (_DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + #if SHADEROPTIONS_PROBE_VOLUMES_EVALUATION_MODE == PROBEVOLUMESEVALUATIONMODES_LIGHT_LOOP + if (!IsUninitializedGI(builtinData.bakeDiffuseLighting)) + #endif + { + builtinData.bakeDiffuseLighting = real3(0.0, 0.0, 0.0); + } + } + else + { + builtinData.emissiveColor = real3(0.0, 0.0, 0.0); + } + } +#endif + // RT3 - 11f:11f:10f // In deferred we encode emissive color with bakeDiffuseLighting. We don't have the room to store emissiveColor. // It mean that any futher process that affect bakeDiffuseLighting will also affect emissiveColor, like SSAO for example. 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 0436bf1501e..397eae6ba11 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs @@ -99,6 +99,9 @@ private enum SMAAStage bool m_DitheringFS; bool m_AntialiasingFS; + // Debug Exposure compensation (Drive by debug menu) to add to all exposure processed value + float m_DebugExposureCompensation; + // Physical camera ref HDPhysicalCamera m_PhysicalCamera; static readonly HDPhysicalCamera m_DefaultPhysicalCamera = new HDPhysicalCamera(); @@ -332,6 +335,8 @@ public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdIn m_DitheringFS = frameSettings.IsEnabled(FrameSettingsField.Dithering); m_AntialiasingFS = frameSettings.IsEnabled(FrameSettingsField.Antialiasing); + m_DebugExposureCompensation = m_HDInstance.m_CurrentDebugDisplaySettings.data.lightingDebugSettings.debugExposure; + CheckRenderTexturesValidity(); // Handle fixed exposure & disabled pre-exposure by forcing an exposure multiplier of 1 @@ -755,12 +760,12 @@ void DoFixedExposure(CommandBuffer cmd, HDCamera camera) if (m_Exposure.mode.value == ExposureMode.Fixed) { kernel = cs.FindKernel("KFixedExposure"); - cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.fixedExposure.value, 0f, 0f, 0f)); + cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value + m_DebugExposureCompensation, m_Exposure.fixedExposure.value, 0f, 0f)); } else if (m_Exposure.mode == ExposureMode.UsePhysicalCamera) { kernel = cs.FindKernel("KManualCameraExposure"); - cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value, m_PhysicalCamera.aperture, m_PhysicalCamera.shutterSpeed, m_PhysicalCamera.iso)); + cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value + m_DebugExposureCompensation, m_PhysicalCamera.aperture, m_PhysicalCamera.shutterSpeed, m_PhysicalCamera.iso)); } cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputTexture, prevExposure); @@ -867,14 +872,14 @@ void DoDynamicExposure(CommandBuffer cmd, HDCamera camera, RTHandle colorBuffer) // Reduction: 2nd pass (32 -> 1) + evaluate exposure if (m_Exposure.mode.value == ExposureMode.Automatic) { - cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value, m_Exposure.limitMin.value, m_Exposure.limitMax.value, 0f)); + cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value + m_DebugExposureCompensation, m_Exposure.limitMin.value, m_Exposure.limitMax.value, 0f)); m_ExposureVariants[3] = 1; } else if (m_Exposure.mode.value == ExposureMode.CurveMapping) { PrepareExposureCurveData(m_Exposure.curveMap.value, out float min, out float max); cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._ExposureCurveTexture, m_ExposureCurveTexture); - cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value, min, max, 0f)); + cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value + m_DebugExposureCompensation, min, max, 0f)); m_ExposureVariants[3] = 2; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute index 05991e97cc5..8d413e4c841 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute @@ -26,7 +26,7 @@ CBUFFER_START(cb) uint4 _Variants; CBUFFER_END -#define ParamEV100 _ExposureParams.x +#define ParamEV100 _ExposureParams.y #define ParamExposureCompensation _ExposureParams.x #define ParamAperture _ExposureParams.y #define ParamShutterSpeed _ExposureParams.z @@ -99,7 +99,9 @@ float AdaptExposure(float exposure) [numthreads(1,1,1)] void KFixedExposure(uint2 dispatchThreadId : SV_DispatchThreadID) { - _OutputTexture[dispatchThreadId] = float2(ConvertEV100ToExposure(ParamEV100), ParamEV100); + float ev100 = ParamEV100; + ev100 -= ParamExposureCompensation; + _OutputTexture[dispatchThreadId] = float2(ConvertEV100ToExposure(ev100), ev100); } // 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 851f9cad33d..379d8298beb 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 @@ -791,7 +791,7 @@ class RenderSkyPassData void RenderSky(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle colorBuffer, TextureHandle volumetricLighting, TextureHandle depthStencilBuffer, TextureHandle depthTexture) { - if (m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera)) + if (m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera)) { return; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraphUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraphUtils.cs index 5f16fba5bae..1b351d1df5b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraphUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraphUtils.cs @@ -37,7 +37,7 @@ bool NeedClearColorBuffer(HDCamera hdCamera) // If the luxmeter is enabled, the sky isn't rendered so we clear the background color m_CurrentDebugDisplaySettings.data.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuxMeter || // If the matcap view is enabled, the sky isn't updated so we clear the background color - m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera) || + m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera) || // If we want the sky but the sky don't exist, still clear with background color (hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky && !m_SkyManager.IsVisualSkyValid(hdCamera)) || // Special handling for Preview we force to clear with background color (i.e black) @@ -56,7 +56,7 @@ Color GetColorBufferClearColor(HDCamera hdCamera) // We set the background color to black when the luxmeter is enabled to avoid picking the sky color if (m_CurrentDebugDisplaySettings.data.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuxMeter || - m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera)) + m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera)) clearColor = Color.black; return clearColor; 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 cfae6bf8bca..3c489e118fd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -3442,7 +3442,7 @@ internal void RequestStaticSkyUpdate() void PreRenderSky(HDCamera hdCamera, CommandBuffer cmd) { - if (m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera)) + if (m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera)) { return; } @@ -3458,7 +3458,7 @@ void PreRenderSky(HDCamera hdCamera, CommandBuffer cmd) void RenderSky(HDCamera hdCamera, CommandBuffer cmd) { - if(m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera)) + if (m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera)) { return; } @@ -4172,9 +4172,6 @@ unsafe void ApplyDebugDisplaySettings(HDCamera hdCamera, CommandBuffer cmd) cb._MousePixelCoord = HDUtils.GetMouseCoordinates(hdCamera); cb._MouseClickPixelCoord = HDUtils.GetMouseClickCoordinates(hdCamera); - // The DebugNeedsExposure test allows us to set a neutral value if exposure is not needed. This way we don't need to make various tests inside shaders but only in this function. - cb._DebugExposure = m_CurrentDebugDisplaySettings.DebugNeedsExposure() ? lightingDebugSettings.debugExposure : 0.0f; - cb._DebugSingleShadowIndex = m_CurrentDebugDisplaySettings.data.lightingDebugSettings.shadowDebugUseSelection ? m_DebugSelectedLightShadowIndex : (int)m_CurrentDebugDisplaySettings.data.lightingDebugSettings.shadowMapIndex; ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesDebugDisplayCB, HDShaderIDs._ShaderVariablesDebugDisplay); @@ -4342,7 +4339,7 @@ static void RenderSkyReflectionOverlay(in DebugParameters debugParameters, Comma { mpb.SetTexture(HDShaderIDs._InputCubemap, debugParameters.skyReflectionTexture); mpb.SetFloat(HDShaderIDs._Mipmap, lightingDebug.skyReflectionMipmap); - mpb.SetFloat(HDShaderIDs._DebugExposure, lightingDebug.debugExposure); + mpb.SetFloat(HDShaderIDs._ApplyExposure, 1.0f); mpb.SetFloat(HDShaderIDs._SliceIndex, lightingDebug.cookieCubeArraySliceIndex); cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize)); cmd.DrawProcedural(Matrix4x4.identity, debugParameters.debugLatlongMaterial, 0, MeshTopology.Triangles, 3, 1, mpb); @@ -4448,7 +4445,7 @@ void ClearBuffers(HDCamera hdCamera, CommandBuffer cmd) // If the luxmeter is enabled, the sky isn't rendered so we clear the background color m_CurrentDebugDisplaySettings.data.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuxMeter || // If the matcap view is enabled, the sky isn't updated so we clear the background color - m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera) || + m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera) || // If we want the sky but the sky don't exist, still clear with background color (hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky && !m_SkyManager.IsVisualSkyValid(hdCamera)) || // Special handling for Preview we force to clear with background color (i.e black) 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 4b97f003150..cc02abb2680 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -142,7 +142,6 @@ static class HDShaderIDs public static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord"); public static readonly int _MouseClickPixelCoord = Shader.PropertyToID("_MouseClickPixelCoord"); public static readonly int _DebugFont = Shader.PropertyToID("_DebugFont"); - public static readonly int _DebugExposure = Shader.PropertyToID("_DebugExposure"); public static readonly int _SliceIndex = Shader.PropertyToID("_SliceIndex"); public static readonly int _DebugContactShadowLightIndex = Shader.PropertyToID("_DebugContactShadowLightIndex"); @@ -344,6 +343,7 @@ static class HDShaderIDs public static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap"); public static readonly int _Mipmap = Shader.PropertyToID("_Mipmap"); + public static readonly int _ApplyExposure = Shader.PropertyToID("_ApplyExposure"); public static readonly int _DiffusionProfileHash = Shader.PropertyToID("_DiffusionProfileHash"); public static readonly int _MaxRadius = Shader.PropertyToID("_MaxRadius"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs index 17640a125c9..42afa93e5a7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs @@ -4,15 +4,26 @@ namespace UnityEngine.Rendering.HighDefinition { /// Engine lighting property. - [Flags] public enum LightingProperty { /// No debug output. None = 0, /// Render only diffuse. - DiffuseOnly = 1 << 0, + DiffuseOnly, /// Render only specular. - SpecularOnly = 1 << 1, + SpecularOnly, + /// Render only direct diffuse. + DirectDiffuseOnly, + /// Render only direct specular. + DirectSpecularOnly, + /// Render only indirect diffuse. + IndirectDiffuseOnly, + /// Render only reflection. + ReflectionOnly, + /// Render only refraction. + RefractionOnly, + /// Render only emissive. + EmissiveOnly } /// Output a specific debug mode. @@ -120,6 +131,24 @@ public void FillDebugData(DebugDisplaySettings debug) case LightingProperty.SpecularOnly: debug.SetDebugLightingMode(DebugLightingMode.SpecularLighting); break; + case LightingProperty.DirectDiffuseOnly: + debug.SetDebugLightingMode(DebugLightingMode.DirectDiffuseLighting); + break; + case LightingProperty.DirectSpecularOnly: + debug.SetDebugLightingMode(DebugLightingMode.DirectSpecularLighting); + break; + case LightingProperty.IndirectDiffuseOnly: + debug.SetDebugLightingMode(DebugLightingMode.IndirectDiffuseLighting); + break; + case LightingProperty.ReflectionOnly: + debug.SetDebugLightingMode(DebugLightingMode.ReflectionLighting); + break; + case LightingProperty.RefractionOnly: + debug.SetDebugLightingMode(DebugLightingMode.RefractionLighting); + break; + case LightingProperty.EmissiveOnly: + debug.SetDebugLightingMode(DebugLightingMode.EmissiveLighting); + break; default: { debug.SetDebugLightingMode(DebugLightingMode.None); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs index 2c6df35695d..9d532585631 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs @@ -41,7 +41,7 @@ public virtual void PreRenderSky(BuiltinSkyParameters builtinParams, bool render public abstract void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap, bool renderSunDisk); /// - /// Returns exposure setting for the provided SkySettings. This will also take debug exposure into accound + /// Returns exposure setting for the provided SkySettings. /// /// SkySettings for which exposure is required. /// Current debug display settings @@ -49,14 +49,12 @@ public virtual void PreRenderSky(BuiltinSkyParameters builtinParams, bool render protected static float GetSkyIntensity(SkySettings skySettings, DebugDisplaySettings debugSettings) { float skyIntensity = 1.0f; - if (debugSettings != null && debugSettings.DebugNeedsExposure()) - { - skyIntensity *= ColorUtils.ConvertEV100ToExposure(-debugSettings.data.lightingDebugSettings.debugExposure); - } switch(skySettings.skyIntensityMode.value) { case SkyIntensityMode.Exposure: + // Note: Here we use EV100 of sky as a multiplier, so it is the opposite of when use with a Camera + // because for sky/light, higher EV mean brighter, but for camera higher EV mean darker scene skyIntensity *= ColorUtils.ConvertEV100ToExposure(-skySettings.exposure.value); break; case SkyIntensityMode.Multiplier: