From 3b58dd52cd47b1db2bd12db86b971bd9b2c8ce07 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Antoine=20Leli=C3=A8vre?= Date: Thu, 28 Nov 2024 22:50:14 +0000 Subject: [PATCH 01/52] Fix shader warning Fix shader warning in SSS --- .../SubsurfaceScattering/SubsurfaceScattering.compute | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute index fb712f0dcde..c275b1cc40a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute @@ -205,7 +205,13 @@ bool SameProfiles(uint sampleProfileIndex, uint currentProfileIndex) int GetDiffusionProfileIndexAtPosition(int2 position) { +#if PACK_DIFFUSION_PROFILE + // Load from RW texture has only 3 parameter (no mips) and we don't have macro for this one + uint p = _DiffusionProfileIndexTexture[COORD_TEXTURE2D_X(uint2(position.x >> 1, position.y))]; +#else uint p = LOAD_TEXTURE2D_X_LOD(_DiffusionProfileIndexTexture, uint2(position.x >> 1, position.y), 0); +#endif + int sampleProfileIndex; if ((position.x & 1) == 0) From b4578775146b557e9154a83cd836eef52ddcc135 Mon Sep 17 00:00:00 2001 From: Adrien Moulin Date: Thu, 28 Nov 2024 22:50:31 +0000 Subject: [PATCH 02/52] Graphics/SRP/RPF - [UUM-65578] Renabling non-RG testing for 275_RGBA16f and 276_RGBA8 in URP PostPro PR re-enables non-RG testing for 275_ and 276_ in URP PostPro jobs, disabling mem alloc checks for these tests as they reach max capacity of the RTHandle pooling system, generating memory allocation. --- .../Scenes/275_AlphaOutput_RGBA16F.unity | 48 ++++++++++--------- .../Assets/Scenes/276_AlphaOutput_RGBA8.unity | 46 +++++++++--------- .../375_HDROutput_UpscalingFilters.meta | 8 ++++ 3 files changed, 57 insertions(+), 45 deletions(-) create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/375_HDROutput_UpscalingFilters.meta diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/275_AlphaOutput_RGBA16F.unity b/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/275_AlphaOutput_RGBA16F.unity index 3bb9e864a01..dc2547506bd 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/275_AlphaOutput_RGBA16F.unity +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/275_AlphaOutput_RGBA16F.unity @@ -38,12 +38,12 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0.18028378, g: 0.22571412, b: 0.30692285, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 12 + serializedVersion: 13 + m_BakeOnSceneLoad: 0 m_GISettings: serializedVersion: 2 m_BounceScale: 1 @@ -471,12 +471,12 @@ MonoBehaviour: m_RequiresColorTexture: 0 m_Version: 2 m_TaaSettings: - quality: 4 - frameInfluence: 0.100000024 - jitterScale: 1 - mipBias: 0 - varianceClampScale: 0.9 - contrastAdaptiveSharpening: 0 + m_Quality: 4 + m_FrameInfluence: 0.100000024 + m_JitterScale: 1 + m_MipBias: 0 + m_VarianceClampScale: 0.9 + m_ContrastAdaptiveSharpening: 0 --- !u!1 &341798777 GameObject: m_ObjectHideFlags: 0 @@ -986,6 +986,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: m_LensFlareData: {fileID: 11400000, guid: bd7eaf3bd49c39f4cb77bd809459aa72, type: 2} + version: 0 intensity: 1 maxAttenuationDistance: 100 maxAttenuationScale: 100 @@ -1064,6 +1065,7 @@ MonoBehaviour: m_RotationOrder: 4 useOcclusion: 0 useBackgroundCloudOcclusion: 0 + environmentOcclusion: 0 useWaterOcclusion: 0 occlusionRadius: 0.1 sampleCount: 32 @@ -1268,12 +1270,12 @@ MonoBehaviour: m_RequiresColorTexture: 0 m_Version: 2 m_TaaSettings: - quality: 3 - frameInfluence: 0.100000024 - jitterScale: 1 - mipBias: 0 - varianceClampScale: 0.9 - contrastAdaptiveSharpening: 0 + m_Quality: 3 + m_FrameInfluence: 0.100000024 + m_JitterScale: 1 + m_MipBias: 0 + m_VarianceClampScale: 0.9 + m_ContrastAdaptiveSharpening: 0 --- !u!81 &1518054299 AudioListener: m_ObjectHideFlags: 0 @@ -1378,12 +1380,12 @@ MonoBehaviour: UseBackBuffer: 1 ImageResolution: 4 ActiveImageTests: 2 - ActivePixelTests: 7 + ActivePixelTests: -1 WaitFrames: 1 XRCompatible: 0 gpuDrivenCompatible: 1 - CheckMemoryAllocation: 1 - renderBackendCompatibility: 0 + CheckMemoryAllocation: 0 + renderBackendCompatibility: 2 SetBackBufferResolution: 1 --- !u!1 &1678354296 GameObject: @@ -1596,12 +1598,12 @@ MonoBehaviour: m_RequiresColorTexture: 0 m_Version: 2 m_TaaSettings: - quality: 3 - frameInfluence: 0.1 - jitterScale: 1 - mipBias: 0 - varianceClampScale: 0.9 - contrastAdaptiveSharpening: 0 + m_Quality: 3 + m_FrameInfluence: 0.1 + m_JitterScale: 1 + m_MipBias: 0 + m_VarianceClampScale: 0.9 + m_ContrastAdaptiveSharpening: 0 --- !u!81 &1933617132 AudioListener: m_ObjectHideFlags: 0 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/276_AlphaOutput_RGBA8.unity b/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/276_AlphaOutput_RGBA8.unity index b98f5ca3a4d..5d9b7cbfe50 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/276_AlphaOutput_RGBA8.unity +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/276_AlphaOutput_RGBA8.unity @@ -38,12 +38,12 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0.18028378, g: 0.22571412, b: 0.30692285, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 12 + serializedVersion: 13 + m_BakeOnSceneLoad: 0 m_GISettings: serializedVersion: 2 m_BounceScale: 1 @@ -471,12 +471,12 @@ MonoBehaviour: m_RequiresColorTexture: 0 m_Version: 2 m_TaaSettings: - quality: 4 - frameInfluence: 0.100000024 - jitterScale: 1 - mipBias: 0 - varianceClampScale: 0.9 - contrastAdaptiveSharpening: 0 + m_Quality: 4 + m_FrameInfluence: 0.100000024 + m_JitterScale: 1 + m_MipBias: 0 + m_VarianceClampScale: 0.9 + m_ContrastAdaptiveSharpening: 0 --- !u!1 &341798777 GameObject: m_ObjectHideFlags: 0 @@ -986,6 +986,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: m_LensFlareData: {fileID: 11400000, guid: bd7eaf3bd49c39f4cb77bd809459aa72, type: 2} + version: 0 intensity: 1 maxAttenuationDistance: 100 maxAttenuationScale: 100 @@ -1064,6 +1065,7 @@ MonoBehaviour: m_RotationOrder: 4 useOcclusion: 0 useBackgroundCloudOcclusion: 0 + environmentOcclusion: 0 useWaterOcclusion: 0 occlusionRadius: 0.1 sampleCount: 32 @@ -1268,12 +1270,12 @@ MonoBehaviour: m_RequiresColorTexture: 0 m_Version: 2 m_TaaSettings: - quality: 3 - frameInfluence: 0.100000024 - jitterScale: 1 - mipBias: 0 - varianceClampScale: 0.9 - contrastAdaptiveSharpening: 0 + m_Quality: 3 + m_FrameInfluence: 0.100000024 + m_JitterScale: 1 + m_MipBias: 0 + m_VarianceClampScale: 0.9 + m_ContrastAdaptiveSharpening: 0 --- !u!81 &1518054299 AudioListener: m_ObjectHideFlags: 0 @@ -1382,8 +1384,8 @@ MonoBehaviour: WaitFrames: 1 XRCompatible: 0 gpuDrivenCompatible: 1 - CheckMemoryAllocation: 1 - renderBackendCompatibility: 0 + CheckMemoryAllocation: 0 + renderBackendCompatibility: 2 SetBackBufferResolution: 1 --- !u!1 &1678354296 GameObject: @@ -1596,12 +1598,12 @@ MonoBehaviour: m_RequiresColorTexture: 0 m_Version: 2 m_TaaSettings: - quality: 3 - frameInfluence: 0.1 - jitterScale: 1 - mipBias: 0 - varianceClampScale: 0.9 - contrastAdaptiveSharpening: 0 + m_Quality: 3 + m_FrameInfluence: 0.1 + m_JitterScale: 1 + m_MipBias: 0 + m_VarianceClampScale: 0.9 + m_ContrastAdaptiveSharpening: 0 --- !u!81 &1933617132 AudioListener: m_ObjectHideFlags: 0 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/375_HDROutput_UpscalingFilters.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/375_HDROutput_UpscalingFilters.meta new file mode 100644 index 00000000000..6935ac35209 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_PostPro/Assets/Scenes/375_HDROutput_UpscalingFilters.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 42ed71dacaf9c45488fa912a695129fe +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: From e3e163335f6fd8097cd129ece2d45e52b0165871 Mon Sep 17 00:00:00 2001 From: Sumin Cho Date: Thu, 28 Nov 2024 22:50:46 +0000 Subject: [PATCH 03/52] The Baked Lightmap debug doesnt work with HDRP terrains This PR fixes not to overwrite the texCoord1 in the lightmap debug mode. For the lightmap debug mode, the texCoord1 is used for the lightmap UV. But it was overwritten to texCoord0 since terrain is always using uv0. So, this PR fixed to use the texCoord1 value itself in the debug mode. Before fixing: ![image](https://github.cds.internal.unity3d.com/unity/unity/assets/6282/13490a9e-2399-42b2-a235-f40828149e44) After fixing: ![image](https://github.cds.internal.unity3d.com/unity/unity/assets/6282/0fa3776e-a244-45ef-8eaf-712a468cc37b) --- .../Runtime/Material/TerrainLit/TerrainLitData.hlsl | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl index 927cc824083..db328645671 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl @@ -152,8 +152,10 @@ void GetSurfaceAndBuiltinData(inout FragInputs input, float3 V, inout PositionIn GENERIC_ALPHA_TEST(hole, 0.5); #endif +#ifndef EDITOR_VISUALIZATION // terrain lightmap uvs are always taken from uv0 input.texCoord1 = input.texCoord2 = input.texCoord0; +#endif TerrainLitSurfaceData terrainLitSurfaceData; InitializeTerrainLitSurfaceData(terrainLitSurfaceData); From 5afb27d2d022e25c1f9271d3a82b311f73271816 Mon Sep 17 00:00:00 2001 From: Mark Green Date: Thu, 28 Nov 2024 22:51:16 +0000 Subject: [PATCH 04/52] Graphics docs feedback fixes November 2024 (part 6) Part 6 of minor fixes from feedback tickets Jira tickets: - https://jira.unity3d.com/browse/DOCG-5796 - fix near fade / far fade particle description - https://jira.unity3d.com/browse/DOCG-4954 - fix typo - https://jira.unity3d.com/browse/DOCG-5609 - fix formatting - https://jira.unity3d.com/browse/DOCG-5610 - fix UI steps - https://jira.unity3d.com/browse/DOCG-5900 - fix order of enabling streaming - https://jira.unity3d.com/browse/DOCG-5901 - clarify where to find lighting option --- .../Documentation~/AOVs.md | 2 +- .../Documentation~/probevolumes-streaming.md | 4 ++-- .../Documentation~/probevolumes-use.md | 2 +- .../Documentation~/water-foam-in-the-water-system.md | 6 ++++-- .../water-use-the-water-system-in-your-project.md | 5 +---- 5 files changed, 9 insertions(+), 10 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md index 03d17c75033..054a85046c9 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md @@ -42,7 +42,7 @@ You can use AOVs to output the contribution from a selected list of [Lights](Lig ## Custom Pass AOVs You can use AOVs to output the results of [custom passes](Custom-Pass.md). In particular, you can output the cumulative results of all custom passes that are active on every custom pass injection point. This can be useful to output arbitrary information that custom passes compute, such as the Object ID of the Scene GameObjects. -## Rendering Precission +## Rendering precision By default AOVs are rendering at the precision and format selected in the HDRP asset. If the AOVRequest is configured with *SetOverrideRenderFormat* option set to true, then rendering will use the same precision as the user allocated AOV output buffer. ## Scripting API example diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-streaming.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-streaming.md index 4be21399e12..ece305d9a54 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-streaming.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-streaming.md @@ -21,8 +21,8 @@ To enable streaming, follow these steps: You can now enable two types of streaming: -- Enable **Enable Disk Streaming** to stream from disk to CPU memory. -- Enable **Enable GPU Streaming** to stream from CPU memory to GPU memory. You must enable **Enable Disk Streaming** first. +- Enable **Enable GPU Streaming** to stream from CPU memory to GPU memory. +- Enable **Enable Disk Streaming** to stream from disk to CPU memory. You must enable **Enable GPU Streaming** first. You can configure streaming settings in the same window. Refer to [HDRP Asset](HDRP-Asset.md#Lighting) for more information. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-use.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-use.md index 32d2ad96e3b..2fc99994715 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-use.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-use.md @@ -27,7 +27,7 @@ To make sure Reflection Probes also capture lighting data from Adaptive Probe Vo 1. To include a Light in an Adaptive Probe Volume's baked lighting data, open the Inspector for the Light then set the **Light Mode** to **Mixed** or **Baked**. 2. To include a GameObject in an Adaptive Probe Volume's baked lighting data, open the Inspector for the GameObject and enable **Contribute Global Illumination**. -3. To make a GameObject receive baked lighting, open the Inspector for the GameObject and set **Receive Global Illumination** to **Light Probes**. +3. To make a GameObject receive baked lighting, open the Inspector for the GameObject, then in the **Mesh Renderer** component set **Receive Global Illumination** to **Light Probes**. ### Bake your lighting diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-foam-in-the-water-system.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-foam-in-the-water-system.md index e5882675fd1..66457da3e8e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-foam-in-the-water-system.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-foam-in-the-water-system.md @@ -61,7 +61,9 @@ The following properties exist in all Deformer types. | **Property** | | **Description** | | --------------- | -------------- | ------------------------------------------------------------ | -| **Scale Mode** | | The scaling mode to apply to the deformer. The options are:• **Scale Invariant**: Ignores the scale set in the Transform component and uses the region size directly.• **Inherit from Hierarchy**: Multiplies the Deformer’s region size by the [lossy scale](https://docs.unity3d.com/ScriptReference/Transform-lossyScale.html) of the Transform. Note that since the Deformer uses a top down projection, if the transformation hierarchy is [skewed](https://docs.unity3d.com/Manual/class-Transform.html), the deformer does not scale correctly. | +| **Scale Mode** | | The scaling mode to apply to the deformer. | +| | **Scale Invariant** | Ignores the scale set in the Transform component and uses the region size directly. +| | **Inherit from Hierarchy** | Multiplies the Deformer’s region size by the [lossy scale](https://docs.unity3d.com/ScriptReference/Transform-lossyScale.html) of the Transform. Note that since the Deformer uses a top down projection, if the transformation hierarchy is [skewed](https://docs.unity3d.com/Manual/class-Transform.html), the deformer does not scale correctly. | | **Region Size** | | Control the size of the foam generator in meters. | | **Type** | | | | | **Disk** | Create a foam generator in the shape of a disk. | @@ -79,7 +81,7 @@ These properties are specific to the Texture foam generator type. | **Property** | **Description** | | ------------ | ------------------------------------------------------------ | -| Texture | Specifies the texture used to generate the foam. The red channel holds the surface foam and the green channel holds the deep foam.
This texture can be a regular texture or a Render Texture, which can be updated at runtime by modifying a render target with a full screen shader graph for example. For a Render Texture, use the R16_UNorm format . | +| Texture | Specifies the texture used to generate the foam. The red channel holds the surface foam and the green channel holds the deep foam.
This texture can be a regular texture or a Render Texture, which can be updated at runtime by modifying a render target with a full screen shader graph for example. For a Render Texture, use the R16_UNorm format. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-use-the-water-system-in-your-project.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-use-the-water-system-in-your-project.md index 3f1ffe9d65e..adda9ef0ccb 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-use-the-water-system-in-your-project.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-use-the-water-system-in-your-project.md @@ -24,10 +24,7 @@ This is especially important when you upgrade your project from an earlier versi 1. Select a global Volume in your scene, such as the **Sky and Fog Volume**. 2. Click **Add Override**. 3. Select **Lighting** > **Water Rendering**. -4. Set the Water **Enable** property to True. - -![](Images/WaterSystem-EnableTrue.png) - +4. In the **Water Rendering** component, set **State** to **Enabled**. This is especially important when you upgrade your project from an earlier version of Unity, because water is inactive by default. If your project originates in HDRP 14 (Unity 2022.2) or later, the water implementation may work even if you only enable it in the **Quality** settings. From b1c8f279a5383c1dec03e335783c4fa1159f63b8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Olivier=20Carr=C3=A8re?= Date: Thu, 28 Nov 2024 22:51:20 +0000 Subject: [PATCH 05/52] docg-5368: Specify location of ambient occlusion properties Specify location of ambient occlusion properties. https://jira.unity3d.com/browse/DOCG-5368 --- .../Documentation~/Ambient-Occlusion.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ambient-Occlusion.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ambient-Occlusion.md index 5041f03942a..c6b4f3172e9 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ambient-Occlusion.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ambient-Occlusion.md @@ -16,7 +16,7 @@ When you create the Texture, you must apply it to a Material. To do this, you mu ## Properties -The ambient occlusion properties are in the **Surface Inputs** drop-down of your Shader. +The ambient occlusion properties are located in the **Mask Map** section of the **Surface Inputs** foldout of your material's **Inspector** window. | Property | Description | | ------------------------------- | ------------------------------------------------------------ | From b3bed68c012dc53bc841b498923b7c272508488b Mon Sep 17 00:00:00 2001 From: Louis-Philippe Ledoux Date: Fri, 29 Nov 2024 23:44:22 +0000 Subject: [PATCH 06/52] Shadergraph support for spacewarp This PR's purpose is to add support for spacewarp, an XR feature. Spacewarp works by drawing motions vectors and depth in specific textures, during a new specific pass (XRDepthMotionPass). So, this requires a new subshader pass to be added to shaders generated by shadergraph, if desired. The PR adds the necessary code for a new checkbox, as well as code to add the new subshader pass to both Lit and Unlit targets. --- .../Editor/EditorUtils.cs | 3 + .../Editor/ShaderGUI/BaseShaderGUI.cs | 43 ++++++++++ .../Editor/ShaderGUI/ShaderGraphLitGUI.cs | 3 + .../Editor/ShaderGUI/ShaderGraphUnlitGUI.cs | 3 + .../ShaderGraph/Includes/ShaderPass.hlsl | 1 + .../Targets/UniversalLitSubTarget.cs | 9 ++ .../ShaderGraph/Targets/UniversalTarget.cs | 84 +++++++++++++++++++ .../Targets/UniversalUnlitSubTarget.cs | 9 ++ .../Editor/ShaderGraph/UniversalProperties.cs | 1 + .../Editor/ShaderUtils.cs | 36 ++++++++ .../Runtime/Passes/XRDepthMotionPass.cs | 3 +- .../ShaderLibrary/ObjectMotionVectors.hlsl | 4 +- .../Shaders/BakedLit.shader | 3 +- .../Shaders/ComplexLit.shader | 3 +- .../Shaders/Lit.shader | 3 +- .../Shaders/ObjectMotionVectorFallback.shader | 2 +- .../Shaders/SimpleLit.shader | 3 +- .../Shaders/Unlit.shader | 3 +- .../Descriptors/PragmaDescriptor.cs | 3 + .../Editor/ShaderGraph/VFXSubTarget.cs | 3 + 20 files changed, 213 insertions(+), 9 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/EditorUtils.cs b/Packages/com.unity.render-pipelines.universal/Editor/EditorUtils.cs index 1d519ce11df..7f4c99d463a 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/EditorUtils.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/EditorUtils.cs @@ -28,6 +28,9 @@ internal class Styles public static readonly GUIContent alembicMotionVectors = EditorGUIUtility.TrTextContent("Alembic Motion Vectors", "When enabled, the material will use motion vectors from the Alembic animation cache. Should not be used on regular meshes or Alembic caches without precomputed motion vectors."); + + public static readonly GUIContent xrMotionVectorsPass = EditorGUIUtility.TrTextContent("XR Motion Vectors Pass (Space Warp)", + "When enabled, the material will run the XR motion vectors pass to be compatible with Space Warp."); } internal static void FeatureHelpBox(string message, MessageType type) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs index 6de8cb018d2..f6d58ea6fba 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs @@ -376,6 +376,11 @@ protected class Styles /// protected MaterialProperty addPrecomputedVelocityProp { get; set; } + /// + /// The MaterialProperty for xr motion vectors pass (for spacewarp). + /// + protected MaterialProperty xrMotionVectorsPassProp { get; set; } + // Common Surface Input properties /// @@ -454,6 +459,7 @@ public virtual void FindProperties(MaterialProperty[] properties) ztestProp = FindProperty(Property.ZTest, properties, false); alphaClipProp = FindProperty(Property.AlphaClip, properties, false); addPrecomputedVelocityProp = FindProperty(Property.AddPrecomputedVelocity, properties, false); + xrMotionVectorsPassProp = FindProperty(Property.XrMotionVectorsPass, properties, false); // ShaderGraph Lit and Unlit Subtargets only castShadowsProp = FindProperty(Property.CastShadows, properties, false); @@ -616,6 +622,8 @@ public virtual void DrawAdvancedOptions(Material material) DrawQueueOffsetField(); materialEditor.EnableInstancingField(); DrawMotionVectorOptions(material); + + DrawXRMotionVectorsPassOption(material); } /// @@ -633,6 +641,12 @@ private void DrawMotionVectorOptions(Material material) DrawFloatToggleProperty(EditorUtils.Styles.alembicMotionVectors, addPrecomputedVelocityProp); } + private void DrawXRMotionVectorsPassOption(Material material) + { + if (material.HasProperty(Property.XrMotionVectorsPass)) + DrawFloatToggleProperty(EditorUtils.Styles.xrMotionVectorsPass, xrMotionVectorsPassProp, 0, !IsSpacewarpSupported()); + } + /// /// Draws additional foldouts. /// @@ -743,6 +757,9 @@ protected static void DrawTileOffset(MaterialEditor materialEditor, MaterialProp internal static event Action ShadowCasterPassEnabledChanged; internal static event Action MotionVectorPassEnabledChanged; +#if ENABLE_VR && ENABLE_XR_MODULE + internal static event Action XRMotionVectorPassEnabledChanged; +#endif // this function is shared with ShaderGraph Lit/Unlit GUIs and also the hand-written GUIs internal static void UpdateMaterialSurfaceOptions(Material material, bool automaticRenderQueue) @@ -832,6 +849,29 @@ internal static void UpdateMotionVectorKeywordsAndPass(Material material) } } +#if ENABLE_VR && ENABLE_XR_MODULE + internal static void UpdateXRMotionVectorKeywordsAndPass(Material material) + { + ShaderID shaderId = GetShaderID(material.shader); + + bool xrMotionVectorPassEnabled = true; + if (HasXRMotionVectorLightModeTag(shaderId)) + { + if (material.HasProperty(Property.XrMotionVectorsPass)) + { + xrMotionVectorPassEnabled = material.GetFloat(Property.XrMotionVectorsPass) != 0.0f; + } + } + + string motionVectorPass = XRDepthMotionPass.k_MotionOnlyShaderTagIdName; + if (material.GetShaderPassEnabled(motionVectorPass) != xrMotionVectorPassEnabled) + { + material.SetShaderPassEnabled(motionVectorPass, xrMotionVectorPassEnabled); + XRMotionVectorPassEnabledChanged?.Invoke(material); + } + } +#endif + // this function is shared between ShaderGraph and hand-written GUIs internal static void UpdateMaterialRenderQueueControl(Material material) { @@ -918,6 +958,9 @@ public static void SetMaterialKeywords(Material material, Action shadi CoreUtils.SetKeyword(material, ShaderKeywordStrings._NORMALMAP, material.GetTexture("_BumpMap")); BaseShaderGUI.UpdateMotionVectorKeywordsAndPass(material); +#if ENABLE_VR && ENABLE_XR_MODULE + BaseShaderGUI.UpdateXRMotionVectorKeywordsAndPass(material); +#endif // Shader specific keyword functions shadingModelFunc?.Invoke(material); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShaderGraphLitGUI.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShaderGraphLitGUI.cs index a6d7c0f1cca..6e84c65cd3c 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShaderGraphLitGUI.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShaderGraphLitGUI.cs @@ -37,6 +37,9 @@ public static void UpdateMaterial(Material material, MaterialUpdateType updateTy BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue); LitGUI.SetupSpecularWorkflowKeyword(material, out bool isSpecularWorkflow); BaseShaderGUI.UpdateMotionVectorKeywordsAndPass(material); +#if ENABLE_VR && ENABLE_XR_MODULE + BaseShaderGUI.UpdateXRMotionVectorKeywordsAndPass(material); +#endif } public override void ValidateMaterial(Material material) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShaderGraphUnlitGUI.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShaderGraphUnlitGUI.cs index 2ca35002560..5e4e95dcc7b 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShaderGraphUnlitGUI.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShaderGraphUnlitGUI.cs @@ -24,6 +24,9 @@ public static void UpdateMaterial(Material material, MaterialUpdateType updateTy bool automaticRenderQueue = GetAutomaticQueueControlSetting(material); BaseShaderGUI.UpdateMaterialSurfaceOptions(material, automaticRenderQueue); BaseShaderGUI.UpdateMotionVectorKeywordsAndPass(material); +#if ENABLE_VR && ENABLE_XR_MODULE + BaseShaderGUI.UpdateXRMotionVectorKeywordsAndPass(material); +#endif } public override void ValidateMaterial(Material material) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl index ee93ea6436d..e0fa7d3fe83 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl @@ -24,4 +24,5 @@ #define SHADERPASS_DECAL_GBUFFER_MESH (20) #define SHADERPASS_DEPTHNORMALS (21) #define SHADERPASS_MOTION_VECTORS (22) +#define SHADERPASS_XR_MOTION_VECTORS (23) #endif diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs index 4621d9fd978..47f324645f6 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs @@ -118,6 +118,9 @@ public override void ProcessPreviewMaterial(Material material) material.SetFloat(Property.QueueOffset, 0.0f); material.SetFloat(Property.QueueControl, (float)BaseShaderGUI.QueueControl.Auto); + if (IsSpacewarpSupported()) + material.SetFloat(Property.XrMotionVectorsPass, 1.0f); + // call the full unlit material setup function ShaderGraphLitGUI.UpdateMaterial(material, MaterialUpdateType.CreatedNewMaterial); } @@ -194,6 +197,9 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera // We initialize queue control to -1 to indicate to UpdateMaterial that it needs to initialize it properly on the material. collector.AddFloatProperty(Property.QueueOffset, 0.0f); collector.AddFloatProperty(Property.QueueControl, -1.0f); + + if (IsSpacewarpSupported()) + collector.AddFloatProperty(Property.XrMotionVectorsPass, 1.0f); } public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Action onChange, Action registerUndo) @@ -357,6 +363,9 @@ public static SubShaderDescriptor LitSubShader(UniversalTarget target, WorkflowM result.customTags = string.Concat(result.customTags, " ", UniversalTarget.kAlwaysRenderMotionVectorsTag); result.passes.Add(PassVariant(CorePasses.MotionVectors(target), CorePragmas.MotionVectors)); + if (IsSpacewarpSupported()) + result.passes.Add(PassVariant(CorePasses.XRMotionVectors(target), CorePragmas.XRMotionVectors)); + if (target.mayWriteDepth) result.passes.Add(PassVariant(CorePasses.DepthOnly(target), CorePragmas.Instanced)); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs index 69eca4f0e96..dd63288e473 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs @@ -1176,6 +1176,45 @@ public static PassDescriptor MotionVectors(UniversalTarget target) return result; } + public static PassDescriptor XRMotionVectors(UniversalTarget target) + { + var result = new PassDescriptor() + { + // Definition + displayName = "XRMotionVectors", + referenceName = "SHADERPASS_XR_MOTION_VECTORS", + lightMode = "XRMotionVectors", + useInPreview = true, + + // Template + passTemplatePath = UniversalTarget.kUberTemplatePath, + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, + + // Port Mask + validVertexBlocks = new BlockFieldDescriptor[]{ }, + validPixelBlocks = new BlockFieldDescriptor[] { }, + + // Fields + structs = new StructCollection() { + { Structs.SurfaceDescriptionInputs }, + { Structs.VertexDescriptionInputs }, + }, + requiredFields = new FieldCollection(), + fieldDependencies = new DependencyCollection() { }, + + // Conditional State + renderStates = CoreRenderStates.XRMotionVector(target), + pragmas = CorePragmas.XRMotionVectors, + defines = new DefineCollection(), + keywords = new KeywordCollection(), + includes = CoreIncludes.XRMotionVectors, + }; + + result.defines.Add(CoreKeywordDescriptors.XRMotionVectors, 1); + + return result; + } + public static PassDescriptor SceneSelection(UniversalTarget target) { var result = new PassDescriptor() @@ -1546,6 +1585,22 @@ public static RenderStateCollection MotionVector(UniversalTarget target) }; return result; } + public static RenderStateCollection XRMotionVector(UniversalTarget target) + { + var result = new RenderStateCollection + { + { RenderState.ColorMask("ColorMask RGBA") }, + { RenderState.Stencil(new StencilDescriptor() + { + WriteMask = "1", + Ref = "1", + Comp = "Always", + Pass = "Replace", + }) + } + }; + return result; + } // used by lit/unlit targets public static RenderStateCollection ShadowCaster(UniversalTarget target) @@ -1636,6 +1691,12 @@ static class CorePragmas { Pragma.Fragment("frag") }, }; + public static readonly PragmaCollection XRMotionVectors = new PragmaCollection + { + { Pragma.MultiCompileLodCrossfade }, + { Pragma.ShaderFeatureLocalVertex("_ADD_PRECOMPUTED_VELOCITY") }, + }; + public static readonly PragmaCollection Forward = new PragmaCollection { { Pragma.Target(ShaderModel.Target20) }, @@ -1693,6 +1754,7 @@ static class CoreIncludes const string kFog = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"; const string kRenderingLayers = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"; const string kProbeVolumes = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"; + const string kObjectMotionVectors = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"; public static readonly IncludeCollection CorePregraph = new IncludeCollection { @@ -1727,6 +1789,11 @@ static class CoreIncludes { kProbeVolumes, IncludeLocation.Pregraph, true }, }; + public static readonly IncludeCollection ObjectMotionVectors = new IncludeCollection + { + { kObjectMotionVectors, IncludeLocation.Pregraph, true }, + }; + public static readonly IncludeCollection ShaderGraphPregraph = new IncludeCollection { { kGraphFunctions, IncludeLocation.Pregraph }, @@ -1776,6 +1843,14 @@ static class CoreIncludes { kMotionVectorPass, IncludeLocation.Postgraph }, }; + public static readonly IncludeCollection XRMotionVectors = new IncludeCollection + { + // Pre-graph + { CorePregraph }, + { ShaderGraphPregraph }, + { ObjectMotionVectors }, + }; + public static readonly IncludeCollection ShadowCaster = new IncludeCollection { // Pre-graph @@ -2281,6 +2356,15 @@ static class CoreKeywordDescriptors definition = KeywordDefinition.MultiCompile, scope = KeywordScope.Global }; + + public static readonly KeywordDescriptor XRMotionVectors = new KeywordDescriptor() + { + displayName = "Spacewarp Motion Vectors", + referenceName = "APPLICATION_SPACE_WARP_MOTION", + type = KeywordType.Boolean, + definition = KeywordDefinition.Predefined, + scope = KeywordScope.Local, + }; } #endregion diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs index 70015e06dbf..a52028f1a7b 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs @@ -66,6 +66,9 @@ public override void ProcessPreviewMaterial(Material material) material.SetFloat(Property.QueueOffset, 0.0f); material.SetFloat(Property.QueueControl, (float)BaseShaderGUI.QueueControl.Auto); + if (IsSpacewarpSupported()) + material.SetFloat(Property.XrMotionVectorsPass, 1.0f); + // call the full unlit material setup function ShaderGraphUnlitGUI.UpdateMaterial(material, MaterialUpdateType.CreatedNewMaterial); } @@ -107,6 +110,9 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera // We initialize queue control to -1 to indicate to UpdateMaterial that it needs to initialize it properly on the material. collector.AddFloatProperty(Property.QueueOffset, 0.0f); collector.AddFloatProperty(Property.QueueControl, -1.0f); + + if (IsSpacewarpSupported()) + collector.AddFloatProperty(Property.XrMotionVectorsPass, 1.0f); } public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Action onChange, Action registerUndo) @@ -180,6 +186,9 @@ public static SubShaderDescriptor Unlit(UniversalTarget target, string renderTyp result.customTags = string.Concat(result.customTags, " ", UniversalTarget.kAlwaysRenderMotionVectorsTag); result.passes.Add(PassVariant(CorePasses.MotionVectors(target), CorePragmas.MotionVectors)); + if (IsSpacewarpSupported()) + result.passes.Add(PassVariant(CorePasses.XRMotionVectors(target), CorePragmas.XRMotionVectors)); + result.passes.Add(PassVariant(UnlitPasses.DepthNormalOnly(target), CorePragmas.Instanced)); if (target.castShadows || target.allowMaterialOverride) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/UniversalProperties.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/UniversalProperties.cs index f13940e8ae4..28316c63df6 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/UniversalProperties.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/UniversalProperties.cs @@ -30,6 +30,7 @@ internal static class Property public static readonly string ZWriteControl = "_ZWriteControl"; public static readonly string QueueControl = "_QueueControl"; public static readonly string AddPrecomputedVelocity = "_AddPrecomputedVelocity"; + public static readonly string XrMotionVectorsPass = "_XRMotionVectorsPass"; // Global Illumination requires some properties to be named specifically: public static readonly string EmissionMap = "_EmissionMap"; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderUtils.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderUtils.cs index b085988fa05..b02e1b835ff 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderUtils.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderUtils.cs @@ -5,6 +5,8 @@ using UnityEditor.ShaderGraph; using UnityEditor.Rendering.Universal.ShaderGraph; using UnityEditor.Rendering.Universal.ShaderGUI; +using UnityEngine.Rendering.Universal; +using UnityEngine.Rendering; namespace Unity.Rendering.Universal { @@ -83,6 +85,40 @@ internal static bool HasMotionVectorLightModeTag(ShaderID id) return false; } + internal static bool HasXRMotionVectorLightModeTag(ShaderID id) + { + // Currently only these ShaderIDs have a pass with a { "LightMode" = "XRMotionVectors" } tag in URP + // (this is a more efficient check than looping over all sub-shaders and their passes and checking the + // "LightMode" tag value with FindPassTagValue) + switch (id) + { + case ShaderID.Lit: + case ShaderID.Unlit: + case ShaderID.SimpleLit: + case ShaderID.ComplexLit: + case ShaderID.BakedLit: + case ShaderID.SG_Unlit: + case ShaderID.SG_Lit: + return true; + } + + return false; + } + + internal static bool IsSpacewarpSupported() + { + BuildTarget platform = EditorUserBuildSettings.activeBuildTarget; + GraphicsDeviceType[] graphicsAPIs = PlayerSettings.GetGraphicsAPIs(platform); + bool containsVulkanAPI = false; + + for (int apiIndex = 0; apiIndex < graphicsAPIs.Length; apiIndex++) + { + containsVulkanAPI = containsVulkanAPI || graphicsAPIs[apiIndex] == GraphicsDeviceType.Vulkan; + } + + return platform == BuildTarget.Android && containsVulkanAPI; + } + internal enum MaterialUpdateType { CreatedNewMaterial, diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/XRDepthMotionPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/XRDepthMotionPass.cs index 5c5405862bc..06b643b128d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/XRDepthMotionPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/XRDepthMotionPass.cs @@ -10,7 +10,8 @@ namespace UnityEngine.Rendering.Universal /// public class XRDepthMotionPass : ScriptableRenderPass { - private static readonly ShaderTagId k_MotionOnlyShaderTagId = new ShaderTagId("XRMotionVectors"); + public const string k_MotionOnlyShaderTagIdName = "XRMotionVectors"; + private static readonly ShaderTagId k_MotionOnlyShaderTagId = new ShaderTagId(k_MotionOnlyShaderTagIdName); private PassData m_PassData; private RTHandle m_XRMotionVectorColor; private TextureHandle xrMotionVectorColor; diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl index cad9344a2e5..42c4bd935c5 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl @@ -69,7 +69,7 @@ Varyings vert(Attributes input) output.uv = TRANSFORM_TEX(input.uv, _BaseMap); #endif -#if defined(APLICATION_SPACE_WARP_MOTION) +#if defined(APPLICATION_SPACE_WARP_MOTION) // We do not need jittered position in ASW output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.position));; output.positionCS = output.positionCSNoJitter; @@ -105,7 +105,7 @@ float4 frag(Varyings input) : SV_Target LODFadeCrossFade(input.positionCS); #endif - #if defined(APLICATION_SPACE_WARP_MOTION) + #if defined(APPLICATION_SPACE_WARP_MOTION) return float4(CalcAswNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter), 1); #else return float4(CalcNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter), 0, 0); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLit.shader index 8965ad1d518..a8b6ff18670 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLit.shader @@ -20,6 +20,7 @@ Shader "Universal Render Pipeline/Baked Lit" [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0 [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0 + [HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0 // Editmode props _QueueOffset("Queue offset", Float) = 0.0 @@ -339,7 +340,7 @@ Shader "Universal Render Pipeline/Baked Lit" #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY - #define APLICATION_SPACE_WARP_MOTION 1 + #define APPLICATION_SPACE_WARP_MOTION 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader index 04a3a2cfe4f..d2870e4814b 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader @@ -62,6 +62,7 @@ Shader "Universal Render Pipeline/Complex Lit" [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0 [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0 [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0 + [HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0 [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 // Editmode props @@ -512,7 +513,7 @@ Shader "Universal Render Pipeline/Complex Lit" #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY - #define APLICATION_SPACE_WARP_MOTION 1 + #define APPLICATION_SPACE_WARP_MOTION 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader index b8cf761d8e6..bc8fa584be3 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader @@ -57,6 +57,7 @@ Shader "Universal Render Pipeline/Lit" [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0 [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0 [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0 + [HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0 [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 // Editmode props @@ -510,7 +511,7 @@ Shader "Universal Render Pipeline/Lit" #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY - #define APLICATION_SPACE_WARP_MOTION 1 + #define APPLICATION_SPACE_WARP_MOTION 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/ObjectMotionVectorFallback.shader b/Packages/com.unity.render-pipelines.universal/Shaders/ObjectMotionVectorFallback.shader index c7a14b562b1..f7c59521678 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/ObjectMotionVectorFallback.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/ObjectMotionVectorFallback.shader @@ -30,7 +30,7 @@ Shader "Hidden/Universal Render Pipeline/ObjectMotionVectorFallback" } HLSLPROGRAM - #define APLICATION_SPACE_WARP_MOTION 1 + #define APPLICATION_SPACE_WARP_MOTION 1 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl" ENDHLSL } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader index 0a269306eec..14430e49108 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader @@ -34,6 +34,7 @@ Shader "Universal Render Pipeline/Simple Lit" [HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0 [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0 [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0 + [HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0 [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 // Editmode props @@ -456,7 +457,7 @@ Shader "Universal Render Pipeline/Simple Lit" #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY - #define APLICATION_SPACE_WARP_MOTION 1 + #define APPLICATION_SPACE_WARP_MOTION 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl" ENDHLSL diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Unlit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Unlit.shader index 0f4ca284475..97ef844c16a 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Unlit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Unlit.shader @@ -19,6 +19,7 @@ Shader "Universal Render Pipeline/Unlit" [HideInInspector] _ZWrite("__zw", Float) = 1.0 [HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0 [HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0 + [HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1.0 // Editmode props _QueueOffset("Queue offset", Float) = 0.0 @@ -286,7 +287,7 @@ Shader "Universal Render Pipeline/Unlit" #pragma shader_feature_local _ALPHATEST_ON #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY - #define APLICATION_SPACE_WARP_MOTION 1 + #define APPLICATION_SPACE_WARP_MOTION 1 #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl" ENDHLSL diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs b/Packages/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs index c21a3528bb5..03b8717132c 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs +++ b/Packages/com.unity.shadergraph/Editor/Generation/Descriptors/PragmaDescriptor.cs @@ -31,6 +31,8 @@ static string GetPlatformList(Platform[] platforms) public static PragmaDescriptor ExcludeRenderers(Platform[] renderers) => new PragmaDescriptor { value = $"exclude_renderers {GetPlatformList(renderers)}" }; public static PragmaDescriptor PreferHlslCC(Platform[] renderers) => new PragmaDescriptor { value = $"prefer_hlslcc {GetPlatformList(renderers)}" }; public static PragmaDescriptor InstancingOptions(InstancingOptions value) => new PragmaDescriptor { value = $"instancing_options {value.ToShaderString()}" }; + public static PragmaDescriptor ShaderFeatureLocal(string value) => new PragmaDescriptor { value = $"shader_feature_local {value}" }; + public static PragmaDescriptor ShaderFeatureLocalVertex(string value) => new PragmaDescriptor { value = $"shader_feature_local_vertex {value}" }; public static PragmaDescriptor MultiCompileInstancing => new PragmaDescriptor { value = "multi_compile_instancing" }; public static PragmaDescriptor MultiCompileForwardBase => new PragmaDescriptor { value = "multi_compile_fwdbase" }; public static PragmaDescriptor MultiCompileForwardAddFullShadowsBase => new PragmaDescriptor { value = "multi_compile_fwdadd_fullshadows" }; @@ -38,6 +40,7 @@ static string GetPlatformList(Platform[] platforms) public static PragmaDescriptor MultiCompileShadowCaster => new PragmaDescriptor { value = "multi_compile_shadowcaster" }; public static PragmaDescriptor DOTSInstancing => new PragmaDescriptor { value = "multi_compile _ DOTS_INSTANCING_ON" }; public static PragmaDescriptor MultiCompileFog => new PragmaDescriptor { value = "multi_compile_fog" }; + public static PragmaDescriptor MultiCompileLodCrossfade => new PragmaDescriptor { value = "multi_compile _ LOD_FADE_CROSSFADE" }; public static PragmaDescriptor EditorSyncCompilation => new PragmaDescriptor { value = "editor_sync_compilation" }; public static PragmaDescriptor DebugSymbols => new PragmaDescriptor { value = "enable_d3d11_debug_symbols" }; public static PragmaDescriptor SkipVariants(string[] variants) => new PragmaDescriptor { value = $"skip_variants {string.Join(" ", variants)}" }; diff --git a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs index 20b694e5ebf..8adc9827d75 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs @@ -496,6 +496,9 @@ out var fragInputsDescriptor if (!outputContext.hasShadowCasting) filteredPasses = filteredPasses.Where(o => o.descriptor.lightMode != "ShadowCaster"); + // SPACEWARP DOES NOT SUPPORT VFX GRAPH FOR NOW, SO WE DISABLE IT HERE + filteredPasses = filteredPasses.Where(o => o.descriptor.lightMode != "XRMotionVectors"); + var passes = filteredPasses.ToArray(); var addPragmaRequireCubeArray = data.uniformMapper.textures.Any(o => o.valueType == VFXValueType.TextureCubeArray); From 1580968ca8e4324548bd3f469b1506522f47f1e8 Mon Sep 17 00:00:00 2001 From: Kirill Titov Date: Fri, 29 Nov 2024 23:44:34 +0000 Subject: [PATCH 07/52] [SRPF] GUIView update in the Building time could cause a failing SRP creation Initial issue was connected to the GRD (UUM-78811). I couldn't replicate the crash in the Building process locally by some reason but there was an another issue. Whenever the project got built it will stop rendering and spam Blitter issue (UUM-83608). It appeared because RenderPipeline tried to recreate after an exception but failed and never succeed. Initial exception that was appearing after the Build was `InsufficientExecutionStackException: Insufficient stack to continue executing the program safely. This can happen from having too many functions on the call stack or function on the stack using too much stack space.` It's a bit long but here's the full stack: ``` InsufficientExecutionStackException: Insufficient stack to continue executing the program safely. This can happen from having too many functions on the call stack or function on the stack using too much stack space. UnityEngine.ScriptableObject.CreateScriptableObjectInstanceFromType (System.Type type, System.Boolean applyDefaultsAndReset) <0x26e75c712f0 + 0x0005a> in :0 UnityEngine.ScriptableObject.CreateInstance (System.Type type) (at C:/UnitySrc/unity_review/Runtime/Export/Scripting/ScriptableObject.bindings.cs:35) UnityEngine.Rendering.VolumeStack.Reload (System.Type[] componentTypes) (at Library/PackageCache/com.unity.render-pipelines.core@637d86e54998/Runtime/Volume/VolumeStack.cs:50) UnityEngine.Rendering.VolumeManager.CreateStack () (at Library/PackageCache/com.unity.render-pipelines.core@637d86e54998/Runtime/Volume/VolumeManager.cs:331) UnityEngine.Rendering.HighDefinition.HDCamera.get_volumeStack () (at Library/PackageCache/com.unity.render-pipelines.high-definition@39aaede1aa83/Runtime/RenderPipeline/Camera/HDCamera.cs:133) UnityEngine.Rendering.HighDefinition.HDCamera.UpdateVolumeAndPhysicalParameters () (at Library/PackageCache/com.unity.render-pipelines.high-definition@39aaede1aa83/Runtime/RenderPipeline/Camera/HDCamera.cs:2227) UnityEngine.Rendering.HighDefinition.HDCamera.Update (UnityEngine.Rendering.HighDefinition.FrameSettings currentFrameSettings, UnityEngine.Rendering.HighDefinition.HDRenderPipeline hdrp, UnityEngine.Experimental.Rendering.XRPass xrPass, System.Boolean allocateHistoryBuffers) (at Library/PackageCache/com.unity.render-pipelines.high-definition@39aaede1aa83/Runtime/RenderPipeline/Camera/HDCamera.cs:1208) UnityEngine.Rendering.HighDefinition.HDRenderPipeline.TryCalculateFrameParameters (UnityEngine.Camera camera, UnityEngine.Experimental.Rendering.XRPass xrPass, UnityEngine.Rendering.HighDefinition.HDAdditionalCameraData& additionalCameraData, UnityEngine.Rendering.HighDefinition.HDCamera& hdCamera, UnityEngine.Rendering.ScriptableCullingParameters& cullingParams) (at Library/PackageCache/com.unity.render-pipelines.high-definition@39aaede1aa83/Runtime/RenderPipeline/HDRenderPipeline.cs:2953) UnityEngine.Rendering.HighDefinition.HDRenderPipeline.PrepareAndCullCamera (UnityEngine.Camera camera, UnityEngine.Experimental.Rendering.XRPass xrPass, System.Boolean cameraRequestedDynamicRes, System.Collections.Generic.List`1[T] renderRequests, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.HighDefinition.HDRenderPipeline+RenderRequest& renderRequest, UnityEngine.CubemapFace cubemapFace) (at Library/PackageCache/com.unity.render-pipelines.high-definition@39aaede1aa83/Runtime/RenderPipeline/HDRenderPipeline.cs:1478) UnityEngine.Rendering.HighDefinition.HDRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at Library/PackageCache/com.unity.render-pipelines.high-definition@39aaede1aa83/Runtime/RenderPipeline/HDRenderPipeline.cs:2307) UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at C:/UnitySrc/unity_review/Runtime/Export/RenderPipeline/RenderPipeline.cs:52) UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipelineAsset, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at C:/UnitySrc/unity_review/Runtime/Export/RenderPipeline/RenderPipelineManager.cs:152) UnityEditor.Handles:Internal_DrawCameraWithGrid_Injected(IntPtr, DrawCameraMode, DrawGridParameters&, Boolean, Boolean) UnityEditor.Handles:Internal_DrawCameraWithGrid(Camera, DrawCameraMode, DrawGridParameters&, Boolean, Boolean) UnityEditor.Handles:DrawCameraImpl(Rect, Camera, DrawCameraMode, Boolean, DrawGridParameters, Boolean, Boolean, Boolean, GameObject[]) (at C:/UnitySrc/unity_review/Editor/Mono/Handles/Handles.cs:1583) UnityEditor.Handles:DrawCameraStep1(Rect, Camera, DrawCameraMode, DrawGridParameters, Boolean, Boolean) (at C:/UnitySrc/unity_review/Editor/Mono/Handles/Handles.cs:1606) UnityEditor.SceneView:DoDrawCamera(Rect, Rect, Boolean&) (at C:/UnitySrc/unity_review/Editor/Mono/SceneView/SceneView.cs:2284) UnityEditor.SceneView:DoOnGUI() (at C:/UnitySrc/unity_review/Editor/Mono/SceneView/SceneView.cs:2613) UnityEditor.SceneView:OnSceneGUI() (at C:/UnitySrc/unity_review/Editor/Mono/SceneView/SceneView.cs:2526) UnityEngine.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean, Rect, Action, Boolean) (at C:/UnitySrc/unity_review/Modules/UIElements/Core/IMGUIContainer.cs:403) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect, Action, Boolean) (at C:/UnitySrc/unity_review/Modules/UIElements/Core/IMGUIContainer.cs:718) UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint() (at C:/UnitySrc/unity_review/Modules/UIElements/Core/IMGUIContainer.cs:583) UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh(DrawParams, Single, Exception&) (at C:/UnitySrc/unity_review/Modules/UIElements/Core/Renderer/UIRenderer/UIRenderers.cs:128) UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain(RenderChainCommand, Material, Material, Texture, Texture, Single, Exception&) (at C:/UnitySrc/unity_review/Modules/UIElements/Core/Renderer/UIRenderer/UIRenderDevice.cs:990) UnityEngine.UIElements.UIR.RenderChain:Render() (at C:/UnitySrc/unity_review/Modules/UIElements/Core/Renderer/UIRRenderChain.cs:541) UnityEngine.UIElements.UIRRepaintUpdater:Render() (at C:/UnitySrc/unity_review/Modules/UIElements/Core/Renderer/UIRRepaintUpdater.cs:124) UnityEngine.UIElements.BaseVisualElementPanel:Render() (at C:/UnitySrc/unity_review/Modules/UIElements/Core/Panel.cs:719) UnityEngine.UIElements.Panel:Render() (at C:/UnitySrc/unity_review/Modules/UIElements/Core/Panel.cs:1378) UnityEditor.UIElements.EditorPanel:Render() (at C:/UnitySrc/unity_review/Modules/UIElementsEditor/EditorPanel.cs:97) UnityEngine.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at C:/UnitySrc/unity_review/Modules/UIElements/Core/UIElementsUtility.cs:484) UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(Int32, IntPtr, Boolean&) (at C:/UnitySrc/unity_review/Modules/UIElements/Core/UIElementsUtility.cs:232) UnityEngine.UIElements.UIEventRegistration:ProcessEvent(Int32, IntPtr) (at C:/UnitySrc/unity_review/Modules/UIElements/Core/UIElementsUtility.cs:76) UnityEngine.UIElements.<>c:<.cctor>b__1_2(Int32, IntPtr) (at C:/UnitySrc/unity_review/Modules/UIElements/Core/UIElementsUtility.cs:30) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at C:/UnitySrc/unity_review/Modules/IMGUI/GUIUtility.cs:219) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck_Injected(String[], ManagedSpanWrapper&, ManagedSpanWrapper&, BuildTargetGroup, BuildTarget, Int32, BuildOptions, String[], Boolean) UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, Int32, BuildOptions, String[], Boolean) UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions) (at C:/UnitySrc/unity_review/Editor/Mono/BuildPlayerWindowBuildMethods.cs:169) UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions) (at C:/UnitySrc/unity_review/Editor/Mono/BuildPlayerWindowBuildMethods.cs:96) UnityEditor.Build.Profile.BuildProfileModuleUtil:CallInternalBuildMethods(Boolean, BuildOptions) (at C:/UnitySrc/unity_review/Editor/Mono/BuildProfile/BuildProfileModuleUtil.cs:206) UnityEditor.Build.Profile.BuildProfileWindow:OnBuildButtonClicked(BuildOptions) (at C:/UnitySrc/unity_review/Modules/BuildProfileEditor/BuildProfileWindow.cs:498) UnityEditor.Build.Profile.BuildProfileWindow:b__47_0() (at C:/UnitySrc/unity_review/Modules/BuildProfileEditor/BuildProfileWindow.cs:606) UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32) (at C:/UnitySrc/unity_review/Editor/Mono/GUI/GenericMenu.cs:127) ``` By looking at this stack we can see that we have a UI update call that triggered in the middle of the Building process. By some reason I couldn't catch Native part of it this time. Usually it goes through GUIView update or through update of camera preview window. As we had Domain Reload before because of the Build to execute Rendering correctly we have to create new Render Pipeline. This will trigger re-creation of the Volume Stack for Default Volume, for SkyManager and for available cameras in the scene. For this specific project it's 48 different ScriptableObjects that needs to be created. In some other tests it fails when starts creating for SkyManager. Here it's failing when Camera's ones are creating. Here we see that it actually fails inside ScriptableObject.CreateInstance method. Usually it succeed here without any issues otherwise we would see that all the time. Changing callstack like moving things around sometimes fix this issue but it's quite unreliable. To summarize we try to Render in the middle of the Building process. It's not clear why Mono is failing here. It could be that the context behave a bit differently in the Building process or it's occupied with some temp information from Building process. It seems there's no benefits to actually update GUIView at this point. Usually this call happens on the empty Scene that are temporary loaded and you will see just empty Skybox there. This is how GUIVIew update looks when there's an exception ![image](https://media.github.cds.internal.unity3d.com/user/5932/files/ec6c3e5c-f056-4ffb-9c37-07533534e36b) If there were no exception there will be empty Skybox instead of scene. Kind of like this ![image](https://media.github.cds.internal.unity3d.com/user/5932/files/0a4e81a9-03d3-4dba-a63f-b12f914a0c95) I checked 829763 case that was specified in the code and this PR doesn't affect it. It actually doesn't work though. --- .../_Prefabs/PV_Character_Base_Bipedal.prefab | 88 ------------------- 1 file changed, 88 deletions(-) diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/080_TilemapRenderer_GPUSkinning/Art/Characters/_Prefabs/PV_Character_Base_Bipedal.prefab b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/080_TilemapRenderer_GPUSkinning/Art/Characters/_Prefabs/PV_Character_Base_Bipedal.prefab index 9b2e04412a5..28f6b71212a 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/080_TilemapRenderer_GPUSkinning/Art/Characters/_Prefabs/PV_Character_Base_Bipedal.prefab +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/080_TilemapRenderer_GPUSkinning/Art/Characters/_Prefabs/PV_Character_Base_Bipedal.prefab @@ -2089,10 +2089,6 @@ PrefabInstance: - {fileID: 340663466569720510, guid: 4fef15738a59d464a9875fadef0b2d74, type: 3} m_RemovedGameObjects: [] m_AddedGameObjects: - - targetCorrespondingSourceObject: {fileID: -3168447725176704177, guid: 4fef15738a59d464a9875fadef0b2d74, - type: 3} - insertIndex: -1 - addedObject: {fileID: 8791071917882425572} - targetCorrespondingSourceObject: {fileID: -3168447725176704177, guid: 4fef15738a59d464a9875fadef0b2d74, type: 3} insertIndex: -1 @@ -2308,87 +2304,3 @@ Transform: type: 3} m_PrefabInstance: {fileID: 107541893460333403} m_PrefabAsset: {fileID: 0} ---- !u!1001 &8791071917882425571 -PrefabInstance: - m_ObjectHideFlags: 0 - serializedVersion: 2 - m_Modification: - serializedVersion: 3 - m_TransformParent: {fileID: 6159087403687452692} - m_Modifications: - - target: {fileID: 2459686634687767591, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_Name - value: P_VFX_Step_Dust - objectReference: {fileID: 0} - - target: {fileID: 2459686634687767591, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_IsActive - value: 0 - objectReference: {fileID: 0} - - target: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_RootOrder - value: 20 - objectReference: {fileID: 0} - - target: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_LocalPosition.x - value: -0.76 - objectReference: {fileID: 0} - - target: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_LocalPosition.y - value: -0.16 - objectReference: {fileID: 0} - - target: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_LocalPosition.z - value: -0 - objectReference: {fileID: 0} - - target: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_LocalRotation.w - value: 0.7071068 - objectReference: {fileID: 0} - - target: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_LocalRotation.x - value: -0.7071068 - objectReference: {fileID: 0} - - target: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_LocalRotation.y - value: 0 - objectReference: {fileID: 0} - - target: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_LocalRotation.z - value: 0 - objectReference: {fileID: 0} - - target: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_LocalEulerAnglesHint.x - value: -90 - objectReference: {fileID: 0} - - target: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_LocalEulerAnglesHint.y - value: 0 - objectReference: {fileID: 0} - - target: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - propertyPath: m_LocalEulerAnglesHint.z - value: 0 - objectReference: {fileID: 0} - m_RemovedComponents: [] - m_RemovedGameObjects: [] - m_AddedGameObjects: [] - m_AddedComponents: [] - m_SourcePrefab: {fileID: 100100000, guid: f9c2915636332344e81b1379bcc1913c, type: 3} ---- !u!4 &8791071917882425572 stripped -Transform: - m_CorrespondingSourceObject: {fileID: 6816982044914189781, guid: f9c2915636332344e81b1379bcc1913c, - type: 3} - m_PrefabInstance: {fileID: 8791071917882425571} - m_PrefabAsset: {fileID: 0} From f23ea613789099e5b492c8f03c81e24dd56be91b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Olivier=20Carr=C3=A8re?= Date: Fri, 29 Nov 2024 23:45:49 +0000 Subject: [PATCH 08/52] docg-5264: Update AxF-material-inspector-reference Update AxF-material-inspector-reference https://jira.unity3d.com/browse/DOCG-5264 --- .../Documentation~/AxF-material-inspector-reference.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/AxF-material-inspector-reference.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/AxF-material-inspector-reference.md index 3fbae4836fb..2c95d399062 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/AxF-material-inspector-reference.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/AxF-material-inspector-reference.md @@ -4,7 +4,7 @@ The AxF Shader allows you to render X-Rite AxF materials in the High Definition ![](Images/AxFShader1.png) -To translate AxF file data into Material properties and data that HDRP's AxF Shader can understand and render, Unity uses the **AxF Importer** package. You are not required to use the importer and can instead use the Inspector to assign values yourself. However, the AxF Shader is specifically designed to work with data the AxF Importer translates from AxF files. Unity currently does not provide a method to author certain Assets that AxF Materials rely on to accurately portray the real-world material they represent. This means that, if you create the AxF Material manually, you may not be able to reproduce certain results available from an imported AxF file. +To translate AxF file data into Material properties and data that HDRP's AxF Shader can understand and render, you can use a custom AxF Importer. Unity's Industry Partner Advisors (available only for Unity Industry or ISS customers) can also deliver the unsupported **AxF Importer package** upon request. You are not required to use the importer and can instead use the Inspector to assign values yourself. However, the AxF Shader is specifically designed to work with data the AxF Importer translates from AxF files. Unity currently does not provide a method to author certain Assets that AxF Materials rely on to accurately portray the real-world material they represent. This means that, if you create the AxF Material manually, you may not be able to reproduce certain results available from an imported AxF file. ## Importing and Creating an AxF Material From 1a1b0aa0aef7e8bda985738a4016d16c5c6c8eff Mon Sep 17 00:00:00 2001 From: Mark Green Date: Fri, 29 Nov 2024 23:46:42 +0000 Subject: [PATCH 09/52] Graphics docs feedback fixes November 2024 (part 5) Part 5 of minor fixes from feedback tickets Jira tickets: - https://jira.unity3d.com/browse/DOCG-5817 - clarify micro shadows - https://jira.unity3d.com/browse/DOCG-4913 - update HDRP platforms list - https://jira.unity3d.com/browse/DOCG-6059 - add links about emission - https://jira.unity3d.com/browse/DOCG-4999 - move OpenVR to correct place - https://jira.unity3d.com/browse/DOCG-5669 - remove incorrect paragraph about contact shadows --- .../Documentation~/Override-Contact-Shadows.md | 2 -- .../Documentation~/Override-Micro-Shadows.md | 4 +++- .../Documentation~/System-Requirements.md | 2 -- .../Documentation~/configure-hdrp-for-virtual-reality.md | 2 +- 4 files changed, 4 insertions(+), 6 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md index 16b9180acbb..beeb0b453ca 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md @@ -30,8 +30,6 @@ Enable the following properties: You can enable Contact Shadows on a per Light basis for Directional, Point, and Spot Lights. Tick the **Enable** checkbox under the **Contact Shadows** drop-down in the **Shadows** section of each Light to indicate that HDRP should calculate Contact Shadows for that Light. -Only one Light can cast Contact Shadows at a time. This means that, if you have more than one Light that casts Contact Shadows visible on the screen, only the dominant Light renders Contact Shadows. HDRP chooses the dominant Light using the screen space size of the Light’s bounding box. A Directional Light that casts Contact Shadows is always the dominant Light. - **Note**: A Light casts Contact Shadows for every Mesh Renderer that uses a Material that writes to the depth buffer. This is regardless of whether you enable or disable the **Cast Shadows** property on the Mesh Renderer. This means that you can disable **Cast Shadows** on small GameObjects/props and still have them cast Contact Shadows. This is good if you do not want HDRP to render these GameObjects in shadow maps. If you do not want this behavior, use Shader Graph to author a Material that does not write to the depth buffer. [!include[](snippets/volume-override-api.md)] diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md index 8255ab5c01e..08f2193adc2 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md @@ -1,6 +1,8 @@ # Micro Shadows -Micro shadows are shadows that the High Definition Render Pipeline (HDRP) simulates for small details embedded in the Material of a GameObject, but not in its Mesh geometry. HDRP uses the details from the normal map and the ambient occlusion map to estimate the shadows those maps would cast if they were Meshes. +Micro shadows are shadows that the High Definition Render Pipeline (HDRP) simulates for small details embedded in the Material of a GameObject, but not in its Mesh geometry. + +HDRP uses the details from the normal map, the ambient occlusion map, and specular occlusion to estimate the shadows those details would cast if they were meshes. In this image, the different layers of details in the Material shadow each other. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md index 66168864d51..495c8368f44 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md @@ -33,8 +33,6 @@ For more information, see [System requirements for Unity](https://docs.unity3d.c HRDP is compatible with the following platforms: - Windows and Windows Store, with DirectX 11 or DirectX 12 and Shader Model 5.0 -- Google - - Stadia - Sony - PlayStation 4 - PlayStation 5 diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/configure-hdrp-for-virtual-reality.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/configure-hdrp-for-virtual-reality.md index b7c1de80f26..a9fd5ec093b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/configure-hdrp-for-virtual-reality.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/configure-hdrp-for-virtual-reality.md @@ -17,9 +17,9 @@ You can also watch the presentation from Unite Copenhagen (October 2019) to lear * **PC with DX11/DX12/Vulkan**: * Oculus Rift & Rift S (Oculus XR Plugin, Windows 10 and 11, DirectX 11, DirectX 12, Vulkan) * Windows Mixed Reality (Windows XR Plugin, Windows 10 and 11, DirectX 11, DirectX 12, Vulkan) + * OpenVR * **PS4** and **PS5**: * PlayStationVR - * Open VR* **Note**: Valve is currently developing their OpenVR Unity XR plugin for 2019.3 and beyond. For more information, refer to [XR Plugin Architecture](https://docs.unity3d.com/Manual/XRPluginArchitecture.html). From 769e0e36cc50d258b493a9060f5f3fbf11dd9646 Mon Sep 17 00:00:00 2001 From: Ionut Nedelcu Date: Fri, 29 Nov 2024 23:47:08 +0000 Subject: [PATCH 10/52] [HDRP] Reenable 3 graphics tests after stability fixes. Reenable **5005_PathTracing_Fog**, **5010_PathTracingAlpha** and **5016_PathTracingTiledRendering** after https://github.cds.internal.unity3d.com/unity/unity/pull/52064 --- .../ProjectSettings/EditorBuildSettings.asset | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset b/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset index 6e4404c0054..c80fdd43141 100644 --- a/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset @@ -407,6 +407,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/5004_PathTracing_arealight.unity guid: 0bd00ddb543475c41bdd787c636d904f + - enabled: 1 + path: Assets/Scenes/5005_PathTracing_Fog.unity + guid: 9f38d7cbc64ad534485db5107427e269 - enabled: 1 path: Assets/Scenes/5006_PathTracing_DoFVolume.unity guid: c163eeeb7af1c194590ab367fb84a376 @@ -425,6 +428,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/5009_PathTracing_FabricMaterial.unity guid: a3bbd23b214970c48b64c949a4bf476b + - enabled: 1 + path: Assets/Scenes/5010_PathTracingAlpha.unity + guid: 99680d74d8a49be44bd19065fae3d569 - enabled: 1 path: Assets/Scenes/5011_PathTracing_ShadowMatte.unity guid: a2a018bd807332e419183347eebc8a0c @@ -440,6 +446,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/5015_PathTracing_DoFCamera.unity guid: 9fc75d906f08e784ab1183b8153659f0 + - enabled: 1 + path: Assets/Scenes/5016_PathTracingTiledRendering.unity + guid: 02397f4078a0d654d8441ef84f750cc5 - enabled: 1 path: Assets/Scenes/5017_PathTracing_Decals.unity guid: 4ebed9008822d1949be7a2e7aeaf6a5f From 104a37d128a719e20b498831102634c90622bd97 Mon Sep 17 00:00:00 2001 From: Reach Platform Support Date: Fri, 29 Nov 2024 23:48:25 +0000 Subject: [PATCH 11/52] [Port] [Forward] [UUM-83862] Fix sorting the Reflection Probe by resolution. Jira : [UUM-83862](https://jira.unity3d.com/browse/UUM-83862) The 'resolution' field of the Reflection Probe is an integer, but it is displayed as an enum value (256, 512, etc.). When comparing two resolution values, they should be treated as integers, but they were being treated as enum values. --- .../Editor/LightExplorer.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs b/Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs index 48d224f632c..eaa02204b6f 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/LightExplorer.cs @@ -51,6 +51,10 @@ protected override LightingExplorerTableColumn[] GetReflectionProbeColumns() new LightingExplorerTableColumn(LightingExplorerTableColumn.DataType.Enum, Styles.Resolution, "m_Resolution", 100, (r, prop, dep) => { EditorGUI.IntPopup(r, prop, Styles.ReflectionProbeSizeTitles, Styles.ReflectionProbeSizeValues, GUIContent.none); + }, + (lhs, rhs) => + { + return lhs.intValue.CompareTo(rhs.intValue); }), // 4: Probe Resolution new LightingExplorerTableColumn(LightingExplorerTableColumn.DataType.Float, Styles.ShadowDistance, "m_ShadowDistance", 100), // 5: Shadow Distance new LightingExplorerTableColumn(LightingExplorerTableColumn.DataType.Float, Styles.NearPlane, "m_NearClip", 70), // 6: Near Plane From 187a5f786c8211b667d84013326646f5b34e27aa Mon Sep 17 00:00:00 2001 From: Pavlos Mavridis Date: Mon, 2 Dec 2024 22:17:07 +0000 Subject: [PATCH 12/52] APV bug fixes Memory corruption / crashes when releasing APV data: https://jira.unity3d.com/browse/UUM-76437 --- .../Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs | 2 +- .../Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs | 3 ++- .../Lighting/ProbeVolume/ProbeVolumePerSceneData.cs | 7 +++++++ 3 files changed, 10 insertions(+), 2 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs index fca2f9f3be1..8aaa605c3c5 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs @@ -1015,7 +1015,7 @@ internal bool PrepareAPVBake() if (AdaptiveProbeVolumes.partialBakeSceneList.Count == activeSet.sceneGUIDs.Count) AdaptiveProbeVolumes.partialBakeSceneList = null; - if (ProbeReferenceVolume.instance.supportLightingScenarios && !activeSet.m_LightingScenarios.Contains(activeSet.lightingScenario)) + if (ProbeReferenceVolume.instance.supportLightingScenarios && !activeSet.m_LightingScenarios.Contains(activeSet.lightingScenario) && activeSet.m_LightingScenarios.Count > 0) activeSet.SetActiveScenario(activeSet.m_LightingScenarios[0], false); // Layout has changed and is incompatible. diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs index e32a7070b43..a9eadd77de4 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs @@ -1379,7 +1379,7 @@ internal void AddPendingSceneRemoval(string sceneGUID) { if (m_PendingScenesToBeLoaded.ContainsKey(sceneGUID)) m_PendingScenesToBeLoaded.Remove(sceneGUID); - if (m_ActiveScenes.Contains(sceneGUID)) + if (m_ActiveScenes.Contains(sceneGUID) && m_CurrentBakingSet != null) m_PendingScenesToBeUnloaded.TryAdd(sceneGUID, m_CurrentBakingSet.GetSceneCellIndexList(sceneGUID)); } @@ -1546,6 +1546,7 @@ static internal int GetNumberOfBricksAtSubdiv(IndirectionEntryInfo entryInfo) /// public void PerformPendingOperations() { + #if UNITY_EDITOR checksDuringBakeAction?.Invoke(); #endif diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs index a1132b5ce2e..639f3087436 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs @@ -76,6 +76,13 @@ internal void QueueSceneLoading() if (serializedBakingSet == null) return; + #if UNITY_EDITOR + // Check if we are trying to load APV data for a scene which has not enabled APV (or it was removed) + var bakedData = serializedBakingSet.GetSceneBakeData(sceneGUID); + if (bakedData != null && bakedData.hasProbeVolume == false) + return; + #endif + var refVol = ProbeReferenceVolume.instance; refVol.AddPendingSceneLoading(sceneGUID, serializedBakingSet); } From a1793321e8d7a5c3bd5cb65f2d33935953db31dc Mon Sep 17 00:00:00 2001 From: Mark Green Date: Mon, 2 Dec 2024 22:17:57 +0000 Subject: [PATCH 13/52] Graphics docs feedback fixes November 2024 (part 8) Part 6 of minor fixes from feedback tickets Jira tickets: - https://jira.unity3d.com/browse/DOCG-5988 - add shader profiler marker - https://jira.unity3d.com/browse/DOCG-4938 - fix typo in deferred - https://jira.unity3d.com/browse/DOCG-5289 - fix typo in STP - https://jira.unity3d.com/browse/DOCG-6072 - fix typo in SRP intro - https://jira.unity3d.com/browse/DOCG-6230 - remove unnecessary out-of-date screenshot of HDRP Quality settings - https://jira.unity3d.com/browse/DOCG-6229 - fix link in Volumetric Clouds docs - https://jira.unity3d.com/browse/DOCG-6237 - fix link in HDRP ray tracing docs - https://jira.unity3d.com/browse/DOCG-5647 - remove unnecessary out-of-date screenshot of Lighting Explorer and update text - https://jira.unity3d.com/browse/DOCG-5131 - fix typo in Fullscreen Blit docs - https://jira.unity3d.com/browse/DOCG-4958 - remove mention of prefabs on Sub Emitters module reference page - https://jira.unity3d.com/browse/DOCG-5238 - remove Non Power Of 2 setting wrongly included on Sprite texture page - https://jira.unity3d.com/browse/DOCG-5957 - correct 'Forward' to 'Forward and Forward+' - https://jira.unity3d.com/browse/DOCG-6093 - fix type on SSAO page - https://jira.unity3d.com/browse/DOCG-5381 - add screenshot of Rendering Debugger overlay in Play mode - https://jira.unity3d.com/browse/DOCG-5373 - replace null conditional / coalesce in custom fall-off code example - https://jira.unity3d.com/browse/DOCG-5697 - remove link to Projector samples that no longer exist - https://jira.unity3d.com/browse/DOCG-5453 - remove out-of-date sentence on Access material properties in a script - https://jira.unity3d.com/browse/DOCG-6150 - fix typo on Compute Shader page --- .../Documentation~/Forward-And-Deferred-Rendering.md | 2 +- .../Documentation~/Frame-Settings.md | 2 -- .../Documentation~/HDRP-Asset.md | 2 +- .../Documentation~/create-a-fullscreen-material.md | 2 +- .../Documentation~/create-realistic-clouds-volumetric-clouds.md | 2 +- .../Documentation~/ray-tracing.md | 2 +- 6 files changed, 5 insertions(+), 7 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md index 97a5e5faa2d..0028df44a39 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md @@ -46,7 +46,7 @@ Forward and Deferred rendering both implement the same features, but the quality ## Differences between Forward and Deferred rendering in HDRP -| **Feature** | **Forward Rendering** | **Defferred** | +| **Feature** | **Forward Rendering** | **Deferred** | |---|---|---| | **Normal shadow bias** | HDRP uses the geometric normal (the vertex normal) of the Material for shadow bias, so Forward Rendering produces fewer shadow artifacts. | HDRP uses the pixel normal of the Material for shadow bias, so Deferred Rendering produces more shadow artifacts. | | **Emissive Color** | Ambient Occlusion doesn't affect Emissive Color. | Ambient Occlusion affects Emissive Color due to technical constraints. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md index 7bd7e208da9..81fa4ca9387 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md @@ -4,8 +4,6 @@ Frame Settings are settings HDRP uses to render Cameras, real-time, baked, and c You can set the default values for Frame Settings for each of these three individually from within the [HDRP Graphics settings window](Default-Settings-Window.md). -![](Images/FrameSettings1.png) - To make Cameras and Reflection Probes use their respective default values for Frame Settings, disable the **Custom Frame Settings** checkbox under the **General** settings of Cameras or under **Capture Settings** of Reflection Probes. You can override the default value of a Frame Setting on a per component basis. Enable the **Custom Frame Settings** checkbox to set specific Frame Settings for individual Cameras and Reflection Probes. This exposes the Frame Settings Override which gives you access to the same settings as within the HDRP Global Settings. Edit the settings within the Frame Settings Override to create a Frame Settings profile for an individual component. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md index f4b4934a2eb..dab7fe67b66 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md @@ -62,7 +62,7 @@ These settings control the draw distance and resolution of the decals atlas that | **-- Use Optimal Settings** | Enable the checkbox to make DLSS control the Sharpness and Screen Percentage automatically. | | **-- Sharpness** | Controls how the DLSS upsampler renders edges on the image. More sharpness usually means more contrast and a clearer image but can increase flickering and fireflies. Unity ignores this property if you enable **Use Optimal Settings**. | | **- Dynamic Resolution Type** | Use the drop-down to select the type of dynamic resolution HDRP uses:
• **Software**: This option allocates render targets to accommodate the maximum resolution possible, then rescales the viewport accordingly. This allows the viewport to render at varying resolutions.
• **Hardware**: This option treats the render targets, up until the back buffer, as if they are all the scaled size. This means HDRP clears the render targets faster. | -| **- Upscale Filter** | Use the drop-down to select the filter that HDRP uses for upscaling (unless overridden by user via script). The options are:
• **Catmull-Rom**: A bicubic upsample with 4 taps.
• **Contrast Adaptive Sharpen**: An ultra sharp upsample. This option is not meant for screen percentages less than 50% and still sharpens when you set the screen percentage to 100%. It uses **FidelityFX (CAS) AMD™**.
• **FidelityFX Super Resolution 1.0 AMD™**: A spatial super-resolution technology that leverages cutting-edge algorithms to produce impressive upscaling quality at very fast performance.
• **TAA Upscale**: A temporal anti-aliasing upscaler that uses information from previous frames to produce high-quality visuals.
• **Scalable Temporal Post-Processing (STP)**: A low-overhead spatio-temporal anti-aliasing upscaler that attempts to produce sharp visuals at scaling factors as low as 50%. | +| **- Upscale Filter** | Use the drop-down to select the filter that HDRP uses for upscaling (unless overridden by user via script). The options are:
• **Catmull-Rom**: A bicubic upsample with 4 taps.
• **Contrast Adaptive Sharpen**: An ultra sharp upsample. This option is not meant for screen percentages less than 50% and still sharpens when you set the screen percentage to 100%. It uses **FidelityFX (CAS) AMD™**.
• **FidelityFX Super Resolution 1.0 AMD™**: A spatial super-resolution technology that leverages cutting-edge algorithms to produce impressive upscaling quality at very fast performance.
• **TAA Upscale**: A temporal anti-aliasing upscaler that uses information from previous frames to produce high-quality visuals.
• **Spatial-Temporal Post-processing (STP)**: A low-overhead spatio-temporal anti-aliasing upscaler that attempts to produce sharp visuals at scaling factors as low as 50%. | | **- Use Mip Bias** | Apply a negative bias on the texture samplers of deferred, opaque and transparent passes. This improves detail on textures but increases the texture fetching cost. Cost varies per platform. | | **- Minimum Screen Percentage** | The minimum screen percentage that dynamic resolution can reach. | | **- Maximum Screen Percentage** | The maximum screen percentage that dynamic resolution can reach. This value must be higher than the **Min Screen Percentage**. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fullscreen-material.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fullscreen-material.md index 96337127347..ffabede8603 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fullscreen-material.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fullscreen-material.md @@ -70,7 +70,7 @@ To set a source material for the `Blit()` command to use in shader graph: 5. In **Node Settings**, enable the **Exposed** toggle so `Blit()`can bind the texture. 4. Drag the **MainTex** node into your shader graph. 5. Press the Spacebar to open the **Create Node** window -6. In the **Create Node** window, search for the **Texture 2D Array** node and select it to create it in your scene. +6. In the **Create Node** window, search for the **Sample Texture 2D Array** node and select it to create it in your scene. 7. Connect the **MainTex** node to the **Texture Array** port of the **Sample Texture 2D Array** node. 8. Connect the **RBGA** output port of the **Sample Texture 2D Array** to the **Base Color** block in the **Fragment** context. 9. `Blit()` automatically binds the source texture inside the `_MainTex` property. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-realistic-clouds-volumetric-clouds.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-realistic-clouds-volumetric-clouds.md index 25666f40ccb..7ad835a9d3f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-realistic-clouds-volumetric-clouds.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-realistic-clouds-volumetric-clouds.md @@ -10,7 +10,7 @@ The [**Volumetric Clouds** Volume component override](volumetric-clouds-volume-o [!include[](snippets/Volume-Override-Enable-Override.md)] -* In your [HDRP Asset](HDRP Asset) go to **Lighting > Volumetrics > Volumetric Clouds**. +* In your [HDRP Asset](HDRP-Asset.md) go to **Lighting > Volumetrics > Volumetric Clouds**. * In your [Frame Settings](Frame-Settings.md) go to **Lighting > Volumetric Clouds**. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/ray-tracing.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/ray-tracing.md index 5bed93ad65b..2d2b85cd127 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/ray-tracing.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/ray-tracing.md @@ -16,4 +16,4 @@ Use ray tracing to create realistic lighting and access other data in a scene th - [Path tracing reference](reference-path-tracing.md) - [Recursive rendering override reference](reference-recursive-rendering.md) -- [Ray Tracing Settings reference](reference-ray-tracing-settings.md \ No newline at end of file +- [Ray Tracing Settings reference](reference-ray-tracing-settings.md) \ No newline at end of file From 2ffbc961a06f59409503aab9582907b583baac41 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Olivier=20Carr=C3=A8re?= Date: Mon, 2 Dec 2024 22:18:09 +0000 Subject: [PATCH 14/52] docg-4941: document Hair Master Stack Shader graph Fragments document Hair Master Stack Shader graph Fragments https://jira.unity3d.com/browse/DOCG-4941 --- .../hair-master-stack-reference.md | 55 ++++++++++--------- 1 file changed, 28 insertions(+), 27 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/hair-master-stack-reference.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/hair-master-stack-reference.md index 094239dcda9..60086f16791 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/hair-master-stack-reference.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/hair-master-stack-reference.md @@ -151,9 +151,9 @@ This Master Stack material type adds all its Vertex Blocks to the Vertex Context ### Fragment Context -#### Default +Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add the following blocks to the Fragment Context. -When you create a new Hair Master Stack, the Fragment Context contains the following Blocks by default: +# Approximate hair Material Type @@ -164,25 +164,28 @@ When you create a new Hair Master Stack, the Fragment Context contains the follo [!include[](snippets/shader-graph-blocks/base-color.md)] -[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)] +[!include[](snippets/shader-graph-blocks/specular-tint.md)] +[!include[](snippets/shader-graph-blocks/secondary-specular-tint.md)] [!include[](snippets/shader-graph-blocks/bent-normal.md)] +[!include[](snippets/shader-graph-blocks/secondary-specular-shift.md)] +[!include[](snippets/shader-graph-blocks/specular-shift.md)] [!include[](snippets/shader-graph-blocks/hair-strand-direction.md)] -[!include[](snippets/shader-graph-blocks/transmittance.md)] -[!include[](snippets/shader-graph-blocks/rim-transmission-intensity.md)] -[!include[](snippets/shader-graph-blocks/smoothness.md)] +[!include[](snippets/shader-graph-blocks/secondary-smoothness.md)] [!include[](snippets/shader-graph-blocks/ambient-occlusion.md)] +[!include[](snippets/shader-graph-blocks/smoothness.md)] [!include[](snippets/shader-graph-blocks/alpha.md)] -[!include[](snippets/shader-graph-blocks/specular-tint.md)] -[!include[](snippets/shader-graph-blocks/specular-shift.md)] -[!include[](snippets/shader-graph-blocks/secondary-specular-tint.md)] -[!include[](snippets/shader-graph-blocks/secondary-specular-shift.md)] [!include[](snippets/shader-graph-blocks/emission.md)] +[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)] +[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)] +[!include[](snippets/shader-graph-blocks/depth-offset.md)] +[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)] +[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)] +[!include[](snippets/shader-graph-blocks/transmittance.md)] +[!include[](snippets/shader-graph-blocks/rim-transmission-intensity.md)]
-#### Relevant - -Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add the following blocks to the Fragment Context: +# Physical Material Type @@ -192,22 +195,20 @@ Depending on the [Graph Settings](#graph-settings) you use, Shader Graph can add -[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)] -[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-postpass.md)] -[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)] -[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)] -[!include[](snippets/shader-graph-blocks/baked-back-gi.md)] -[!include[](snippets/shader-graph-blocks/baked-gi.md)] -[!include[](snippets/shader-graph-blocks/depth-offset.md)] -[!include[](snippets/shader-graph-blocks/normal-object-space.md)] -[!include[](snippets/shader-graph-blocks/normal-world-space.md)] -[!include[](snippets/shader-graph-blocks/specular-aa-screen-space-variance.md)] -[!include[](snippets/shader-graph-blocks/specular-aa-threshold.md)] -[!include[](snippets/shader-graph-blocks/specular-occlusion.md)] +[!include[](snippets/shader-graph-blocks/base-color.md)] +[!include[](snippets/shader-graph-blocks/bent-normal.md)] +[!include[](snippets/shader-graph-blocks/hair-strand-direction.md)] +[!include[](snippets/shader-graph-blocks/ambient-occlusion.md)] +[!include[](snippets/shader-graph-blocks/smoothness.md)] +[!include[](snippets/shader-graph-blocks/emission.md)] +[!include[](snippets/shader-graph-blocks/normal-tangent-space.md)] +[!include[](snippets/shader-graph-blocks/alpha.md)] [!include[](snippets/shader-graph-blocks/smoothness-radial.md)] [!include[](snippets/shader-graph-blocks/cuticle-angle.md)] -[!include[](snippets/shader-graph-blocks/strand-count-probe.md)] -[!include[](snippets/shader-graph-blocks/strand-shadow-bias.md)] +[!include[](snippets/shader-graph-blocks/alpha-clip-threshold.md)] +[!include[](snippets/shader-graph-blocks/depth-offset.md)] +[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-shadow.md)] +[!include[](snippets/shader-graph-blocks/alpha-clip-threshold-depth-prepass.md)]
Default Value
From e2d320472513fd496c742434b3bde89a40e9dcc1 Mon Sep 17 00:00:00 2001 From: Ludovic Theobald Date: Tue, 3 Dec 2024 15:39:47 +0000 Subject: [PATCH 15/52] [VFX] Compilation Optimisation - Generate less DXR related code when not needed This PR enables the shader generation to skip DXR related code when not needed, i.e. when the Enable Ray Tracing flag is disabled on the output. This results is smaller generated shaders. Example diff when using a ShaderGraph output : (14816 vs 11539 lines) ![image](https://media.github.cds.internal.unity3d.com/user/2768/files/d1e139cc-75f0-4b9f-bfe9-12e32ec03ca5) --- .../Lit/ShaderGraph/HDLitSubTarget.cs | 2 +- .../ShaderGraph/Templates/ShaderPass.template | 2 +- .../DXR/Lit/IntersectionFunctions.template | 2 +- .../DXR/Unlit/IntersectionFunctions.template | 2 +- .../VFXConfigPlanarPrimitive.template.hlsl | 83 +------------------ .../VFXConfigRaytracing.template.hlsl | 81 ++++++++++++++++++ .../VFXConfigRaytracing.template.hlsl.meta | 3 + .../Editor/ShaderGraph/VFXSubTarget.cs | 5 ++ .../Shaders/VFXRayTracingCommon.hlsl | 0 .../Shaders/VFXRayTracingCommon.hlsl.meta | 0 10 files changed, 94 insertions(+), 86 deletions(-) create mode 100644 Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigRaytracing.template.hlsl create mode 100644 Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigRaytracing.template.hlsl.meta rename Packages/{com.unity.render-pipelines.high-definition/Runtime/VFXGraph => com.unity.visualeffectgraph}/Shaders/VFXRayTracingCommon.hlsl (100%) rename Packages/{com.unity.render-pipelines.high-definition/Runtime/VFXGraph => com.unity.visualeffectgraph}/Shaders/VFXRayTracingCommon.hlsl.meta (100%) diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs index 04b1797e64c..ac6a03af39b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs @@ -61,7 +61,7 @@ protected override SubShaderDescriptor GetSubShaderDescriptor() descriptor.passes.Add(HDShaderPasses.GenerateLitDepthOnly(TargetsVFX(), systemData.tessellation)); descriptor.passes.Add(HDShaderPasses.GenerateGBuffer(TargetsVFX(), systemData.tessellation)); descriptor.passes.Add(HDShaderPasses.GenerateLitForward(TargetsVFX(), systemData.tessellation)); - if (!systemData.tessellation) // Raytracing don't support tessellation neither VFX + if (!systemData.tessellation && supportRaytracing) // Raytracing don't support tessellation descriptor.passes.Add(HDShaderPasses.GenerateLitRaytracingPrepass()); return descriptor; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template index 1c23a0e1328..a495b07ff58 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Templates/ShaderPass.template @@ -394,7 +394,7 @@ Pass #if !defined(SHADER_STAGE_RAY_TRACING) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl" #else - $features.graphVFX: $include("IntersectionShader.template.hlsl") + $features.graphVFX: $RaytracingVFX: $include("IntersectionShader.template.hlsl") #endif #endif diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Lit/IntersectionFunctions.template b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Lit/IntersectionFunctions.template index a18cbf4bcf3..c481d57ba03 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Lit/IntersectionFunctions.template +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Lit/IntersectionFunctions.template @@ -1,5 +1,5 @@ // Needs to be included after the VFX includes - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXRayTracingCommon.hlsl" + #include "Packages/com.unity.visualeffectgraph/Shaders/VFXRayTracingCommon.hlsl" // Visibility function required for the intersection shader bool AABBPrimitiveIsVisible(RayTracingProceduralData rtProceduralData, float2 uv) { diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Unlit/IntersectionFunctions.template b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Unlit/IntersectionFunctions.template index aa26e18d82d..34a5752b81e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Unlit/IntersectionFunctions.template +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Unlit/IntersectionFunctions.template @@ -1,5 +1,5 @@ // Needs to be included after the VFX includes - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXRayTracingCommon.hlsl" + #include "Packages/com.unity.visualeffectgraph/Shaders/VFXRayTracingCommon.hlsl" // Visibility function required for the intersection shader bool AABBPrimitiveIsVisible(RayTracingProceduralData rtProceduralData, float2 uv) { diff --git a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigPlanarPrimitive.template.hlsl b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigPlanarPrimitive.template.hlsl index 1cbcb3e5501..b72648b5659 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigPlanarPrimitive.template.hlsl +++ b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigPlanarPrimitive.template.hlsl @@ -143,86 +143,5 @@ bool GetMeshAndElementIndex(inout VFX_SRP_ATTRIBUTES input, inout AttributesElem #if defined(SHADER_STAGE_RAY_TRACING) - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXRayTracingCommon.hlsl" - - void GetVFXInstancingIndices(out int index, out int instanceIndex, out int instanceActiveIndex) - { - #ifdef VFX_RT_DECIMATION_FACTOR - int rayTracingDecimationFactor = VFX_RT_DECIMATION_FACTOR; - #else - int rayTracingDecimationFactor = 1; - #endif - index = PrimitiveIndex() * rayTracingDecimationFactor; - instanceIndex = asuint(_InstanceIndex); - instanceActiveIndex = asuint(_InstanceActiveIndex); - VFXGetInstanceCurrentIndex(index); - } - - float GetVFXVertexDisplacement(int index, float3 currentWS, float3 inputVertexPosition, uint currentFrameIndex) - { - float displacement = 0.0; - #if VFX_FEATURE_MOTION_VECTORS - uint elementToVFXBaseIndex = index * 13; - uint previousFrameIndex = elementToVFXBufferPrevious.Load(elementToVFXBaseIndex++ << 2); - if (currentFrameIndex - previousFrameIndex == 1u) //if (dot(previousElementToVFX[0], 1) != 0) - { - float4x4 previousElementToVFX = (float4x4)0; - previousElementToVFX[3] = float4(0,0,0,1); - UNITY_UNROLL - for (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow) - { - uint4 read = elementToVFXBufferPrevious.Load4((elementToVFXBaseIndex + itIndexMatrixRow * 4) << 2); - previousElementToVFX[itIndexMatrixRow] = asfloat(read); - } - float3 previousWS = TransformPreviousVFXPositionToWorld(mul(previousElementToVFX, float4(inputVertexPosition, 1.0f)).xyz); - displacement = length(currentWS - previousWS); - } - #endif - return displacement; - } - - void BuildFragInputsFromVFXIntersection(AttributeData attributeData, out FragInputs output, out uint outCurrentFrameIndex) - { - uint index, instanceIndex, instanceActiveIndex; - GetVFXInstancingIndices(index, instanceIndex, instanceActiveIndex); - #if VFX_USE_GRAPH_VALUES - $splice(VFXLoadGraphValues) - #endif - - InternalAttributesElement attributes; - ZERO_INITIALIZE(InternalAttributesElement, attributes); - $splice(VFXLoadAttribute) - $splice(VFXProcessBlocks) - - float3 size3 = GetElementSizeRT(attributes -#if VFX_USE_GRAPH_VALUES - , graphValues -#endif - ); - - float3 rayDirection = WorldRayDirection(); - output.positionSS = float4(0.0, 0.0, 0.0, 0.0); - output.positionRWS = WorldRayOrigin() + rayDirection * RayTCurrent(); - output.texCoord0 = float4(attributeData.barycentrics,0,0); - output.texCoord1 = float4(attributeData.barycentrics,0,0); - output.texCoord2 = float4(attributeData.barycentrics,0,0); - output.texCoord3 = float4(attributeData.barycentrics,0,0); - - output.color = float4(attributes.color, attributes.alpha); - - // Compute the world space normal - float3 normalWS = normalize(-WorldToPrimitive(attributes, size3)[2].xyz); - float3 tangentWS = normalize(WorldToPrimitive(attributes, size3)[0].xyz); - output.tangentToWorld = CreateTangentToWorld(normalWS, tangentWS, /*sign(currentVertex.tangentOS.w)*/1); - - output.isFrontFace = dot(rayDirection, output.tangentToWorld[2]) < 0.0f; - - $splice(VFXSetFragInputsRT) - - #if VFX_FEATURE_MOTION_VECTORS - $splice(VFXLoadCurrentFrameIndexParameter) - outCurrentFrameIndex = currentFrameIndex; - #endif - } - +$RaytracingVFX: $include("VFXConfigRaytracing.template.hlsl") #endif diff --git a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigRaytracing.template.hlsl b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigRaytracing.template.hlsl new file mode 100644 index 00000000000..dd27632cab1 --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigRaytracing.template.hlsl @@ -0,0 +1,81 @@ +#include "Packages/com.unity.visualeffectgraph/Shaders/VFXRayTracingCommon.hlsl" + +void GetVFXInstancingIndices(out int index, out int instanceIndex, out int instanceActiveIndex) +{ + #ifdef VFX_RT_DECIMATION_FACTOR + int rayTracingDecimationFactor = VFX_RT_DECIMATION_FACTOR; + #else + int rayTracingDecimationFactor = 1; + #endif + index = PrimitiveIndex() * rayTracingDecimationFactor; + instanceIndex = asuint(_InstanceIndex); + instanceActiveIndex = asuint(_InstanceActiveIndex); + VFXGetInstanceCurrentIndex(index); +} + +float GetVFXVertexDisplacement(int index, float3 currentWS, float3 inputVertexPosition, uint currentFrameIndex) +{ + float displacement = 0.0; + #if VFX_FEATURE_MOTION_VECTORS + uint elementToVFXBaseIndex = index * 13; + uint previousFrameIndex = elementToVFXBufferPrevious.Load(elementToVFXBaseIndex++ << 2); + if (currentFrameIndex - previousFrameIndex == 1u) //if (dot(previousElementToVFX[0], 1) != 0) + { + float4x4 previousElementToVFX = (float4x4)0; + previousElementToVFX[3] = float4(0,0,0,1); + UNITY_UNROLL + for (int itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow) + { + uint4 read = elementToVFXBufferPrevious.Load4((elementToVFXBaseIndex + itIndexMatrixRow * 4) << 2); + previousElementToVFX[itIndexMatrixRow] = asfloat(read); + } + float3 previousWS = TransformPreviousVFXPositionToWorld(mul(previousElementToVFX, float4(inputVertexPosition, 1.0f)).xyz); + displacement = length(currentWS - previousWS); + } + #endif + return displacement; +} + +void BuildFragInputsFromVFXIntersection(AttributeData attributeData, out FragInputs output, out uint outCurrentFrameIndex) +{ + uint index, instanceIndex, instanceActiveIndex; + GetVFXInstancingIndices(index, instanceIndex, instanceActiveIndex); + #if VFX_USE_GRAPH_VALUES + $splice(VFXLoadGraphValues) + #endif + + InternalAttributesElement attributes; + ZERO_INITIALIZE(InternalAttributesElement, attributes); + $splice(VFXLoadAttribute) + $splice(VFXProcessBlocks) + + float3 size3 = GetElementSizeRT(attributes +#if VFX_USE_GRAPH_VALUES + , graphValues +#endif + ); + + float3 rayDirection = WorldRayDirection(); + output.positionSS = float4(0.0, 0.0, 0.0, 0.0); + output.positionRWS = WorldRayOrigin() + rayDirection * RayTCurrent(); + output.texCoord0 = float4(attributeData.barycentrics,0,0); + output.texCoord1 = float4(attributeData.barycentrics,0,0); + output.texCoord2 = float4(attributeData.barycentrics,0,0); + output.texCoord3 = float4(attributeData.barycentrics,0,0); + + output.color = float4(attributes.color, attributes.alpha); + + // Compute the world space normal + float3 normalWS = normalize(-WorldToPrimitive(attributes, size3)[2].xyz); + float3 tangentWS = normalize(WorldToPrimitive(attributes, size3)[0].xyz); + output.tangentToWorld = CreateTangentToWorld(normalWS, tangentWS, /*sign(currentVertex.tangentOS.w)*/1); + + output.isFrontFace = dot(rayDirection, output.tangentToWorld[2]) < 0.0f; + + $splice(VFXSetFragInputsRT) + +#if VFX_FEATURE_MOTION_VECTORS + $splice(VFXLoadCurrentFrameIndexParameter) + outCurrentFrameIndex = currentFrameIndex; +#endif +} diff --git a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigRaytracing.template.hlsl.meta b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigRaytracing.template.hlsl.meta new file mode 100644 index 00000000000..1481bb8397d --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigRaytracing.template.hlsl.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: dee2fdaa9f314fe9944eddfef012079f +timeCreated: 1720534604 \ No newline at end of file diff --git a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs index 8adc9827d75..be68b90856c 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/VFXSubTarget.cs @@ -56,6 +56,7 @@ static class VFXFields public const string kTag = "OutputType"; public static FieldDescriptor ParticleMesh = new FieldDescriptor(kTag, "Mesh", "VFX_PARTICLE_MESH 1"); public static FieldDescriptor ParticlePlanarPrimitive = new FieldDescriptor(kTag, "PlanarPrimitive", "VFX_PARTICLE_PLANAR_PRIMITIVE 1"); + public static FieldDescriptor RaytracingVFX = new FieldDescriptor(string.Empty, "RaytracingVFX", string.Empty); } internal static void GetFields(ref TargetFieldContext fieldsContext, VFXContext context) @@ -74,6 +75,10 @@ internal static void GetFields(ref TargetFieldContext fieldsContext, VFXContext fieldsContext.AddField(VFXFields.ParticlePlanarPrimitive); break; } + if (((VFXAbstractParticleOutput)context).isRayTraced && fieldsContext.pass.lightMode.Contains("DXR")) + { + fieldsContext.AddField(VFXFields.RaytracingVFX); + } } enum VFXAttributeType diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXRayTracingCommon.hlsl b/Packages/com.unity.visualeffectgraph/Shaders/VFXRayTracingCommon.hlsl similarity index 100% rename from Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXRayTracingCommon.hlsl rename to Packages/com.unity.visualeffectgraph/Shaders/VFXRayTracingCommon.hlsl diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXRayTracingCommon.hlsl.meta b/Packages/com.unity.visualeffectgraph/Shaders/VFXRayTracingCommon.hlsl.meta similarity index 100% rename from Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXRayTracingCommon.hlsl.meta rename to Packages/com.unity.visualeffectgraph/Shaders/VFXRayTracingCommon.hlsl.meta From 8dd47cb32198d69af799b2e9de85c3397b0e3b14 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Antoine=20Leli=C3=A8vre?= Date: Tue, 3 Dec 2024 15:39:58 +0000 Subject: [PATCH 16/52] Fix color pyramid sampling UV when distortion is enabled Fix shader sampling color pyramid after distortion. + added a new test about all the configuration of color sampling in custom passes at any injection points with dynamic resolution scaling on top of RTHandle scale (simulate multi-camera). ![image](https://media.github.cds.internal.unity3d.com/user/745/files/057175dc-488e-4196-a1f9-892793fc0918) --- .../HDRenderPipeline.RenderGraph.cs | 6 + .../RenderPipeline/HDRenderPipeline.cs | 2 +- .../ShaderLibrary/ShaderVariables.hlsl | 2 +- .../HDRP_Test_Fwd_DRS_Distortion.asset | 565 + .../HDRP_Test_Fwd_DRS_Distortion.asset.meta | 8 + ...leColorBuffer_InjectionPoints_Scaling.meta | 8 + ...eColorBuffer_InjectionPoints_Scaling.unity | 15715 ++++++++++++++++ ...rBuffer_InjectionPoints_Scaling.unity.meta | 7 + .../9703_Background.mat | 303 + .../9703_Background.mat.meta | 8 + .../9703_Distortion.mat | 318 + .../9703_Distortion.mat.meta | 8 + .../9703_HDSampleColor.shadergraph | 1093 ++ .../9703_HDSampleColor.shadergraph.meta | 10 + .../9703_NotSupported.mat | 303 + .../9703_NotSupported.mat.meta | 8 + .../9703_Refraction.mat | 281 + .../9703_Refraction.mat.meta | 8 + .../9703_SampleColor.shadergraph | 965 + .../9703_SampleColor.shadergraph.meta | 10 + .../9703_SampleCustom.shadergraph | 965 + .../9703_SampleCustom.shadergraph.meta | 10 + .../AfterPostProcessBlurs_CustomPassHack.cs | 37 + ...terPostProcessBlurs_CustomPassHack.cs.meta | 2 + .../BeforeTAA_CustomPassHack.cs | 37 + .../BeforeTAA_CustomPassHack.cs.meta | 2 + .../CopyColorToCustom_9703.cs | 12 + .../CopyColorToCustom_9703.cs.meta | 2 + .../CustomPassSampleCameraColor.shader | 111 + .../CustomPassSampleCameraColor.shader.meta | 9 + .../CustomPassSampleCustom.shader | 111 + .../CustomPassSampleCustom.shader.meta | 9 + .../DrawRenderersFromPostProcess.cs | 64 + .../DrawRenderersFromPostProcess.cs.meta | 2 + .../Global Volume Profile.asset | 201 + .../Global Volume Profile.asset.meta | 8 + .../Renderers_CustomPassSampleCameraColor.mat | 32 + ...erers_CustomPassSampleCameraColor.mat.meta | 8 + .../Renderers_CustomPassSampleCustom.mat | 32 + .../Renderers_CustomPassSampleCustom.mat.meta | 8 + .../ResizeCameraBeforeTest.cs | 18 + .../ResizeCameraBeforeTest.cs.meta | 2 + .../Shader Graphs_9703_HDSampleColor.mat | 126 + .../Shader Graphs_9703_HDSampleColor.mat.meta | 8 + .../Shader Graphs_9703_SampleColor.mat | 125 + .../Shader Graphs_9703_SampleColor.mat.meta | 8 + .../Shader Graphs_9703_SampleCustom Green.mat | 108 + ...er Graphs_9703_SampleCustom Green.mat.meta | 8 + .../Shader Graphs_9703_SampleCustom.mat | 108 + .../Shader Graphs_9703_SampleCustom.mat.meta | 8 + .../HDRenderPipelineGlobalSettings.asset | 20 +- .../ProjectSettings/EditorBuildSettings.asset | 3 + 52 files changed, 21824 insertions(+), 8 deletions(-) create mode 100644 Tests/SRPTests/Packages/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Fwd_DRS_Distortion.asset create mode 100644 Tests/SRPTests/Packages/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Fwd_DRS_Distortion.asset.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling.unity create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling.unity.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_Background.mat create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_Background.mat.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_Distortion.mat create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_Distortion.mat.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_HDSampleColor.shadergraph create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_HDSampleColor.shadergraph.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_NotSupported.mat create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_NotSupported.mat.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_Refraction.mat create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_Refraction.mat.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_SampleColor.shadergraph create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_SampleColor.shadergraph.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_SampleCustom.shadergraph create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_SampleCustom.shadergraph.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/AfterPostProcessBlurs_CustomPassHack.cs create mode 100644 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a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index d022a6c991c..06c598e70de 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs @@ -291,6 +291,12 @@ void RecordRenderGraph(RenderRequest renderRequest, }); GenerateColorPyramid(m_RenderGraph, hdCamera, colorBuffer, distortionColorPyramid, FullScreenDebugMode.PreRefractionColorPyramid, distortionRendererList); currentColorPyramid = distortionColorPyramid; + + + // The color pyramid for distortion is not an history, so it need to be sampled appropriate RT handle scale. Thus we need to update it + var newScale = new Vector4(RTHandles.rtHandleProperties.rtHandleScale.x, RTHandles.rtHandleProperties.rtHandleScale.y, 0, 0); + m_ShaderVariablesGlobalCB._ColorPyramidUvScaleAndLimitCurrentFrame = newScale; + PushGlobalCameraParams(m_RenderGraph, hdCamera); } using (new RenderGraphProfilingScope(m_RenderGraph, ProfilingSampler.Get(HDProfileId.Distortion))) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index a0cd5a6d500..6583da32c4a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -1166,7 +1166,7 @@ void UpdateShaderVariablesGlobalCB(HDCamera hdCamera, CommandBuffer cmd) m_ShaderVariablesGlobalCB._SpecularOcclusionBlend = 1.0f; } - m_ShaderVariablesGlobalCB._ColorPyramidUvScaleAndLimitCurrentFrame = HDUtils.ComputeViewportScaleAndLimit(hdCamera.historyRTHandleProperties.currentViewportSize, hdCamera.historyRTHandleProperties.currentViewportSize); + m_ShaderVariablesGlobalCB._ColorPyramidUvScaleAndLimitCurrentFrame = HDUtils.ComputeViewportScaleAndLimit(hdCamera.historyRTHandleProperties.currentViewportSize, hdCamera.historyRTHandleProperties.currentRenderTargetSize); m_ShaderVariablesGlobalCB._ColorPyramidUvScaleAndLimitPrevFrame = HDUtils.ComputeViewportScaleAndLimit(hdCamera.historyRTHandleProperties.previousViewportSize, hdCamera.historyRTHandleProperties.previousRenderTargetSize); ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl index 95ad50d2552..8be2d26bdfc 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl @@ -274,7 +274,7 @@ float3 LoadCameraColor(uint2 pixelCoords, uint lod) float3 SampleCameraColor(float2 uv, float lod) { - return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, lod).rgb; + return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _ColorPyramidUvScaleAndLimitCurrentFrame.xy, lod).rgb; } float3 LoadCameraColor(uint2 pixelCoords) diff --git a/Tests/SRPTests/Packages/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Fwd_DRS_Distortion.asset b/Tests/SRPTests/Packages/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Fwd_DRS_Distortion.asset new file mode 100644 index 00000000000..b9f8753ba82 --- /dev/null +++ b/Tests/SRPTests/Packages/com.unity.testing.hdrp/RP_Assets/HDRP_Test_Fwd_DRS_Distortion.asset 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"m_Position": { + "serializedVersion": "2", + "x": 0.0, + "y": 0.0, + "width": 0.0, + "height": 0.0 + } + }, + "m_Slots": [ + { + "m_Id": "84a463d7f21243f796a9407ed5d2618c" + } + ], + "synonyms": [], + "m_Precision": 0, + "m_PreviewExpanded": true, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + }, + "m_SerializedDescriptor": "SurfaceDescription.BaseColor" +} + diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_SampleCustom.shadergraph.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_SampleCustom.shadergraph.meta new file mode 100644 index 00000000000..e27b0dc4e23 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/9703_SampleCustom.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 5e81f0a627951a24daa279ac6ea8e820 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/AfterPostProcessBlurs_CustomPassHack.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/AfterPostProcessBlurs_CustomPassHack.cs new file mode 100644 index 00000000000..5627f210268 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/AfterPostProcessBlurs_CustomPassHack.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; +using System; + +[Serializable, VolumeComponentMenu("Post-processing/Custom/9703_AfterPostProcessBlurs_CustomPassHack")] +public sealed class AfterPostProcessBlurs_CustomPassHack : CustomPostProcessVolumeComponent, IPostProcessComponent +{ + [Tooltip("Controls the intensity of the effect.")] + public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f); + + public bool IsActive() => intensity.value > 0f; + + // Do not forget to add this post process in the Custom Post Process Orders list (Project Settings > Graphics > HDRP Global Settings). + public override CustomPostProcessInjectionPoint injectionPoint => CustomPostProcessInjectionPoint.AfterPostProcessBlurs; + + public override void Setup() + { + } + + public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination) + { + Blitter.BlitCameraTexture(cmd, source, destination); + + var cp = GameObject.Find("After Post Process Blurs").GetComponent(); + if (cp == null || !cp.enabled) + return; + + CoreUtils.SetRenderTarget(cmd, destination); + foreach (var c in cp.customPasses) + (c as DrawRenderersFromPostProcess).ExecuteFromPostProcess(cmd); + } + + public override void Cleanup() + { + } +} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/AfterPostProcessBlurs_CustomPassHack.cs.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/AfterPostProcessBlurs_CustomPassHack.cs.meta new file mode 100644 index 00000000000..1657f177a69 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/AfterPostProcessBlurs_CustomPassHack.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c75c7c7f395c1ca40bd6bec95e89b864 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/BeforeTAA_CustomPassHack.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/BeforeTAA_CustomPassHack.cs new file mode 100644 index 00000000000..637dc9ee2b6 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/BeforeTAA_CustomPassHack.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; +using System; + +[Serializable, VolumeComponentMenu("Post-processing/Custom/9703_BeforeTAA_CustomPassHack")] +public sealed class BeforeTAA_CustomPassHack : CustomPostProcessVolumeComponent, IPostProcessComponent +{ + [Tooltip("Controls the intensity of the effect.")] + public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f); + + public bool IsActive() => intensity.value > 0f; + + // Do not forget to add this post process in the Custom Post Process Orders list (Project Settings > Graphics > HDRP Global Settings). + public override CustomPostProcessInjectionPoint injectionPoint => CustomPostProcessInjectionPoint.BeforeTAA; + + public override void Setup() + { + } + + public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination) + { + Blitter.BlitCameraTexture(cmd, source, destination); + + CoreUtils.SetRenderTarget(cmd, destination); + var cp = GameObject.Find("Before TAA").GetComponent(); + if (cp == null || !cp.enabled) + return; + + foreach (var c in cp.customPasses) + (c as DrawRenderersFromPostProcess).ExecuteFromPostProcess(cmd); + } + + public override void Cleanup() + { + } +} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/BeforeTAA_CustomPassHack.cs.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/BeforeTAA_CustomPassHack.cs.meta new file mode 100644 index 00000000000..8719803b8bc --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/BeforeTAA_CustomPassHack.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 580a64d9f787be74b9d4758af90a2e1a \ No newline at end of file diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CopyColorToCustom_9703.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CopyColorToCustom_9703.cs new file mode 100644 index 00000000000..efd4da8b871 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CopyColorToCustom_9703.cs @@ -0,0 +1,12 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; + +public class CopyColorToCustom_9703 : CustomPass +{ + protected override void Execute(CustomPassContext ctx) + { + for (int i = 0; i < ctx.cameraColorBuffer.rt.volumeDepth; i++) + ctx.cmd.CopyTexture(ctx.cameraColorBuffer, i, 0, ctx.customColorBuffer.Value, i, 0); + } +} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CopyColorToCustom_9703.cs.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CopyColorToCustom_9703.cs.meta new file mode 100644 index 00000000000..19e2a6306a9 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CopyColorToCustom_9703.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5b1ea02c4bc202e479890ccf6c1dd5c5 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCameraColor.shader b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCameraColor.shader new file mode 100644 index 00000000000..7e0f8a217d1 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCameraColor.shader @@ -0,0 +1,111 @@ +Shader "Renderers/CustomPassSampleCameraColor" +{ + Properties + { + _BlendMode("Blend Mode", Int) = 0 + _Color("Color", Color) = (1, 1, 1, 1) + } + + HLSLINCLUDE + + #pragma target 4.5 + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + + // #pragma enable_d3d11_debug_symbols + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + ENDHLSL + + SubShader + { + Tags{ "RenderPipeline" = "HDRenderPipeline" } + Pass + { + Name "ForwardOnly" + Tags { "LightMode" = "ForwardOnly" } + + Blend Off + ZWrite Off + ZTest LEqual + + Cull Back + + HLSLPROGRAM + + // Toggle the alpha test + #define _ALPHATEST_ON + + // Toggle transparency + // #define _SURFACE_TYPE_TRANSPARENT + + // Toggle fog on transparent + #define _ENABLE_FOG_ON_TRANSPARENT + + // List all the attributes needed in your shader (will be passed to the vertex shader) + // you can see the complete list of these attributes in VaryingMesh.hlsl + #define ATTRIBUTES_NEED_TEXCOORD0 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + + // List all the varyings needed in your fragment shader + #define VARYINGS_NEED_TEXCOORD0 + #define VARYINGS_NEED_TANGENT_TO_WORLD + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + + // Declare properties in the UnityPerMaterial cbuffer to make the shader compatible with SRP Batcher. +CBUFFER_START(UnityPerMaterial) + float _AlphaCutoff; + float _BlendMode; + float4 _Color; +CBUFFER_END + + + #define SHADERPASS SHADERPASS_FORWARD_UNLIT + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VaryingMesh.hlsl" + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMapping.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl" + + // If you need to modify the vertex datas, you can uncomment this code + // Note: all the transformations here are done in object space + // #define HAVE_MESH_MODIFICATION + // AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters) + // { + // input.positionOS += input.normalOS * 0.0001; // inflate a bit the mesh to avoid z-fight + // return input; + // } + + // Put the code to render the objects in your custom pass in this function + void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) + { + // Write back the data to the output structures + ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting + ZERO_INITIALIZE(SurfaceData, surfaceData); + builtinData.opacity = 1; + builtinData.emissiveColor = float3(0, 0, 0); + surfaceData.color = CustomPassSampleCameraColor(posInput.positionNDC.xy, 0) * _Color; + } + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" + + #pragma vertex Vert + #pragma fragment Frag + + ENDHLSL + } + } +} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCameraColor.shader.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCameraColor.shader.meta new file mode 100644 index 00000000000..f8c8b62fa9b --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCameraColor.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9e06002bb8e90c345aa387c8f2aace0d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCustom.shader b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCustom.shader new file mode 100644 index 00000000000..482c524660f --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCustom.shader @@ -0,0 +1,111 @@ +Shader "Renderers/CustomPassSampleCustom" +{ + Properties + { + _BlendMode("Blend Mode", Int) = 0 + _Color("Color", Color) = (1, 1, 1, 1) + } + + HLSLINCLUDE + + #pragma target 4.5 + #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch + + // #pragma enable_d3d11_debug_symbols + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + ENDHLSL + + SubShader + { + Tags{ "RenderPipeline" = "HDRenderPipeline" } + Pass + { + Name "ForwardOnly" + Tags { "LightMode" = "ForwardOnly" } + + Blend Off + ZWrite Off + ZTest LEqual + + Cull Back + + HLSLPROGRAM + + // Toggle the alpha test + #define _ALPHATEST_ON + + // Toggle transparency + // #define _SURFACE_TYPE_TRANSPARENT + + // Toggle fog on transparent + #define _ENABLE_FOG_ON_TRANSPARENT + + // List all the attributes needed in your shader (will be passed to the vertex shader) + // you can see the complete list of these attributes in VaryingMesh.hlsl + #define ATTRIBUTES_NEED_TEXCOORD0 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + + // List all the varyings needed in your fragment shader + #define VARYINGS_NEED_TEXCOORD0 + #define VARYINGS_NEED_TANGENT_TO_WORLD + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + + // Declare properties in the UnityPerMaterial cbuffer to make the shader compatible with SRP Batcher. +CBUFFER_START(UnityPerMaterial) + float _AlphaCutoff; + float _BlendMode; + float4 _Color; +CBUFFER_END + + + #define SHADERPASS SHADERPASS_FORWARD_UNLIT + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VaryingMesh.hlsl" + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMapping.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl" + + // If you need to modify the vertex datas, you can uncomment this code + // Note: all the transformations here are done in object space + // #define HAVE_MESH_MODIFICATION + // AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters) + // { + // input.positionOS += input.normalOS * 0.0001; // inflate a bit the mesh to avoid z-fight + // return input; + // } + + // Put the code to render the objects in your custom pass in this function + void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) + { + // Write back the data to the output structures + ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting + ZERO_INITIALIZE(SurfaceData, surfaceData); + builtinData.opacity = 1; + builtinData.emissiveColor = float3(0, 0, 0); + surfaceData.color = CustomPassSampleCustomColor(posInput.positionNDC.xy) * _Color; + } + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" + + #pragma vertex Vert + #pragma fragment Frag + + ENDHLSL + } + } +} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCustom.shader.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCustom.shader.meta new file mode 100644 index 00000000000..9e64ae7e777 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/CustomPassSampleCustom.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6c1d533af70aeaf478aa499eb561ca94 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/DrawRenderersFromPostProcess.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/DrawRenderersFromPostProcess.cs new file mode 100644 index 00000000000..bdf7c77466b --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/DrawRenderersFromPostProcess.cs @@ -0,0 +1,64 @@ +using UnityEngine; +using UnityEngine.Rendering.HighDefinition; +using UnityEngine.Rendering; + +class DrawRenderersFromPostProcess : CustomPass +{ + public LayerMask layerMask; + CustomPassContext currentFrameContext; + // It can be used to configure render targets and their clear state. Also to create temporary render target textures. + // When empty this render pass will render to the active camera render target. + // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. + // The render pipeline will ensure target setup and clearing happens in an performance manner. + protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) + { + // Setup code here + } + + protected override void Execute(CustomPassContext ctx) + { + currentFrameContext = ctx; + } + + protected override void AggregateCullingParameters(ref ScriptableCullingParameters cullingParameters, HDCamera hdCamera) + { + cullingParameters.cullingMask |= (uint)(int)layerMask; + } + + public void ExecuteFromPostProcess(CommandBuffer cmd) + { + var state = new RenderStateBlock(RenderStateMask.Depth); + state.depthState = new DepthState(true, CompareFunction.LessEqual); + PerObjectData renderConfig = HDUtils.GetRendererConfiguration(currentFrameContext.hdCamera.frameSettings.IsEnabled(FrameSettingsField.AdaptiveProbeVolume), currentFrameContext.hdCamera.frameSettings.IsEnabled(FrameSettingsField.Shadowmask)); + + var forwardShaderTags = new ShaderTagId[] + { + HDShaderPassNames.s_ForwardName, // HD Lit shader + HDShaderPassNames.s_ForwardOnlyName, // HD Unlit shader + HDShaderPassNames.s_SRPDefaultUnlitName, // Cross SRP Unlit shader + HDShaderPassNames.s_EmptyName, // Add an empty slot for the override material + }; + + + var result = new UnityEngine.Rendering.RendererUtils.RendererListDesc(forwardShaderTags, currentFrameContext.cullingResults, currentFrameContext.hdCamera.camera) + { + rendererConfiguration = renderConfig, + renderQueueRange = RenderQueueRange.all, + sortingCriteria = SortingCriteria.CommonTransparent, + overrideMaterial = null, + overrideMaterialPassIndex = 0, + excludeObjectMotionVectors = false, + renderingLayerMask = uint.MaxValue, + layerMask = layerMask, + stateBlock = state, + }; + + var renderCtx = currentFrameContext.renderContext; + CoreUtils.DrawRendererList(currentFrameContext.renderContext, cmd, renderCtx.CreateRendererList(result)); + } + + protected override void Cleanup() + { + // Cleanup code + } +} \ No newline at end of file diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/DrawRenderersFromPostProcess.cs.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/DrawRenderersFromPostProcess.cs.meta new file mode 100644 index 00000000000..81138ad6234 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/DrawRenderersFromPostProcess.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 90d6b43e3a11743438488df99c930150 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/Global Volume Profile.asset b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/Global Volume Profile.asset new file mode 100644 index 00000000000..866f78e499c --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling/Global Volume Profile.asset @@ -0,0 +1,201 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &-1002338332180177579 +MonoBehaviour: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: c75c7c7f395c1ca40bd6bec95e89b864, type: 3} + m_Name: AfterPostProcessBlurs_CustomPassHack + m_EditorClassIdentifier: + active: 1 + intensity: + m_OverrideState: 1 + m_Value: 1 +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} + m_Name: Global Volume Profile + m_EditorClassIdentifier: + components: + - 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skyOcclusionCS: {fileID: 7200000, guid: 798f52ec82fa04048a12826bbbbcf7b4, + skyOcclusionCS: {fileID: -6772857160820960102, guid: 5a2a534753fbdb44e96c3c78b5a6999d, type: 3} - skyOcclusionRT: {fileID: 4807578003741378534, guid: dfaf42b38dd001f49a72d8102b709f29, + skyOcclusionRT: {fileID: -5126288278712620388, guid: 5a2a534753fbdb44e96c3c78b5a6999d, type: 3} - renderingLayerCS: {fileID: 7200000, guid: a63c9cf933e3d8f41ae680a372784ebf, + renderingLayerCS: {fileID: -6772857160820960102, guid: 94a070d33e408384bafc1dea4a565df9, type: 3} - renderingLayerRT: {fileID: 4807578003741378534, guid: c2be09c936362eb49a58f08aeb30627a, + renderingLayerRT: {fileID: -5126288278712620388, guid: 94a070d33e408384bafc1dea4a565df9, type: 3} - rid: 1748197788746514447 type: {class: RenderGraphGlobalSettings, ns: UnityEngine.Rendering, asm: Unity.RenderPipelines.Core.Runtime} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index 21a44737e33..6628724e1d0 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -941,6 +941,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API.unity guid: 3d584f34970fc5c44871961e3178f4ce + - enabled: 1 + path: Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling.unity + guid: 390b18d2a061ccb498f4162587223a5e - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9800_Compositor.unity guid: 708bd21bc204d2342bc1702a5a6de1d3 From 6a357fd1cb58e4aa1c4536da2c8eee9c27cbb9fa Mon Sep 17 00:00:00 2001 From: Kenny Tan Date: Tue, 3 Dec 2024 15:40:05 +0000 Subject: [PATCH 17/52] [6000.1][UUM-86922] Fix clear flags when post processing is used and fix renderer features Fix UUM-86922 --- .../Runtime/2D/Passes/Render2DLightingPass.cs | 14 ++--------- .../Runtime/2D/Renderer2D.cs | 23 ++++++++++++++--- .../ScriptableRenderPass2D.cs | 2 +- .../Runtime/Passes/PostProcessPass.cs | 25 ------------------- .../Test/Runtime/TilemapRenderer2DTests.cs | 3 +-- 5 files changed, 24 insertions(+), 43 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs index c47a23d25d1..05664a160a9 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs @@ -240,7 +240,7 @@ private int DrawLayerBatches( CoreUtils.SetRenderTarget(cmd, colorAttachmentHandle, RenderBufferLoadAction.Load, initialStoreAction, depthAttachmentHandle, RenderBufferLoadAction.Load, initialStoreAction, - GetCameraClearFlag(renderingData.cameraData), Color.clear); + ClearFlag.None, Color.clear); for (var i = startIndex; i < startIndex + batchesDrawn; i++) { @@ -415,7 +415,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData CoreUtils.SetRenderTarget(cmd, colorAttachmentHandle, RenderBufferLoadAction.Load, storeAction, depthAttachmentHandle, RenderBufferLoadAction.Load, storeAction, - GetCameraClearFlag(renderingData.cameraData), Color.clear); + ClearFlag.None, Color.clear); cmd.SetGlobalColor(k_RendererColorID, Color.white); @@ -457,16 +457,6 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData RenderingUtils.DrawRendererListObjectsWithError(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), ref objectsWithErrorRendererList); } - ClearFlag GetCameraClearFlag(CameraData cameraData) - { - if (Application.platform != RuntimePlatform.OSXEditor && - (cameraData.camera.clearFlags == CameraClearFlags.Skybox || - cameraData.camera.clearFlags == CameraClearFlags.Nothing)) - return ClearFlag.Color; - - return ClearFlag.None; - } - Renderer2DData IRenderPass2D.rendererData { get { return m_Renderer2DData; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs index 21f8a8de8a1..a20d6e74898 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs @@ -405,6 +405,11 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re bool hasPassesAfterPostProcessing = activeRenderPassQueue.Find(x => x.renderPassEvent == RenderPassEvent.AfterRenderingPostProcessing) != null; bool needsColorEncoding = DebugHandler == null || !DebugHandler.HDRDebugViewIsActive(cameraData.resolveFinalTarget); + // Don't resolve during post processing if there are passes after or pixel perfect camera is used + bool pixelPerfectCameraEnabled = ppc != null && ppc.enabled; + bool hasCaptureActions = cameraData.captureActions != null && lastCameraInStack; + bool resolvePostProcessingToCameraTarget = !hasCaptureActions && !hasPassesAfterPostProcessing && !requireFinalPostProcessPass && !pixelPerfectCameraEnabled; + if (hasPostProcess) { var desc = PostProcessPass.GetCompatibleDescriptor(cameraTargetDescriptor, cameraTargetDescriptor.width, cameraTargetDescriptor.height, cameraTargetDescriptor.graphicsFormat); @@ -413,9 +418,10 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re postProcessPass.Setup( cameraTargetDescriptor, colorTargetHandle, - afterPostProcessColorHandle, + resolvePostProcessingToCameraTarget, depthTargetHandle, colorGradingLutHandle, + null, requireFinalPostProcessPass, afterPostProcessColorHandle.nameID == k_CameraTarget.nameID && needsColorEncoding); @@ -424,7 +430,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re RTHandle finalTargetHandle = colorTargetHandle; - if (ppc != null && ppc.enabled && ppc.cropFrame != PixelPerfectCamera.CropFrame.None) + if (pixelPerfectCameraEnabled && ppc.cropFrame != PixelPerfectCamera.CropFrame.None) { EnqueuePass(m_PixelPerfectBackgroundPass); @@ -444,7 +450,18 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re finalPostProcessPass.SetupFinalPass(finalTargetHandle, hasPassesAfterPostProcessing, needsColorEncoding); EnqueuePass(finalPostProcessPass); } - else if (lastCameraInStack && finalTargetHandle != k_CameraTarget) + + // If post-processing then we already resolved to camera target while doing post. + // Also only do final blit if camera is not rendering to RT. + bool cameraTargetResolved = + // final PP always blit to camera target + requireFinalPostProcessPass || + // no final PP but we have PP stack. In that case it blit unless there are render pass after PP or pixel perfect camera is used + (hasPostProcess && !hasPassesAfterPostProcessing && !hasCaptureActions && !pixelPerfectCameraEnabled) || + // offscreen camera rendering to a texture, we don't need a blit pass to resolve to screen + colorTargetHandle.nameID == k_CameraTarget.nameID; + + if (!cameraTargetResolved) { m_FinalBlitPass.Setup(cameraTargetDescriptor, finalTargetHandle); EnqueuePass(m_FinalBlitPass); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/RendererFeatures/ScriptableRenderPass2D.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/RendererFeatures/ScriptableRenderPass2D.cs index e6e71af6552..81af325f83a 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/RendererFeatures/ScriptableRenderPass2D.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/RendererFeatures/ScriptableRenderPass2D.cs @@ -53,7 +53,7 @@ static internal void GetInjectionPoint2D(this ScriptableRenderPass renderPass, o if (renderPass.renderPassEvent <= RenderPassEvent.BeforeRenderingTransparents) rpEvent = RenderPassEvent2D.BeforeRendering; - else if (renderPass.renderPassEvent <= RenderPassEvent.AfterRenderingTransparents) + else if (renderPass.renderPassEvent <= RenderPassEvent.BeforeRenderingPostProcessing) rpEvent = RenderPassEvent2D.BeforeRenderingPostProcessing; else if (renderPass.renderPassEvent <= RenderPassEvent.AfterRenderingPostProcessing) rpEvent = RenderPassEvent2D.AfterRenderingPostProcessing; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs index 0d61eeb7bd9..f3313c5ace4 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs @@ -293,31 +293,6 @@ public void Setup(in RenderTextureDescriptor baseDescriptor, in RTHandle source, #pragma warning restore CS0618 } - /// - /// Configures the pass. - /// - /// - /// - /// - /// - /// - /// - /// - public void Setup(in RenderTextureDescriptor baseDescriptor, in RTHandle source, RTHandle destination, in RTHandle depth, in RTHandle internalLut, bool hasFinalPass, bool enableColorEncoding) - { - m_Descriptor = baseDescriptor; - m_Descriptor.useMipMap = false; - m_Descriptor.autoGenerateMips = false; - m_Source = source; - m_Destination = destination; - m_Depth = depth; - m_InternalLut = internalLut; - m_IsFinalPass = false; - m_HasFinalPass = hasFinalPass; - m_EnableColorEncodingIfNeeded = enableColorEncoding; - m_UseSwapBuffer = true; - } - /// /// Configures the Final pass. /// diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Test/Runtime/TilemapRenderer2DTests.cs b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Test/Runtime/TilemapRenderer2DTests.cs index 02cff50b389..6895693377c 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Test/Runtime/TilemapRenderer2DTests.cs +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Test/Runtime/TilemapRenderer2DTests.cs @@ -1,4 +1,4 @@ -using NUnit.Framework; +using NUnit.Framework; using System.Collections; using UnityEngine; using UnityEngine.Rendering; @@ -37,7 +37,6 @@ public void OneTimeSetup() m_BaseCamera.allowHDR = false; m_BaseCamera.clearFlags = CameraClearFlags.SolidColor; - m_BaseCameraData.camera.clearFlags = CameraClearFlags.SolidColor; m_BaseCameraData.SetRenderer(2); // 2D Renderer. See the list of Renderers in CommonAssets/UniversalRPAsset. m_BaseCameraData.renderType = CameraRenderType.Base; m_BaseCameraData.renderPostProcessing = false; From 71cf7fcc1f5f5d5df7e341d675cbb5356458ce5f Mon Sep 17 00:00:00 2001 From: Victor Riascos Date: Tue, 3 Dec 2024 15:40:51 +0000 Subject: [PATCH 18/52] =?UTF-8?q?Fix=20for=20avoid=20warnings=20when=20usi?= =?UTF-8?q?ng=20the=20NormalFromTexture=20node=20in=20Shade=E2=80=A6?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit UUM-90053: Prevent shader warnings when using the NormalFromTexture node in ShaderGraph --- .../Data/Nodes/Artistic/Normal/NormalFromTextureNode.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Packages/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromTextureNode.cs b/Packages/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromTextureNode.cs index 3e057b02ba1..a9ea64d4887 100644 --- a/Packages/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromTextureNode.cs +++ b/Packages/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromTextureNode.cs @@ -84,9 +84,9 @@ public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode gener s.AppendLine("$precision2 offsetU = $precision2(UV.x + Offset, UV.y);"); s.AppendLine("$precision2 offsetV = $precision2(UV.x, UV.y + Offset);"); - s.AppendLine("$precision normalSample = SAMPLE_TEXTURE2D(Texture, Sampler, UV);"); - s.AppendLine("$precision uSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetU);"); - s.AppendLine("$precision vSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetV);"); + s.AppendLine("$precision normalSample = SAMPLE_TEXTURE2D(Texture, Sampler, UV).r;"); + s.AppendLine("$precision uSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetU).r;"); + s.AppendLine("$precision vSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetV).r;"); s.AppendLine("$precision3 va = $precision3(1, 0, (uSample - normalSample) * Strength);"); s.AppendLine("$precision3 vb = $precision3(0, 1, (vSample - normalSample) * Strength);"); From a7a887b98b25a4eff1b6920ac0cc0fea982f4302 Mon Sep 17 00:00:00 2001 From: Erik Hakala Date: Tue, 3 Dec 2024 15:40:57 +0000 Subject: [PATCH 19/52] Variable shading rate init fix Fix initialization issue with VRS on platforms which don't support full VRS. Initialization can now fail explicitly on some platforms and user code has to check init success when using VRS. --- .../Runtime/RenderGraph/RenderGraph.cs | 2 +- .../Runtime/RenderGraph/RenderGraphPass.cs | 8 +-- .../Runtime/Vrs/Shaders/VrsTexture.compute | 2 +- .../Vrs/Shaders/VrsVisualization.shader | 2 +- .../Runtime/Vrs/Vrs.cs | 72 ++++++++++++------- .../Runtime/Vrs/VrsResources.cs | 40 +++++++++-- .../350_VRS/VRS_Debug_RendererFeature.cs | 2 + .../350_VRS/VRS_Draw_RendererFeature.cs | 2 + .../350_VRS/VRS_Texture_RendererFeature.cs | 2 +- 9 files changed, 91 insertions(+), 41 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs index 409da6758d1..657f382b9c5 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs @@ -613,7 +613,7 @@ public TextureHandle ImportTexture(RTHandle rt) /// New TextureHandle that represents the imported shading rate images in the context of this rendergraph. public TextureHandle ImportShadingRateImageTexture(RTHandle rt) { - if (Vrs.IsShadingRateImageSupported()) + if (ShadingRateInfo.supportsPerImageTile) return m_Resources.ImportTexture(rt); return TextureHandle.nullHandle; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs index f5049691ac0..5e602e26f6a 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs @@ -108,7 +108,7 @@ public void Clear() // We do not need to clear colorBufferAccess and fragmentInputAccess as we have the colorBufferMaxIndex and fragmentInputMaxIndex // which are reset above so we only clear depthAccess here. depthAccess = default(TextureAccess); - + hasShadingRateImage = false; hasShadingRateStates = false; shadingRateFragmentSize = ShadingRateFragmentSize.FragmentSize1x1; @@ -524,7 +524,7 @@ public void ComputeHash(ref HashFNV1A32 generator, RenderGraphResourceRegistry r public void SetShadingRateImage(in TextureHandle shadingRateImage, AccessFlags accessFlags, int mipLevel, int depthSlice) { - if (Vrs.IsShadingRateImageSupported()) + if (ShadingRateInfo.supportsPerImageTile) { hasShadingRateImage = true; shadingRateAccess = new TextureAccess(shadingRateImage, accessFlags, mipLevel, depthSlice); @@ -534,7 +534,7 @@ public void SetShadingRateImage(in TextureHandle shadingRateImage, AccessFlags a public void SetShadingRateFragmentSize(ShadingRateFragmentSize shadingRateFragmentSize) { - if (Vrs.IsSupported()) + if (ShadingRateInfo.supportsPerDrawCall) { hasShadingRateStates = true; this.shadingRateFragmentSize = shadingRateFragmentSize; @@ -543,7 +543,7 @@ public void SetShadingRateFragmentSize(ShadingRateFragmentSize shadingRateFragme public void SetShadingRateCombiner(ShadingRateCombinerStage stage, ShadingRateCombiner combiner) { - if (Vrs.IsShadingRateImageSupported()) + if (ShadingRateInfo.supportsPerImageTile) { switch (stage) { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsTexture.compute b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsTexture.compute index bcd6023263d..94e5f33889d 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsTexture.compute +++ b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsTexture.compute @@ -1,6 +1,6 @@ // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 xboxone vulkan +#pragma exclude_renderers glcore gles3 #pragma multi_compile VRS_TILE_SIZE_8 VRS_TILE_SIZE_16 VRS_TILE_SIZE_32 #pragma multi_compile _ DISABLE_TEXTURE2D_X_ARRAY diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsVisualization.shader b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsVisualization.shader index d8dccd83e6d..5eb683d0eb7 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsVisualization.shader +++ b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsVisualization.shader @@ -12,7 +12,7 @@ Shader "Hidden/Core/VrsVisualization" HLSLPROGRAM //#pragma enable_d3d11_debug_symbols - #pragma only_renderers d3d11 xboxone vulkan + #pragma exclude_renderers glcore gles3 #pragma vertex Vert #pragma fragment Fragment diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Vrs.cs b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Vrs.cs index ea445398bbf..2499e2574fa 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Vrs.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Vrs.cs @@ -33,25 +33,7 @@ class VisualizationPassData internal static readonly int shadingRateFragmentSizeCount = Enum.GetNames(typeof(ShadingRateFragmentSize)).Length; - /// - /// Checks if shading rate is supported. - /// Convenience to abstract tier checks. - /// - /// True if shading rate is supported, false otherwise. - public static bool IsSupported() - { - return (ShadingRateInfo.supportsPerDrawCall || ShadingRateInfo.supportsPerImageTile); - } - - /// - /// Checks if shading rate images are supported. - /// Convenience to abstract tier checks - /// - /// True if shading rate images are supported, false otherwise. - public static bool IsShadingRateImageSupported() - { - return ShadingRateInfo.supportsPerImageTile; - } + static VrsResources s_VrsResources; /// /// Check if conversion of color texture to shading rate image is supported. @@ -61,18 +43,42 @@ public static bool IsShadingRateImageSupported() public static bool IsColorMaskTextureConversionSupported() { return SystemInfo.supportsComputeShaders && - IsShadingRateImageSupported() && - s_VrsResources?.textureComputeShader != null; + ShadingRateInfo.supportsPerImageTile && + IsInitialized(); } - static VrsResources s_VrsResources; + /// + /// Checks if VRS resources are initialized. + /// Initialization may fail due to platform restrictions. + /// + /// Returns true if the Vrs resources are initialized. + public static bool IsInitialized() + { + return s_VrsResources != null && + s_VrsResources.textureComputeShader != null && + s_VrsResources.textureReduceKernel != -1 && + s_VrsResources.textureCopyKernel != -1; + } /// /// Preprocess resources found in VrsRenderPipelineRuntimeResources for use at runtime. /// public static void InitializeResources() { - if (IsSupported()) + // GLES3.0/WebGL2 and older GL platforms do not support compute shaders (for conversion). + // Unity does not implement VRS for OpenGL. + bool isOpenGL = SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore || + SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3; + + // NOTE: should match "#pragma exclude_renderers" in shaders. + bool isPlatformSupported = !isOpenGL; + + // VRS resources are initialized even on platforms that do not support VRS to allow debugging Color<->VRS conversion. + // For example when you are building on a non-VRS platform to a VRS platform. + // VRS conversion requires compute shader support. + // NOTE: Init might fail. + if (SystemInfo.supportsComputeShaders && + isPlatformSupported) { var pipelineRuntimeResources = GraphicsSettings.GetRenderPipelineSettings(); s_VrsResources = new VrsResources(pipelineRuntimeResources); @@ -133,20 +139,20 @@ public static TextureHandle ColorMaskTextureToShadingRateImage(RenderGraph rende { if (!IsColorMaskTextureConversionSupported()) { - Debug.LogError($"TextureToShadingRateImage: conversion not supported."); + Debug.LogError($"ColorMaskTextureToShadingRateImage: conversion not supported."); return TextureHandle.nullHandle; } var sriDesc = sriTextureHandle.GetDescriptor(renderGraph); if (sriDesc.dimension != TextureDimension.Tex2D) { - Debug.LogError($"TextureToShadingRateImage: Vrs image not a texture 2D."); + Debug.LogError($"ColorMaskTextureToShadingRateImage: Vrs image not a texture 2D."); return TextureHandle.nullHandle; } if (colorMaskDimension != TextureDimension.Tex2D && colorMaskDimension != TextureDimension.Tex2DArray) { - Debug.LogError($"TextureToShadingRateImage: Input texture dimension not supported."); + Debug.LogError($"ColorMaskTextureToShadingRateImage: Input texture dimension not supported."); return TextureHandle.nullHandle; } @@ -193,6 +199,18 @@ public static TextureHandle ColorMaskTextureToShadingRateImage(RenderGraph rende /// Output of conversion. public static void ShadingRateImageToColorMaskTexture(RenderGraph renderGraph, in TextureHandle sriTextureHandle, in TextureHandle colorMaskHandle) { + if (s_VrsResources == null) + { + Debug.LogError($"ShadingRateImageToColorMaskTexture: VRS not initialized."); + return; + } + + if (!colorMaskHandle.IsValid()) + { + Debug.LogError($"ShadingRateImageToColorMaskTexture: Output target handle is not valid."); + return; + } + using (var builder = renderGraph.AddRasterRenderPass("ShadingRateImageToTexture", out var outerPassData, s_VrsResources.visualizationProfilingSampler)) { outerPassData.material = s_VrsResources.visualizationMaterial; @@ -253,7 +271,7 @@ static void ConversionDispatch(ComputeCommandBuffer cmd, ConversionPassData conv cmd.SetComputeTextureParam(conversionPassData.computeShader, conversionPassData.kernelIndex, VrsShaders.s_ShadingRateImage, conversionPassData.sriTextureHandle); cmd.SetComputeVectorParam(conversionPassData.computeShader, VrsShaders.s_ScaleBias, conversionPassData.scaleBias); - cmd.DispatchCompute(conversionPassData.computeShader, conversionPassData.kernelIndex, conversionPassData.dispatchSize.x, conversionPassData.dispatchSize.x, 1); + cmd.DispatchCompute(conversionPassData.computeShader, conversionPassData.kernelIndex, conversionPassData.dispatchSize.x, conversionPassData.dispatchSize.y, 1); } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/VrsResources.cs b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/VrsResources.cs index 2652f87755a..ba7dbb8ad8d 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/VrsResources.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/VrsResources.cs @@ -65,10 +65,16 @@ public void Dispose() void InitializeResources(VrsRenderPipelineRuntimeResources resources) { + bool success = InitComputeShader(resources); + if (!success) + { + DisposeResources(); + return; + } + m_VisualizationShader = resources.visualizationShader; conversionLutBuffer = resources.conversionLookupTable.CreateBuffer(); visualizationLutBuffer = resources.visualizationLookupTable.CreateBuffer(true); - InitComputeShader(resources); AllocFragmentSizeBuffer(); } @@ -116,13 +122,18 @@ void AllocFragmentSizeBuffer() validatedShadingRateFragmentSizeBuffer.SetData(fragmentSize); } - void InitComputeShader(VrsRenderPipelineRuntimeResources resources) + bool InitComputeShader(VrsRenderPipelineRuntimeResources resources) { // This Compute Shader resource is used for converting an RGB texture to an R8 SRI // Don't initialize it if the device does not support image-based VRS if (!ShadingRateInfo.supportsPerImageTile) { - return; + return false; + } + + if (!SystemInfo.supportsComputeShaders) + { + return false; } tileSize = ShadingRateInfo.imageTileSize; @@ -130,7 +141,16 @@ void InitComputeShader(VrsRenderPipelineRuntimeResources resources) if (!tileSizeOk) { Debug.LogError($"VRS unsupported tile size: {tileSize.x}x{tileSize.y}."); - return; + return false; + } + + // We expect keywords, if the shader was excluded/discarded then no keywords. + if (resources.textureComputeShader?.keywordSpace.keywordCount <= 0) + { + // Invalidate kernel indices in case they were set (shader reload) + textureReduceKernel = -1; + textureCopyKernel = -1; + return false; } textureComputeShader = resources.textureComputeShader; @@ -138,8 +158,16 @@ void InitComputeShader(VrsRenderPipelineRuntimeResources resources) // this keyword need only be set once textureComputeShader.EnableKeyword($"{VrsShaders.k_TileSizePrefix}{tileSize.x}"); - textureReduceKernel = textureComputeShader.FindKernel(VrsShaders.k_KernelTextureReduce); - textureCopyKernel = textureComputeShader.FindKernel(VrsShaders.k_KernelTextureCopy); + // find kernel might fail + textureReduceKernel = TryFindKernel(textureComputeShader, VrsShaders.k_KernelTextureReduce); + textureCopyKernel = TryFindKernel(textureComputeShader, VrsShaders.k_KernelTextureReduce); + + if (textureReduceKernel == -1 || textureCopyKernel == -1) + return false; + + return true; } + + static int TryFindKernel(ComputeShader computeShader, string name) => computeShader.HasKernel(name) ? computeShader.FindKernel(name) : -1; } } diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Debug_RendererFeature.cs b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Debug_RendererFeature.cs index 499fa1af631..35531e437a7 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Debug_RendererFeature.cs +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Debug_RendererFeature.cs @@ -35,6 +35,8 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer { const string passName = "VRS Debug Pass"; + if (!Vrs.IsColorMaskTextureConversionSupported()) return; + UniversalCameraData cameraData = frameData.Get(); if (!enabled) diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Draw_RendererFeature.cs b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Draw_RendererFeature.cs index c7ac1ab1183..30af83d7776 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Draw_RendererFeature.cs +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Draw_RendererFeature.cs @@ -56,6 +56,8 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer { const string passName = "VRS Render Custom Pass"; + if (!Vrs.IsColorMaskTextureConversionSupported()) return; + UniversalCameraData cameraData = frameData.Get(); if (cameraData.historyManager == null) diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Texture_RendererFeature.cs b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Texture_RendererFeature.cs index ba06cd8a525..7eef2b2bb17 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Texture_RendererFeature.cs +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/350_VRS/VRS_Texture_RendererFeature.cs @@ -24,7 +24,7 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer { //const string passName = "Create VRS texture"; - if (!ShadingRateInfo.supportsPerImageTile) return; + if (!Vrs.IsColorMaskTextureConversionSupported()) return; UniversalResourceData resourceData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); From e9d59180c0e95c05562beeacfb7a5d4f3e2dd553 Mon Sep 17 00:00:00 2001 From: Olivier Prat Date: Tue, 3 Dec 2024 16:13:44 +0000 Subject: [PATCH 20/52] UUM75017 - Fix material changes impacting draw instances being ignored in GPU Resident Drawer The PR fixes a missing use case in the GPU Resident Drawer (GRD) when certain changes in material attributes - transparent / opaque, the presence of a motion vector pass in the shader or if it supports indirect draw calls - aren't reflected in the draw instances. They are only taken into account when there is a change in a _MeshRenderer_, in which case the GRD data for that _MeshRenderer_ is discarded and rebuilt with the correct material attributes. With this PR, changes in these material attributes will properly rebuild the GRD data for all renderers which use the material, even if the MeshRenderer themselves don't change. Technically, the PR consists of: - a new method in _GPUDrivenProcessor_ to classify material data which returns their packedMaterialData as well. - options to filter out certain data such as localToWorld, which is unnecessary to update when only the material has changed, when using the DispatchRendererData mechanism in GPUDrivenProcessor. - A cache in _InstanceCullingBatcher_ of the packed material data for each registered material. This is useful to detect changes in them. - After processing renderers, the GRD processes renderer material changes using this sequence of events: - In the list of changed materials returned by the _ObjectDispatcher_, filter out those who are compatible with the GRD and whose packedMaterialData (the data actually used by the renderer data in the GRD) has changed. That packedMaterialData contains flags indicating if the material is transparent or opaque, supports motion vectors and indirect rendering. That filtering phase is necessary because a number of material changes are detected by the _ObjectDispatcher_ each frame due to post processing materials having their shader properties modified, or possibly any GRD registered material which has a modified shader property. These changes have no impact on the draw instances and should be ignored. - If the list of filtered materials is not empty, collect the list of renderers which use the above filtered materials, excluding any renderer which has been already processed because the _ObjectDispatcher_ has notified of changes on it. These will have already been updated on the GRD in a prior phase. - If the list of renderers is not empty, collect the list of instances linked to the above renderers and continue to the next step. - Destroy the GRD data for these instances (draw batches and draw instances) - Recreate the GRD data for these instances and, contrary to the normal update when renderers change, without deallocating / reallocating instances and leaving the transform data intact. --- .../Runtime/GPUDriven/GPUResidentBatcher.cs | 66 ++++- .../Runtime/GPUDriven/GPUResidentDrawer.cs | 242 ++++++++++++++++-- .../GPUDriven/InstanceCullingBatcher.cs | 93 +++++-- .../InstanceData/InstanceAllocator.cs | 2 +- .../GPUDriven/GPUDrivenRenderingTests.cs | 30 ++- 5 files changed, 366 insertions(+), 67 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentBatcher.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentBatcher.cs index 3e2a04a95bf..dfc25d400ad 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentBatcher.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentBatcher.cs @@ -13,7 +13,8 @@ internal partial class GPUResidentBatcher : IDisposable { private RenderersBatchersContext m_BatchersContext; private GPUDrivenProcessor m_GPUDrivenProcessor; - private GPUDrivenRendererDataCallback m_UpdateRendererDataCallback; + private GPUDrivenRendererDataCallback m_UpdateRendererInstancesAndBatchesCallback; + private GPUDrivenRendererDataCallback m_UpdateRendererBatchesCallback; internal RenderersBatchersContext batchersContext { get => m_BatchersContext; } internal OcclusionCullingCommon occlusionCullingCommon { get => m_BatchersContext.occlusionCullingCommon; } @@ -28,7 +29,8 @@ public GPUResidentBatcher( { m_BatchersContext = batcherContext; m_GPUDrivenProcessor = gpuDrivenProcessor; - m_UpdateRendererDataCallback = UpdateRendererData; + m_UpdateRendererInstancesAndBatchesCallback = UpdateRendererInstancesAndBatches; + m_UpdateRendererBatchesCallback = UpdateRendererBatches; m_InstanceCullingBatcher = new InstanceCullingBatcher(batcherContext, instanceCullerBatcherDesc, OnFinishedCulling); } @@ -74,9 +76,9 @@ public void DestroyMaterials(NativeArray destroyedMaterials) m_InstanceCullingBatcher.DestroyMaterials(destroyedMaterials); } - public void DestroyInstances(NativeArray instances) + public void DestroyDrawInstances(NativeArray instances) { - m_InstanceCullingBatcher.DestroyInstances(instances); + m_InstanceCullingBatcher.DestroyDrawInstances(instances); } public void DestroyMeshes(NativeArray destroyedMeshes) @@ -91,7 +93,7 @@ internal void FreeRendererGroupInstances(NativeArray rendererGroupIDs) var instances = new NativeList(rendererGroupIDs.Length, Allocator.TempJob); m_BatchersContext.ScheduleQueryRendererGroupInstancesJob(rendererGroupIDs, instances).Complete(); - DestroyInstances(instances.AsArray()); + DestroyDrawInstances(instances.AsArray()); instances.Dispose(); m_BatchersContext.FreeRendererGroupInstances(rendererGroupIDs); @@ -113,13 +115,14 @@ public void UpdateInstanceOccluders(RenderGraph renderGraph, in OccluderParamete m_BatchersContext.occlusionCullingCommon.UpdateInstanceOccluders(renderGraph, occluderParams, occluderSubviewUpdates); } - public void UpdateRenderers(NativeArray renderersID) + public void UpdateRenderers(NativeArray renderersID, bool materialUpdateOnly = false) { if (renderersID.Length == 0) return; m_GPUDrivenProcessor.enablePartialRendering = false; - m_GPUDrivenProcessor.EnableGPUDrivenRenderingAndDispatchRendererData(renderersID, m_UpdateRendererDataCallback); + m_GPUDrivenProcessor.EnableGPUDrivenRenderingAndDispatchRendererData(renderersID, + materialUpdateOnly ? m_UpdateRendererBatchesCallback : m_UpdateRendererInstancesAndBatchesCallback, materialUpdateOnly); m_GPUDrivenProcessor.enablePartialRendering = false; } @@ -133,6 +136,12 @@ public void UpdateSelectedRenderers(NativeArray renderersID) } #endif + public JobHandle SchedulePackedMaterialCacheUpdate(NativeArray materialIDs, + NativeArray packedMaterialDatas) + { + return m_InstanceCullingBatcher.SchedulePackedMaterialCacheUpdate(materialIDs, packedMaterialDatas); + } + public void PostCullBeginCameraRendering(RenderRequestBatcherContext context) { m_InstanceCullingBatcher.PostCullBeginCameraRendering(context); @@ -143,14 +152,14 @@ public void OnSetupAmbientProbe() m_BatchersContext.UpdateAmbientProbeAndGpuBuffer(forceUpdate: false); } - private void UpdateRendererData(in GPUDrivenRendererGroupData rendererData, IList meshes, IList materials) + private void UpdateRendererInstancesAndBatches(in GPUDrivenRendererGroupData rendererData, IList meshes, IList materials) { FreeRendererGroupInstances(rendererData.invalidRendererGroupID); if (rendererData.rendererGroupID.Length == 0) return; - Profiler.BeginSample("GPUResidentInstanceBatcher.UpdateRendererData"); + Profiler.BeginSample("GPUResidentInstanceBatcher.UpdateRendererInstancesAndBatches"); { // -------------------------------------------------------------------------------------------------------------------------------------- // Allocate and Update CPU instance data @@ -191,7 +200,7 @@ private void UpdateRendererData(in GPUDrivenRendererGroupData rendererData, ILis instances, rendererData.materialID, rendererData.meshID, - rendererData); + rendererData, true); } Profiler.EndSample(); @@ -201,6 +210,43 @@ private void UpdateRendererData(in GPUDrivenRendererGroupData rendererData, ILis Profiler.EndSample(); } + private void UpdateRendererBatches(in GPUDrivenRendererGroupData rendererData, IList meshes, IList materials) + { + if (rendererData.rendererGroupID.Length == 0) + return; + + Profiler.BeginSample("GPUResidentInstanceBatcher.UpdateRendererBatches"); + { + // -------------------------------------------------------------------------------------------------------------------------------------- + // Get Instances + // -------------------------------------------------------------------------------------------------------------------------------------- + var instances = new NativeList(rendererData.localToWorldMatrix.Length, Allocator.TempJob); + + Profiler.BeginSample("QueryInstances"); + { + m_BatchersContext.ScheduleQueryRendererGroupInstancesJob(rendererData.rendererGroupID, instances).Complete(); + } + Profiler.EndSample(); + + // -------------------------------------------------------------------------------------------------------------------------------------- + // Instance culling batcher + // -------------------------------------------------------------------------------------------------------------------------------------- + + Profiler.BeginSample("InstanceCullingBatcher.BuildBatch"); + { + m_InstanceCullingBatcher.BuildBatch( + instances.AsArray(), + rendererData.materialID, + rendererData.meshID, + rendererData, false); + instances.Dispose(); + } + Profiler.EndSample(); + + } + Profiler.EndSample(); + } + private void OnFinishedCulling(IntPtr customCullingResult) { ProcessTrees(); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs index 53adb4f583f..666a7cb3706 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs @@ -326,6 +326,7 @@ private static void Recreate(GPUResidentDrawerSettings settings) private ObjectDispatcher m_Dispatcher; + #if UNITY_EDITOR private static readonly bool s_IsForcedOnViaCommandLine; private static readonly bool s_IsOcclusionForcedOnViaCommandLine; @@ -540,7 +541,7 @@ private void OnEndContextRendering(ScriptableRenderContext context, List { if (s_Instance is null) return; - + if (m_ContextIntPtr == context.Internal_GetPtr()) { m_ContextIntPtr = IntPtr.Zero; @@ -570,16 +571,18 @@ private void PostPostLateUpdate() var rendererData = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob, noScriptingArray: true); Profiler.EndSample(); - Profiler.BeginSample("GPUResidentDrawer.FindUnsupportedMaterials"); - NativeList unsupportedMaterials = FindUnsupportedMaterials(materialData.changedID); + Profiler.BeginSample("GPUResidentDrawer.ClassifyMaterials"); + ClassifyMaterials(materialData.changedID, out NativeList unsupportedChangedMaterials, + out NativeList supportedChangedMaterials, + out NativeList supportedChangedPackedMaterialDatas, Allocator.TempJob); Profiler.EndSample(); Profiler.BeginSample("GPUResidentDrawer.FindUnsupportedRenderers"); - NativeList unsupportedRenderers = FindUnsupportedRenderers(unsupportedMaterials.AsArray()); + NativeList unsupportedRenderers = FindUnsupportedRenderers(unsupportedChangedMaterials.AsArray()); Profiler.EndSample(); Profiler.BeginSample("GPUResidentDrawer.ProcessMaterials"); - ProcessMaterials(materialData.destroyedID, unsupportedMaterials.AsArray()); + ProcessMaterials(materialData.destroyedID, unsupportedChangedMaterials.AsArray()); Profiler.EndSample(); Profiler.BeginSample("GPUResidentDrawer.ProcessMeshes"); @@ -594,13 +597,19 @@ private void PostPostLateUpdate() ProcessRenderers(rendererData, unsupportedRenderers.AsArray()); Profiler.EndSample(); + Profiler.BeginSample("GPUResidentDrawer.ProcessRendererMaterialChanges"); + ProcessRendererMaterialChanges(rendererData.changedID, supportedChangedMaterials.AsArray(), supportedChangedPackedMaterialDatas.AsArray()); + Profiler.EndSample(); + lodGroupTransformData.Dispose(); lodGroupData.Dispose(); meshDataSorted.Dispose(); materialData.Dispose(); rendererData.Dispose(); - unsupportedMaterials.Dispose(); + unsupportedChangedMaterials.Dispose(); unsupportedRenderers.Dispose(); + supportedChangedMaterials.Dispose(); + supportedChangedPackedMaterialDatas.Dispose(); m_BatchersContext.UpdateInstanceMotions(); @@ -627,7 +636,7 @@ private void ProcessMeshes(NativeArray destroyedID) var destroyedMeshInstances = new NativeList(Allocator.TempJob); ScheduleQueryMeshInstancesJob(destroyedID, destroyedMeshInstances).Complete(); - m_Batcher.DestroyInstances(destroyedMeshInstances.AsArray()); + m_Batcher.DestroyDrawInstances(destroyedMeshInstances.AsArray()); destroyedMeshInstances.Dispose(); //@ Check if we need to update instance bounds and light probe sampling positions after mesh is destroyed. @@ -641,13 +650,73 @@ private void ProcessLODGroups(NativeArray changedID, NativeArray destr m_BatchersContext.TransformLODGroups(transformedID); } + private void ProcessRendererMaterialChanges(NativeArray excludedRenderers, NativeArray changedMaterials, NativeArray changedPackedMaterialDatas) + { + if (changedMaterials.Length == 0) + return; + + Profiler.BeginSample("GPUResidentDrawer.GetMaterialsWithChangedPackedMaterial"); + + var filteredMaterials = GetMaterialsWithChangedPackedMaterial(changedMaterials, changedPackedMaterialDatas, Allocator.TempJob); + // Make sure we update the packed material cache AFTER filtering the materials as we need to compare the packed materials + // with their previous values. + var updatePackedMaterialCacheJob = m_Batcher.SchedulePackedMaterialCacheUpdate(changedMaterials, changedPackedMaterialDatas); + + Profiler.EndSample(); + + if (filteredMaterials.Count == 0) + { + filteredMaterials.Dispose(); + updatePackedMaterialCacheJob.Complete(); + return; + } + + var sortedExcludedRenderers = new NativeArray(excludedRenderers, Allocator.TempJob); + if (sortedExcludedRenderers.Length > 0) + { + Profiler.BeginSample("ProcessRendererMaterialChanges.Sort"); + sortedExcludedRenderers.ParallelSort().Complete(); + Profiler.EndSample(); + } + + Profiler.BeginSample("GPUResidentDrawer.FindRenderersFromMaterials"); + + NativeList renderersWithChangedMaterials = FindRenderersFromMaterials(sortedExcludedRenderers, filteredMaterials, Allocator.TempJob); + filteredMaterials.Dispose(); + + Profiler.EndSample(); + + sortedExcludedRenderers.Dispose(); + updatePackedMaterialCacheJob.Complete(); + + if (renderersWithChangedMaterials.Length == 0) + { + renderersWithChangedMaterials.Dispose(); + return; + } + + Profiler.BeginSample("GPUResidentDrawer.UpdateRenderers"); + { + var materialChangedInstances = new NativeArray(renderersWithChangedMaterials.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); + ScheduleQueryRendererGroupInstancesJob(renderersWithChangedMaterials.AsArray(), materialChangedInstances).Complete(); + + m_Batcher.DestroyDrawInstances(materialChangedInstances); + materialChangedInstances.Dispose(); + m_Batcher.UpdateRenderers(renderersWithChangedMaterials.AsArray(), true); + + renderersWithChangedMaterials.Dispose(); + } + Profiler.EndSample(); + } + private void ProcessRenderers(TypeDispatchData rendererChanges, NativeArray unsupportedRenderers) { Profiler.BeginSample("GPUResidentDrawer.ProcessRenderers"); var changedInstances = new NativeArray(rendererChanges.changedID.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); ScheduleQueryRendererGroupInstancesJob(rendererChanges.changedID, changedInstances).Complete(); - m_Batcher.DestroyInstances(changedInstances); + + m_Batcher.DestroyDrawInstances(changedInstances); changedInstances.Dispose(); m_Batcher.UpdateRenderers(rendererChanges.changedID); @@ -664,6 +733,7 @@ private void ProcessRenderers(TypeDispatchData rendererChanges, NativeArray TransformInstances(transformedInstances, transformChanges.localToWorldMatrices); transformedInstances.Dispose(); transformChanges.Dispose(); + Profiler.EndSample(); } @@ -680,7 +750,7 @@ private void FreeInstances(NativeArray instances) { Profiler.BeginSample("GPUResidentDrawer.FreeInstances"); - m_Batcher.DestroyInstances(instances); + m_Batcher.DestroyDrawInstances(instances); m_BatchersContext.FreeInstances(instances); Profiler.EndSample(); @@ -730,21 +800,24 @@ private JobHandle ScheduleQueryMeshInstancesJob(NativeArray sortedMeshIDs, return m_BatchersContext.ScheduleQueryMeshInstancesJob(sortedMeshIDs, instances); } - private NativeList FindUnsupportedMaterials(NativeArray changedMaterialIDs) + private void ClassifyMaterials(NativeArray materials, out NativeList unsupportedMaterials, + out NativeList supportedMaterials, out NativeList supportedPackedMaterialDatas, Allocator allocator) { - NativeList unsupportedMaterials = new NativeList(Allocator.TempJob); + supportedMaterials = new NativeList(materials.Length, allocator); + unsupportedMaterials = new NativeList(materials.Length, allocator); + supportedPackedMaterialDatas = new NativeList(materials.Length, allocator); - if (changedMaterialIDs.Length > 0) + if (materials.Length > 0) { - new FindUnsupportedMaterialsJob + new ClassifyMaterialsJob { - changedMaterialIDs = changedMaterialIDs, - batchMaterialHash = m_Batcher.instanceCullingBatcher.batchMaterialHash, + materialIDs = materials.AsReadOnly(), + batchMaterialHash = m_Batcher.instanceCullingBatcher.batchMaterialHash.AsReadOnly(), unsupportedMaterialIDs = unsupportedMaterials, + supportedMaterialIDs = supportedMaterials, + supportedPackedMaterialDatas = supportedPackedMaterialDatas }.Run(); } - - return unsupportedMaterials; } private NativeList FindUnsupportedRenderers(NativeArray unsupportedMaterials) @@ -765,30 +838,76 @@ private NativeList FindUnsupportedRenderers(NativeArray unsupportedMat return unsupportedRenderers; } + private NativeHashSet GetMaterialsWithChangedPackedMaterial(NativeArray materials, NativeArray packedMaterialDatas, Allocator allocator) + { + NativeHashSet filteredMaterials = new NativeHashSet(materials.Length, allocator); + + new GetMaterialsWithChangedPackedMaterialJob + { + materialIDs = materials.AsReadOnly(), + packedMaterialDatas = packedMaterialDatas.AsReadOnly(), + packedMaterialHash = batcher.instanceCullingBatcher.packedMaterialHash.AsReadOnly(), + filteredMaterials = filteredMaterials + }.Run(); + + return filteredMaterials; + } + + private NativeList FindRenderersFromMaterials(NativeArray sortedExcludeRenderers, NativeHashSet materials, Allocator rendererListAllocator) + { + var sharedInstanceData = m_BatchersContext.sharedInstanceData; + NativeList renderers = new NativeList(sharedInstanceData.rendererGroupIDs.Length, rendererListAllocator); + + var jobHandle = new FindRenderersFromMaterialJob + { + materialIDs = materials.AsReadOnly(), + materialIDArrays = sharedInstanceData.materialIDArrays, + rendererGroupIDs = sharedInstanceData.rendererGroupIDs, + sortedExcludeRendererIDs = sortedExcludeRenderers.AsReadOnly(), + selectedRenderGroups = renderers.AsParallelWriter(), + }.ScheduleBatch(sharedInstanceData.rendererGroupIDs.Length, FindRenderersFromMaterialJob.k_BatchSize); + jobHandle.Complete(); + + return renderers; + } + [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] - private struct FindUnsupportedMaterialsJob : IJob + private struct ClassifyMaterialsJob : IJob { - [ReadOnly] public NativeParallelHashMap batchMaterialHash; - [ReadOnly] public NativeArray changedMaterialIDs; + [ReadOnly] public NativeParallelHashMap.ReadOnly batchMaterialHash; + [ReadOnly] public NativeArray.ReadOnly materialIDs; + public NativeList supportedMaterialIDs; public NativeList unsupportedMaterialIDs; + public NativeList supportedPackedMaterialDatas; - public unsafe void Execute() + public void Execute() { - var changedUsedMaterialIDs = new NativeList(4, Allocator.Temp); + var usedMaterialIDs = new NativeList(4, Allocator.TempJob); - foreach (var materialID in changedMaterialIDs) + foreach (var materialID in materialIDs) { if (batchMaterialHash.ContainsKey(materialID)) - changedUsedMaterialIDs.Add(materialID); + usedMaterialIDs.Add(materialID); } - if (changedUsedMaterialIDs.IsEmpty) + if (usedMaterialIDs.IsEmpty) + { + usedMaterialIDs.Dispose(); return; + } + + unsupportedMaterialIDs.Resize(usedMaterialIDs.Length, NativeArrayOptions.UninitializedMemory); + supportedMaterialIDs.Resize(usedMaterialIDs.Length, NativeArrayOptions.UninitializedMemory); + supportedPackedMaterialDatas.Resize(usedMaterialIDs.Length, NativeArrayOptions.UninitializedMemory); + + int unsupportedMaterialCount = GPUDrivenProcessor.ClassifyMaterials(usedMaterialIDs.AsArray(), unsupportedMaterialIDs.AsArray(), supportedMaterialIDs.AsArray(), supportedPackedMaterialDatas.AsArray()); - unsupportedMaterialIDs.Resize(changedUsedMaterialIDs.Length, NativeArrayOptions.UninitializedMemory); - int unsupportedMaterialCount = GPUDrivenProcessor.FindUnsupportedMaterialIDs(changedUsedMaterialIDs.AsArray(), unsupportedMaterialIDs.AsArray()); unsupportedMaterialIDs.Resize(unsupportedMaterialCount, NativeArrayOptions.ClearMemory); + supportedMaterialIDs.Resize(usedMaterialIDs.Length - unsupportedMaterialCount, NativeArrayOptions.ClearMemory); + supportedPackedMaterialDatas.Resize(supportedMaterialIDs.Length, NativeArrayOptions.ClearMemory); + + usedMaterialIDs.Dispose(); } } @@ -824,5 +943,74 @@ public unsafe void Execute() } } } + + [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] + private unsafe struct FindRenderersFromMaterialJob : IJobParallelForBatch + { + public const int k_BatchSize = 128; + + [ReadOnly] public NativeHashSet.ReadOnly materialIDs; + [ReadOnly] public NativeArray.ReadOnly materialIDArrays; + [ReadOnly] public NativeArray.ReadOnly rendererGroupIDs; + [ReadOnly] public NativeArray.ReadOnly sortedExcludeRendererIDs; + + [WriteOnly] public NativeList.ParallelWriter selectedRenderGroups; + + public void Execute(int startIndex, int count) + { + int* renderersToAddPtr = stackalloc int[k_BatchSize]; + var renderersToAdd = new UnsafeList(renderersToAddPtr, k_BatchSize); + renderersToAdd.Length = 0; + + for (int index = 0; index < count; index++) + { + var rendererIndex = startIndex + index; + var rendererID = rendererGroupIDs[rendererIndex]; + + // We ignore this renderer if it is in the excluded list. + if (sortedExcludeRendererIDs.BinarySearch(rendererID) >= 0) + continue; + + var rendererMaterials = materialIDArrays[rendererIndex]; + + for (int materialIndex = 0; materialIndex < rendererMaterials.Length; materialIndex++) + { + var materialID = rendererMaterials[materialIndex]; + if (materialIDs.Contains(materialID)) + { + renderersToAdd.AddNoResize(rendererID); + break; + } + } + } + + selectedRenderGroups.AddRangeNoResize(renderersToAddPtr, renderersToAdd.Length); + } + } + + [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] + private struct GetMaterialsWithChangedPackedMaterialJob : IJob + { + [ReadOnly] public NativeArray.ReadOnly materialIDs; + [ReadOnly] public NativeArray.ReadOnly packedMaterialDatas; + [ReadOnly] public NativeParallelHashMap.ReadOnly packedMaterialHash; + + [WriteOnly] public NativeHashSet filteredMaterials; + + public void Execute() + { + for (int index = 0; index < materialIDs.Length ; index++) + { + var materialID = materialIDs[index]; + var newPackedMaterialData = packedMaterialDatas[index]; + + // Has its packed material changed? If the material isn't in the packed material cache, consider the material has changed. + if (packedMaterialHash.TryGetValue(materialID, out var packedMaterial) && packedMaterial.Equals(newPackedMaterialData)) + continue; + + filteredMaterials.Add(materialID); + } + } + } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs index 85fd783f824..ff4cd2a3bb2 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs @@ -301,14 +301,42 @@ public unsafe void Execute() } } + [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] + internal struct UpdatePackedMaterialDataCacheJob : IJob + { + [ReadOnly] public NativeArray.ReadOnly materialIDs; + [ReadOnly] public NativeArray.ReadOnly packedMaterialDatas; + + public NativeParallelHashMap packedMaterialHash; + + private void ProcessMaterial(int i) + { + var materialID = materialIDs[i]; + var packedMaterialData = packedMaterialDatas[i]; + + if (materialID == 0) + return; + + // Cache the packed material so we can detect a change in material that would need to update the renderer data. + packedMaterialHash[materialID] = packedMaterialData; + } + + public void Execute() + { + for (int i = 0; i < materialIDs.Length; ++i) + ProcessMaterial(i); + } + } + [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] internal struct CreateDrawBatchesJob : IJob { [ReadOnly] public bool implicitInstanceIndices; [ReadOnly] public NativeArray instances; [ReadOnly] public GPUDrivenRendererGroupData rendererData; - [ReadOnly] public NativeParallelHashMap batchMeshHash; - [ReadOnly] public NativeParallelHashMap batchMaterialHash; + [ReadOnly] public NativeParallelHashMap.ReadOnly batchMeshHash; + [ReadOnly] public NativeParallelHashMap.ReadOnly batchMaterialHash; + [ReadOnly] public NativeParallelHashMap.ReadOnly packedMaterialDataHash; public NativeParallelHashMap rangeHash; public NativeList drawRanges; @@ -375,7 +403,6 @@ public void ProcessRenderer(int i) var lightmapIndex = rendererData.lightmapIndex[i]; var packedRendererData = rendererData.packedRendererData[i]; var rendererPriority = rendererData.rendererPriority[i]; - var lodGroupID = rendererData.lodGroupID[i]; int instanceCount; int instanceOffset; @@ -419,6 +446,8 @@ public void ProcessRenderer(int i) } // Scan all materials once to retrieve whether this renderer is indirect-compatible or not (and store it in the RangeKey). + Span packedMaterialDatas = stackalloc GPUDrivenPackedMaterialData[materialsCount]; + var supportsIndirect = true; for (int matIndex = 0; matIndex < materialsCount; ++matIndex) { @@ -429,8 +458,21 @@ public void ProcessRenderer(int i) } var materialIndex = rendererData.materialIndex[materialsOffset + matIndex]; - var packedMaterialData = rendererData.packedMaterialData[materialIndex]; + GPUDrivenPackedMaterialData packedMaterialData; + + if (rendererData.packedMaterialData.Length > 0) + { + packedMaterialData = rendererData.packedMaterialData[materialIndex]; + } + else + { + var materialID = rendererData.materialID[materialIndex]; + bool isFound = packedMaterialDataHash.TryGetValue(materialID, out packedMaterialData); + Assert.IsTrue(isFound); + } supportsIndirect &= packedMaterialData.isIndirectSupported; + + packedMaterialDatas[matIndex] = packedMaterialData; } var rangeKey = new RangeKey @@ -456,7 +498,7 @@ public void ProcessRenderer(int i) var materialIndex = rendererData.materialIndex[materialsOffset + matIndex]; var materialID = rendererData.materialID[materialIndex]; - var packedMaterialData = rendererData.packedMaterialData[materialIndex]; + var packedMaterialData = packedMaterialDatas[matIndex]; if (materialID == 0) { @@ -520,10 +562,8 @@ public void ProcessRenderer(int i) public void Execute() { - { - for (int i = 0; i < rendererData.rendererGroupID.Length; ++i) - ProcessRenderer(i); - } + for (int i = 0; i < rendererData.rendererGroupID.Length; ++i) + ProcessRenderer(i); } } @@ -718,6 +758,7 @@ internal class InstanceCullingBatcher : IDisposable private NativeParallelHashMap m_GlobalBatchIDs; private InstanceCuller m_Culler; private NativeParallelHashMap m_BatchMaterialHash; + private NativeParallelHashMap m_PackedMaterialHash; private NativeParallelHashMap m_BatchMeshHash; private int m_CachedInstanceDataBufferLayoutVersion; @@ -725,6 +766,7 @@ internal class InstanceCullingBatcher : IDisposable private OnCullingCompleteCallback m_OnCompleteCallback; public NativeParallelHashMap batchMaterialHash => m_BatchMaterialHash; + public NativeParallelHashMap packedMaterialHash => m_PackedMaterialHash; public InstanceCullingBatcher(RenderersBatchersContext batcherContext, InstanceCullingBatcherDesc desc, BatchRendererGroup.OnFinishedCulling onFinishedCulling) { @@ -774,6 +816,7 @@ public InstanceCullingBatcher(RenderersBatchersContext batcherContext, InstanceC m_CachedInstanceDataBufferLayoutVersion = -1; m_OnCompleteCallback = desc.onCompleteCallback; m_BatchMaterialHash = new NativeParallelHashMap(64, Allocator.Persistent); + m_PackedMaterialHash = new NativeParallelHashMap(64, Allocator.Persistent); m_BatchMeshHash = new NativeParallelHashMap(64, Allocator.Persistent); m_GlobalBatchIDs = new NativeParallelHashMap(6, Allocator.Persistent); @@ -806,6 +849,7 @@ public void Dispose() m_DrawInstanceData = null; m_BatchMaterialHash.Dispose(); + m_PackedMaterialHash.Dispose(); m_BatchMeshHash.Dispose(); } @@ -902,12 +946,12 @@ public void OnFinishedCulling(IntPtr customCullingResult) m_Culler.EnsureValidOcclusionTestResults(viewInstanceID); } - public void DestroyInstances(NativeArray instances) + public void DestroyDrawInstances(NativeArray instances) { if (instances.Length == 0) return; - Profiler.BeginSample("DestroyInstances"); + Profiler.BeginSample("DestroyDrawInstances"); m_DrawInstanceData.DestroyDrawInstances(instances); @@ -929,6 +973,7 @@ public void DestroyMaterials(NativeArray destroyedMaterials) { destroyedBatchMaterials.Add(destroyedBatchMaterial.value); m_BatchMaterialHash.Remove(destroyedMaterial); + m_PackedMaterialHash.Remove(destroyedMaterial); m_BRG.UnregisterMaterial(destroyedBatchMaterial); } } @@ -1007,6 +1052,7 @@ private void RegisterBatchMaterials(in NativeArray usedMaterialIDs) int totalMaterialsNum = m_BatchMaterialHash.Count() + newMaterialIDs.Length; m_BatchMaterialHash.Capacity = Math.Max(m_BatchMaterialHash.Capacity, Mathf.CeilToInt(totalMaterialsNum / 1023.0f) * 1024); + m_PackedMaterialHash.Capacity = m_BatchMaterialHash.Capacity; new RegisterNewInstancesJob { @@ -1020,22 +1066,37 @@ private void RegisterBatchMaterials(in NativeArray usedMaterialIDs) newBatchMaterialIDs.Dispose(); } + public JobHandle SchedulePackedMaterialCacheUpdate(NativeArray materialIDs, NativeArray packedMaterialDatas) + { + return new UpdatePackedMaterialDataCacheJob + { + materialIDs = materialIDs.AsReadOnly(), + packedMaterialDatas = packedMaterialDatas.AsReadOnly(), + packedMaterialHash = m_PackedMaterialHash + }.Schedule(); + } + public void BuildBatch( NativeArray instances, NativeArray usedMaterialIDs, NativeArray usedMeshIDs, - in GPUDrivenRendererGroupData rendererData) + in GPUDrivenRendererGroupData rendererData, + bool registerMaterialsAndMeshes) { - RegisterBatchMaterials(usedMaterialIDs); - RegisterBatchMeshes(usedMeshIDs); + if (registerMaterialsAndMeshes) + { + RegisterBatchMaterials(usedMaterialIDs); + RegisterBatchMeshes(usedMeshIDs); + } new CreateDrawBatchesJob { implicitInstanceIndices = rendererData.instancesCount.Length == 0, instances = instances, rendererData = rendererData, - batchMeshHash = m_BatchMeshHash, - batchMaterialHash = m_BatchMaterialHash, + batchMeshHash = m_BatchMeshHash.AsReadOnly(), + batchMaterialHash = m_BatchMaterialHash.AsReadOnly(), + packedMaterialDataHash = m_PackedMaterialHash.AsReadOnly(), rangeHash = m_DrawInstanceData.rangeHash, drawRanges = m_DrawInstanceData.drawRanges, batchHash = m_DrawInstanceData.batchHash, diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceAllocator.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceAllocator.cs index 25deef7d626..fccae9c69e7 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceAllocator.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceData/InstanceAllocator.cs @@ -10,7 +10,7 @@ namespace UnityEngine.Rendering internal struct InstanceHandle : IEquatable, IComparable { // Don't use this index to reference GPU data. This index is to reference CPU data only. - // To reference GPU data convert InstahceHandle to GPUInstanceIndex. + // To reference GPU data convert InstanceHandle to GPUInstanceIndex. public int index { get; private set; } // This is unique instance index for each instance type. diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/GPUDriven/GPUDrivenRenderingTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/GPUDriven/GPUDrivenRenderingTests.cs index 8cbefad9ae0..15002f73570 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/GPUDriven/GPUDrivenRenderingTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/GPUDriven/GPUDrivenRenderingTests.cs @@ -137,7 +137,7 @@ public void TestInstanceCullingBatcherAddRemove() Assert.IsTrue(brg.instanceCullingBatcher.GetDrawInstanceData().drawInstances.Length == 3); brgContext.ScheduleQueryRendererGroupInstancesJob(objIDs.AsArray(), instances).Complete(); - brg.DestroyInstances(instances); + brg.DestroyDrawInstances(instances); Assert.IsTrue(brg.instanceCullingBatcher.GetDrawInstanceData().drawInstances.Length == 0); } @@ -234,7 +234,7 @@ public void TestInstanceCullingTier0() GameObject.DestroyImmediate(cameraObject); brgContext.ScheduleQueryRendererGroupInstancesJob(objIDs.AsArray(), instances).Complete(); - brg.DestroyInstances(instances); + brg.DestroyDrawInstances(instances); } } @@ -300,7 +300,7 @@ public void TestSceneViewHiddenRenderersCullingTier0() GameObject.DestroyImmediate(cameraObject); brgContext.ScheduleQueryRendererGroupInstancesJob(objIDs, instances).Complete(); - brg.DestroyInstances(instances); + brg.DestroyDrawInstances(instances); } } @@ -381,7 +381,7 @@ public void TestMultipleMetadata() GameObject.DestroyImmediate(cameraObject); brgContext.ScheduleQueryRendererGroupInstancesJob(objIDs.AsArray(), instances).Complete(); - brg.DestroyInstances(instances); + brg.DestroyDrawInstances(instances); } } @@ -532,7 +532,7 @@ public void TestCPULODSelection() GameObject.DestroyImmediate(cameraObject); brgContext.ScheduleQueryRendererGroupInstancesJob(objIDs.AsArray(), instances).Complete(); - brg.DestroyInstances(instances); + brg.DestroyDrawInstances(instances); } } @@ -688,7 +688,7 @@ public void TestCPULODCrossfade() GameObject.DestroyImmediate(cameraObject); brgContext.ScheduleQueryRendererGroupInstancesJob(objIDs.AsArray(), instances).Complete(); - brg.DestroyInstances(instances); + brg.DestroyDrawInstances(instances); } } @@ -805,7 +805,7 @@ public void TestGpuDrivenSmallMeshCulling() GameObject.DestroyImmediate(cameraObject); brgContext.ScheduleQueryRendererGroupInstancesJob(objIDs.AsArray(), instances).Complete(); - brg.DestroyInstances(instances); + brg.DestroyDrawInstances(instances); } } @@ -1148,7 +1148,7 @@ public void TestDisallowGPUDrivenRendering() { Assert.IsTrue(rendererData.rendererGroupID.Length == 2); dispatched = true; - }); + }, true); Assert.IsTrue(dispatched); @@ -1162,7 +1162,7 @@ public void TestDisallowGPUDrivenRendering() Assert.IsTrue(rendererData.invalidRendererGroupID.Length == 1); Assert.IsTrue(rendererData.invalidRendererGroupID[0] == renderer0.GetInstanceID()); dispatched = true; - }); + }, true); Assert.IsTrue(dispatched); @@ -1173,7 +1173,7 @@ public void TestDisallowGPUDrivenRendering() { Assert.IsTrue(rendererData.invalidRendererGroupID.Length == 2); dispatched = true; - }); + }, true); Assert.IsTrue(dispatched); @@ -1217,9 +1217,13 @@ public void TestUnsupportedCallbacks() gpuDrivenProcessor.EnableGPUDrivenRenderingAndDispatchRendererData(rendererIDs, (in GPUDrivenRendererGroupData rendererData, IList meshes, IList materials) => { + Assert.IsTrue(rendererData.localBounds.Length == 0); + Assert.IsTrue(rendererData.localToWorldMatrix.Length == 0); + Assert.IsTrue(rendererData.prevLocalToWorldMatrix.Length == 0); + Assert.IsTrue(rendererData.lodGroupID.Length == 0); Assert.IsTrue(rendererData.rendererGroupID.Length == 4); dispatched = true; - }); + }, true); Assert.IsTrue(dispatched); @@ -1233,7 +1237,7 @@ public void TestUnsupportedCallbacks() { Assert.IsTrue(rendererData.rendererGroupID.Length == 1); dispatched = true; - }); + }, true); Assert.IsTrue(dispatched); @@ -1275,7 +1279,7 @@ public void TestForceRenderingOff() { Assert.IsTrue(rendererData.rendererGroupID.Length == 1); dispatched = true; - }); + }, true); Assert.IsTrue(dispatched); From a8bfe2a0a9998e084839e15f69b891ef4efe2924 Mon Sep 17 00:00:00 2001 From: Adrian Smith Date: Wed, 4 Dec 2024 01:31:33 +0000 Subject: [PATCH 21/52] Disable test for rendering layers on Switch To temporarily disable a rendering layers test scene for Switch --- .../Test/TestFilters/TestCaseFilters.asset | 154 +++++++++--------- 1 file changed, 77 insertions(+), 77 deletions(-) diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Test/TestFilters/TestCaseFilters.asset b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Test/TestFilters/TestCaseFilters.asset index 825116cb185..5857541b437 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Test/TestFilters/TestCaseFilters.asset +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Test/TestFilters/TestCaseFilters.asset @@ -11,7 +11,7 @@ MonoBehaviour: m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 5f6aa9f32113aec4a8bded44c1febe5c, type: 3} m_Name: TestCaseFilters - m_EditorClassIdentifier: + m_EditorClassIdentifier: filters: - FilteredScene: {fileID: 0} FilteredScenes: @@ -26,7 +26,7 @@ MonoBehaviour: BuildPlatform: 45 GraphicsDevice: 11 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: https://jira.unity3d.com/browse/PIA-882 - FilteredScene: {fileID: 0} @@ -123,7 +123,7 @@ MonoBehaviour: BuildPlatform: 2 GraphicsDevice: 16 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: https://jira.unity3d.com/browse/UUM-3312 - FilteredScene: {fileID: 0} @@ -133,7 +133,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 18 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Needs fixing on DX12 - FilteredScene: {fileID: 0} @@ -145,7 +145,7 @@ MonoBehaviour: BuildPlatform: 13 GraphicsDevice: 11 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Needs MSAA fixing on OpenGLES3 - FilteredScene: {fileID: 0} @@ -157,7 +157,7 @@ MonoBehaviour: BuildPlatform: 45 GraphicsDevice: 11 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Needs MSAA fixing on OpenGLES3 - FilteredScene: {fileID: 0} @@ -177,7 +177,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 18 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: https://jira.unity3d.com/browse/UUM-55074 - FilteredScene: {fileID: 0} @@ -188,9 +188,9 @@ MonoBehaviour: BuildPlatform: 2 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 - Reason: + Reason: - FilteredScene: {fileID: 0} FilteredScenes: - {fileID: 102900000, guid: e983e6ee0e89e14478c8f616dfbc3e20, type: 3} @@ -199,7 +199,7 @@ MonoBehaviour: BuildPlatform: 9 GraphicsDevice: 16 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Crash on iOS - FilteredScene: {fileID: 0} @@ -211,7 +211,7 @@ MonoBehaviour: BuildPlatform: 20 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-56932 - FilteredScene: {fileID: 0} @@ -222,7 +222,7 @@ MonoBehaviour: BuildPlatform: 9 GraphicsDevice: 16 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Reflection probe missing sometimes. - FilteredScene: {fileID: 0} @@ -233,7 +233,7 @@ MonoBehaviour: BuildPlatform: 13 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Reflection probe missing sometimes. - FilteredScene: {fileID: 0} @@ -248,7 +248,7 @@ MonoBehaviour: BuildPlatform: 2 GraphicsDevice: 16 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: https://jira.unity3d.com/browse/UUM-3312 - FilteredScene: {fileID: 0} @@ -279,7 +279,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 11 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No GLES on Deferred. - FilteredScene: {fileID: 0} @@ -290,7 +290,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 17 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No GL on Deferred. - FilteredScene: {fileID: 0} @@ -300,7 +300,7 @@ MonoBehaviour: BuildPlatform: 9 GraphicsDevice: 16 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: 'Bug: iPhone yamato instability for unknown reason.' - FilteredScene: {fileID: 0} @@ -340,7 +340,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 18 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: https://fogbugz.unity3d.com/f/cases/1394999/ - FilteredScene: {fileID: 0} @@ -350,7 +350,7 @@ MonoBehaviour: BuildPlatform: 24 GraphicsDevice: 21 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: https://fogbugz.unity3d.com/f/cases/1305639/ - FilteredScene: {fileID: 0} @@ -420,7 +420,7 @@ MonoBehaviour: BuildPlatform: 13 GraphicsDevice: 21 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-56933 - FilteredScene: {fileID: 0} @@ -445,7 +445,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 11 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Not supported on GLES3 - FilteredScene: {fileID: 0} @@ -463,7 +463,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 17 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Not supported on OpenGL - FilteredScene: {fileID: 0} @@ -473,7 +473,7 @@ MonoBehaviour: BuildPlatform: 9 GraphicsDevice: 16 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: URP-1199 - FilteredScene: {fileID: 0} @@ -483,7 +483,7 @@ MonoBehaviour: BuildPlatform: 13 GraphicsDevice: 21 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: URP-1199 - FilteredScene: {fileID: 0} @@ -568,9 +568,9 @@ MonoBehaviour: BuildPlatform: 13 GraphicsDevice: 11 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 - Reason: + Reason: - FilteredScene: {fileID: 0} FilteredScenes: - {fileID: 102900000, guid: f1e2273404277234a8497f4bc0f9f229, type: 3} @@ -601,7 +601,7 @@ MonoBehaviour: BuildPlatform: 9 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -611,7 +611,7 @@ MonoBehaviour: BuildPlatform: 13 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -621,7 +621,7 @@ MonoBehaviour: BuildPlatform: 20 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -631,7 +631,7 @@ MonoBehaviour: BuildPlatform: 21 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -641,7 +641,7 @@ MonoBehaviour: BuildPlatform: 31 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -651,7 +651,7 @@ MonoBehaviour: BuildPlatform: 33 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -661,7 +661,7 @@ MonoBehaviour: BuildPlatform: 37 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -671,7 +671,7 @@ MonoBehaviour: BuildPlatform: 38 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -681,7 +681,7 @@ MonoBehaviour: BuildPlatform: 42 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -691,7 +691,7 @@ MonoBehaviour: BuildPlatform: 43 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -701,7 +701,7 @@ MonoBehaviour: BuildPlatform: 44 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -711,7 +711,7 @@ MonoBehaviour: BuildPlatform: 46 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Alembic package is desktop only - FilteredScene: {fileID: 0} @@ -722,7 +722,7 @@ MonoBehaviour: BuildPlatform: 24 GraphicsDevice: 21 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: 'Issues with variants ' - FilteredScene: {fileID: 0} @@ -733,7 +733,7 @@ MonoBehaviour: BuildPlatform: 13 GraphicsDevice: 21 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: Bug. UUM-61242 - FilteredScene: {fileID: 0} @@ -744,7 +744,7 @@ MonoBehaviour: BuildPlatform: 24 GraphicsDevice: 21 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-57780 - FilteredScene: {fileID: 0} @@ -754,7 +754,7 @@ MonoBehaviour: BuildPlatform: 24 GraphicsDevice: 21 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-57771 - FilteredScene: {fileID: 0} @@ -764,7 +764,7 @@ MonoBehaviour: BuildPlatform: 38 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-57771 - FilteredScene: {fileID: 0} @@ -774,7 +774,7 @@ MonoBehaviour: BuildPlatform: 31 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: https://jira.unity3d.com/browse/UUM-45735 - FilteredScene: {fileID: 0} @@ -802,7 +802,7 @@ MonoBehaviour: BuildPlatform: 2 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -819,7 +819,7 @@ MonoBehaviour: BuildPlatform: 5 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -836,7 +836,7 @@ MonoBehaviour: BuildPlatform: 9 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -853,7 +853,7 @@ MonoBehaviour: BuildPlatform: 13 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -870,7 +870,7 @@ MonoBehaviour: BuildPlatform: 19 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -887,7 +887,7 @@ MonoBehaviour: BuildPlatform: 20 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -904,7 +904,7 @@ MonoBehaviour: BuildPlatform: 21 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -921,7 +921,7 @@ MonoBehaviour: BuildPlatform: 24 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -938,7 +938,7 @@ MonoBehaviour: BuildPlatform: 31 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -955,7 +955,7 @@ MonoBehaviour: BuildPlatform: 33 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -972,7 +972,7 @@ MonoBehaviour: BuildPlatform: 37 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -989,7 +989,7 @@ MonoBehaviour: BuildPlatform: 38 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -1006,7 +1006,7 @@ MonoBehaviour: BuildPlatform: 41 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -1023,7 +1023,7 @@ MonoBehaviour: BuildPlatform: 42 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -1040,7 +1040,7 @@ MonoBehaviour: BuildPlatform: 43 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -1057,7 +1057,7 @@ MonoBehaviour: BuildPlatform: 44 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -1074,7 +1074,7 @@ MonoBehaviour: BuildPlatform: 45 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -1091,7 +1091,7 @@ MonoBehaviour: BuildPlatform: 46 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -1108,7 +1108,7 @@ MonoBehaviour: BuildPlatform: 47 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No debug display variants available. - FilteredScene: {fileID: 0} @@ -1118,7 +1118,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 18 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-53003 - FilteredScene: {fileID: 0} @@ -1128,7 +1128,7 @@ MonoBehaviour: BuildPlatform: 43 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-63904 - FilteredScene: {fileID: 0} @@ -1138,7 +1138,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 2 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-66357, UUM-67324 - FilteredScene: {fileID: 0} @@ -1148,7 +1148,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 11 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-66357 - FilteredScene: {fileID: 0} @@ -1158,7 +1158,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 13 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-67324 - FilteredScene: {fileID: 0} @@ -1168,7 +1168,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 16 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-67324 - FilteredScene: {fileID: 0} @@ -1178,7 +1178,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 18 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-66357, UUM-67324 - FilteredScene: {fileID: 0} @@ -1188,7 +1188,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 22 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-67324 - FilteredScene: {fileID: 0} @@ -1198,7 +1198,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 24 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-67324 - FilteredScene: {fileID: 0} @@ -1208,7 +1208,7 @@ MonoBehaviour: BuildPlatform: -2 GraphicsDevice: 25 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-67324 - FilteredScene: {fileID: 0} @@ -1218,7 +1218,7 @@ MonoBehaviour: BuildPlatform: 44 GraphicsDevice: 4 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: UUM-67324 - FilteredScene: {fileID: 0} @@ -1229,7 +1229,7 @@ MonoBehaviour: BuildPlatform: 20 GraphicsDevice: 28 Architecture: 0 - XrSdk: + XrSdk: StereoModes: 0 Reason: No support in webgpu - FilteredScene: {fileID: 0} @@ -1239,7 +1239,7 @@ MonoBehaviour: BuildPlatform: 9 GraphicsDevice: 16 Architecture: 2 - XrSdk: + XrSdk: StereoModes: 0 Reason: https://jira.unity3d.com/browse/UUM-85648 - FilteredScene: {fileID: 0} @@ -1344,7 +1344,7 @@ MonoBehaviour: Reason: No support PS5 - FilteredScene: {fileID: 0} FilteredScenes: - - {fileID: 102900000, guid: 79411c8112bdd64429adcd528baacf32, type: 3} + - {fileID: 102900000, guid: 87ee64df2c957224ab067a27a80ea7af, type: 3} ColorSpace: -1 BuildPlatform: 38 GraphicsDevice: 22 From 4c0e6500e376ad61e99ef4ba50ae3799b9a24765 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Slysz?= Date: Wed, 4 Dec 2024 23:06:36 +0000 Subject: [PATCH 22/52] HDRP Wizard FixAll button hide when no fix available Fix issue [UUM-84977](https://jira.unity3d.com/browse/UUM-84977) where FixAll button is visible even if it cannot fix anything due to issues found requiring manual resolve by user. --- .../Editor/Wizard/HDWizard.Configuration.cs | 4 ++-- .../Editor/Wizard/HDWizard.UIElement.cs | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs index 820eea57a14..494b89b572e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs @@ -249,11 +249,11 @@ Entry[] entries } // Utility that grab all check within the scope or in sub scope included and check if everything is correct - bool IsAllEntryCorrectInScope(InclusiveMode scope) + bool IsAFixAvailableInScope(InclusiveMode scope) { foreach (var e in entries) { - if (!scope.Contains(e.inclusiveScope) || e.check == null) + if (!scope.Contains(e.inclusiveScope) || e.check == null || e.fix == null) continue; if (!e.check()) return false; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.UIElement.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.UIElement.cs index 2e7bcb09b63..d6c6d116d21 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.UIElement.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.UIElement.cs @@ -421,7 +421,7 @@ public InclusiveModeElement(InclusiveMode mode, string label, string tooltip, HD m_FixAllButton = new FixAllButton( Style.resolveAll, - () => m_Wizard.IsAllEntryCorrectInScope(m_Mode), + () => m_Wizard.IsAFixAvailableInScope(m_Mode), () => m_Wizard.FixAllEntryInScope(m_Mode)); bool userOnWindows = RuntimeInformation.IsOSPlatform(System.Runtime.InteropServices.OSPlatform.Windows); From 338213ecf7ca3a4bf94972c7ede14141daff92c0 Mon Sep 17 00:00:00 2001 From: Paul Demeulenaere Date: Wed, 4 Dec 2024 23:07:09 +0000 Subject: [PATCH 23/52] [VFX/Docs] CustomHLSL & RWTexture Update documentation about new capabilities of CustomHLSL - Adds entries from new changes in https://github.cds.internal.unity3d.com/unity/unity/pull/46174 - Fix confusion between TextureCube & Cubemap - Fix SampleTexture definition, the level is explicit - Implement all snippets using custom HLSL reference for clarity --- .../Documentation~/CustomHLSL-Common.md | 118 ++++++++++++------ 1 file changed, 83 insertions(+), 35 deletions(-) diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/CustomHLSL-Common.md b/Packages/com.unity.visualeffectgraph/Documentation~/CustomHLSL-Common.md index 11d37b0c92c..83c163c74c6 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/CustomHLSL-Common.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/CustomHLSL-Common.md @@ -1,6 +1,6 @@ ## Custom HLSL Nodes (block and operator) -These Custom HLSL nodes let you execute custom HLSL code during particle simulation. +These Custom HLSL nodes enable you to execute custom HLSL code during particle simulation. You can use an [operator](Operator-CustomHLSL.md) for horizontal flow or a [block](Block-CustomHLSL.md) for vertical flow (in contexts). ![Custom HLSL](Images/custom-hlsl.png) @@ -15,8 +15,8 @@ You can use an [operator](Operator-CustomHLSL.md) for horizontal flow or a [bloc ## HLSL Code The HLSL code can be either **embedded** in the node or an **HLSL file** can be used. -You can provide multiple functions in the same HLSL source (embedded or file), in this case, you'll have to pick the desired one in a choice list in the node. -To be valid and correctly interpreted by the VFX Graph, some conventions must be adopted. +Multiple functions can be contained within the same HLSL source (embedded or file); in such cases, you must select the desired function from a dropdown list within the node. +To ensure validity and correct interpretation by the VFX Graph, adhere to the following conventions. ## Function declaration To be properly recognized by VFX Graph the function must fulfill the following requirements: @@ -40,8 +40,7 @@ float Distance(in float3 a, in float3 b) } ``` -You may want to write a helper function that you don't want to be exposed in the node's choice list. -In that case, simply put this special comment above the function declaration: +If you wish to write a helper function that should not appear in the node's selection list, use the special comment above the function declaration: ```csharp /// Hidden float SomeFunction(in float a) @@ -50,7 +49,7 @@ float SomeFunction(in float a) } ``` > [!IMPORTANT] -> When you need to implement helper functions, you must use a HLSL file, not the embedded HLSL code. +> When implementing helper functions, you must use an HLSL file, not the embedded HLSL code. ## Supported types @@ -71,30 +70,46 @@ float SomeFunction(in float a) ### Texture types -| **HLSL Type** | **Port Type** | **Description** | -|------------------------|------------------|----------------------------------------------------------------------------------| -| **VFXSampler2D** | Texture2D | A structure containing a sampler state and a two-dimensional texture. | -| **VFXSampler3D** | Texture3D | A structure containing a sampler state and a three-dimensional texture. | -| **VFXSampler2DArray** | Texture2DArray | A structure containing a sampler state and an array of two-dimensional textures. | -| **VFXSamplerCube** | TextureCube | A structure containing a sampler state and a cube texture. | +| **HLSL Type** | **Port Type** | **Description** | +| ---------------------- | -------------- | --------------------------------------------------------------------------------| +| **VFXSampler2D** | Texture2D | A structure containing a sampler state and a two-dimensional texture. | +| **VFXSampler3D** | Texture3D | A structure containing a sampler state and a three-dimensional texture. | +| **VFXSampler2DArray** | Texture2DArray | A structure containing a sampler state and an array of two-dimensional textures.| +| **VFXSamplerCube** | TextureCube | A structure containing a sampler state and a cube texture. | +| **Texture1D** | Texture2D | A one-dimensional texture. | +| **Texture2D** | Texture2D | A two-dimensional texture. | +| **Texture3D** | Texture3D | A three-dimensional texture. | +| **TextureCube** | Cubemap | A cube texture. | +| **Texture1DArray** | Texture2DArray | An array of one-dimensional textures. | +| **Texture2DArray** | Texture2DArray | An array of two-dimensional textures. | +| **TextureCubeArray** | CubemapArray | An array of cube textures. | +| **RWTexture1D** | Texture2D | A read-write one-dimensional texture. | +| **RWTexture2D** | Texture2D | A read-write two-dimensional texture. | +| **RWTexture3D** | Texture3D | A read-write three-dimensional texture. | +| **RWTextureCube** | Cubemap | A read-write cube texture. | +| **RWTexture1DArray** | Texture2DArray | A read-write array of one-dimensional textures. | +| **RWTexture2DArray** | Texture2DArray | A read-write array of two-dimensional textures. | +| **RWTextureCubeArray** | CubemapArray | A read-write array of cube textures. | ### Buffers -| **HLSL Type** | **Port Type** | **Description** | -|-----------------------------|----------------|----------------------------------------------------------------------------------| -| **StructuredBuffer** | GraphicsBuffer | A read-only buffer for storing an array of structures or basic HLSL data types. | -| **ByteAddressBuffer** | GraphicsBuffer | A read-only raw buffer. | -| **Buffer** | GraphicsBuffer | A read-only raw buffer for basic HLSL types. | -| **AppendStructuredBuffer** | GraphicsBuffer | A read-only buffer where you can append new entries. | -| **ConsumeStructuredBuffer** | GraphicsBuffer | A read-only buffer where you can remove entries. | -| **RWBuffer** | GraphicsBuffer | A read-write raw buffer for basic HLSL types. | -| **RWStructuredBuffer** | GraphicsBuffer | A read-write buffer for storing an array of structures or basic HLSL data types. | -| **RWByteAddressBuffer** | GraphicsBuffer | A read-write raw buffer. | +| **HLSL Type** | **Port Type** | **Description** | +| --------------------------- | -------------- | --------------------------------------------------------------------------------| +| **StructuredBuffer** | GraphicsBuffer | A read-only buffer for storing an array of structures or basic HLSL data types. | +| **ByteAddressBuffer** | GraphicsBuffer | A read-only raw buffer. | +| **Buffer** | GraphicsBuffer | A read-only raw buffer for basic HLSL types. | +| **AppendStructuredBuffer** | GraphicsBuffer | A read-only buffer where you can append new entries. | +| **ConsumeStructuredBuffer** | GraphicsBuffer | A read-only buffer where you can remove entries. | +| **RWBuffer** | GraphicsBuffer | A read-write raw buffer for basic HLSL types. | +| **RWStructuredBuffer** | GraphicsBuffer | A read-write buffer for storing an array of structures or basic HLSL data types.| +| **RWByteAddressBuffer** | GraphicsBuffer | A read-write raw buffer. | ## Sampling ### Textures -The simplest way to sample a texture is to use the VFX Graph structure called VFXSampler2D (or VFXSample3D) which is defined as shown below: +The CustomHLSL functions are exclusively used within a Compute or Vertex Shader context. This means that derivative functions, such as `ddx` and `ddy`, are unavailable. Consequently, when sampling a texture, you must explicitly specify the mipmap level. + +The simplest way to sample a texture is to use the VFX Graph structure called VFXSampler2D (or VFXSampler3D), which is defined as follows: ```csharp struct VFXSampler2D { @@ -102,43 +117,76 @@ struct VFXSampler2D SamplerState s; }; ``` -VFX Graph provides this function: `float4 SampleTexture(VFXSampler2D texure, float2 coordinates)`. +VFX Graph provides the function: `float4 SampleTexture(VFXSampler2D texure, float2 coordinates, float level)`. + +```csharp +float4 CustomSampleTexture(VFXSampler2D inputTexture, float2 uv) +{ + return SampleTexture(inputTexture, uv, 0 /*first level*/); +} +``` + But you can also use HLSL built-in functions to sample a texture using the VFXSampler2D fields. -In that case, since this is used in a compute shader you must specify which mipmap level to sample (use `SampleLevel` for instance). + +If a sampler is unnecessary, you can also directly fetch from the texture using coordinates specified in pixel space. + +```csharp +float4 CustomLoadTexture(Texture2D inputTexture, int x, int y) +{ + return inputTexture.Load(int3(x, y, 0 /*first level*/)); +} +``` + + ### Buffers You can use two types of buffers: `ByteAddressBuffer` and `StructuredBuffer<>`. -In both cases the usage is the same as in any HLSL code: +The usage for both is consistent with any HLSL code: + - `ByteAddressBuffer`: use the `Load` function ```csharp -uint char = buffer.Load(attributes.particleId % count); +uint CustomLoadByteAddressBuffer(ByteAddressBuffer buffer, uint address, uint count) +{ + return buffer.Load(address % count); +} ``` -- `StructuredBuffer<>`: use classic index accessor +- `StructuredBuffer`: use classic index accessor ```csharp -float angle = phase + freq * buffer[attributes.particleId % bufferSize]; +float3 CustomLoadStructuredBuffer(StructuredBuffer buffer, uint address, uint count) +{ + return buffer[address % count]; +} ``` ### Gradient -Gradients are handled specifically in VFX Graph (they are packed in a single texture) so you must use a dedicated function to sample them. +Gradients are specifically handled in VFX Graph (packed into a single texture) requiring a dedicated sampling function. Here is the function definition: `SampleGradient(VFXGradient gradient, float t)` + ```csharp -float3 color = SampleGradient(grad, t); +float3 CustomSampleGradient(VFXGradient gradient, float time) +{ + return SampleGradient(gradient, time); +} ``` ### Curve -Sampling a curve is really similar to sampling a gradient. +Sampling a curve is similar to sampling a gradient. Here is the function definition: `SampleCurve(VFXCurve curve, float t)` + ```csharp -float r = SampleCurve(curve, t); +float CustomSampleCurve(VFXCurve curve, float time) +{ + return SampleCurve(curve, time); +} ``` ## HLSL Code Editor -You can edit your HLSL code directly inside Unity Editor by clicking the `Edit` button on the node in the graph (see screenshot [above](#custom-hlsl-nodes-block-and-operator)). +You can edit your HLSL code directly within the Unity Editor by clicking the `Edit` button on the node in the graph (see screenshot [above](#custom-hlsl-nodes-block-and-operator)). The HLSL Code Editor supports the following shortcuts: - `Ctrl + Z` and `Ctrl + Y` for Undo/Redo (independent from the Unity Editor undo stack) - `Ctrl + S` to save the current HLSL code - `Ctrl + Mouse Wheel` to change the font size ->If you need to write down the name of a particle attribute, you can drag&drop drop the attribute from the blackboard to the code editor. This way you avoid any risk of typo. +>If you need to write down the name of a particle attribute, you can drag&drop drop the attribute from the blackboard to the code editor. This helps avoid any typo. ![Custom HLSL Editor](Images/custom-hlsl-editor.png) From 378382c1a4129eadd76cd0f52a916d0d5647b8c2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Olivier=20Carr=C3=A8re?= Date: Thu, 5 Dec 2024 05:15:29 +0000 Subject: [PATCH 24/52] docg-5646 Fix typo Replace "HRDP" with "HDRP". https://jira.unity3d.com/browse/DOCG-5646 --- .../Documentation~/Custom-Pass-Troubleshooting.md | 2 +- .../Documentation~/System-Requirements.md | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Troubleshooting.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Troubleshooting.md index 16e43f6f31f..e5d80f9c4ea 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Troubleshooting.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Troubleshooting.md @@ -50,7 +50,7 @@ The following conditions can cause particles in the scene to face the wrong dire - The particle system is only visible in a Custom Pass. - There is no override implemented for`AggregateCullingParameters`. -Unity calculates the orientation of the particles in the Built-in Particle System when it executes `AggregateCullingParameters` during the culling step. This means if there is no override, HRDP doesn't render it properly. +Unity calculates the orientation of the particles in the Built-in Particle System when it executes `AggregateCullingParameters` during the culling step. This means if there is no override, HDRP doesn't render it properly. ## Decals aren't visible diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md index 495c8368f44..cc6eb578bbb 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md @@ -30,7 +30,7 @@ This section describes the HDRP package’s target platform requirements. For pl For more information, see [System requirements for Unity](https://docs.unity3d.com/Manual/system-requirements.html). -HRDP is compatible with the following platforms: +HDRP is compatible with the following platforms: - Windows and Windows Store, with DirectX 11 or DirectX 12 and Shader Model 5.0 - Sony From 3c9a145e5473958524a3c34a7a027671297aae9f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Elvar=20=C3=96rn=20Unn=C3=BE=C3=B3rsson?= Date: Thu, 5 Dec 2024 05:15:55 +0000 Subject: [PATCH 25/52] [DocsQualityWeek2024] Improving documentation for VolumeComponents and related features Updates various volume components in URP with better description, code samples and links, --- .../Editor/Volume/VolumeParameterDrawer.cs | 2 +- .../PostProcessing/IPostProcessComponent.cs | 2 +- .../Runtime/Overrides/Bloom.cs | 125 ++++++++++++++- .../Runtime/Overrides/ChannelMixer.cs | 117 +++++++++++++- .../Runtime/Overrides/ChromaticAberration.cs | 92 ++++++++++- .../Runtime/Overrides/ColorAdjustments.cs | 106 ++++++++++++- .../Runtime/Overrides/ColorCurves.cs | 115 +++++++++++++- .../Runtime/Overrides/ColorLookup.cs | 98 +++++++++++- .../Runtime/Overrides/DepthOfField.cs | 127 ++++++++++++++- .../Runtime/Overrides/FilmGrain.cs | 103 +++++++++++- .../Runtime/Overrides/LensDistortion.cs | 105 ++++++++++++- .../Runtime/Overrides/LiftGammaGain.cs | 100 +++++++++++- .../Runtime/Overrides/MotionBlur.cs | 105 ++++++++++++- .../Runtime/Overrides/PaniniProjection.cs | 95 ++++++++++- .../Runtime/Overrides/ScreenSpaceLensFlare.cs | 147 +++++++++++++++++- .../Overrides/ShadowsMidtonesHighlights.cs | 112 ++++++++++++- .../Runtime/Overrides/SplitToning.cs | 100 +++++++++++- .../Runtime/Overrides/Tonemapping.cs | 121 +++++++++++++- .../Runtime/Overrides/Vignette.cs | 108 ++++++++++++- .../Runtime/Overrides/WhiteBalance.cs | 95 ++++++++++- 20 files changed, 1931 insertions(+), 44 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeParameterDrawer.cs b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeParameterDrawer.cs index 4cbf334f964..a463ad4ff73 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeParameterDrawer.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeParameterDrawer.cs @@ -35,7 +35,7 @@ public VolumeParameterDrawerAttribute(Type parameterType) /// parameter this drawer is for. /// /// - /// If you do not provide a custom editor for a , Unity uses the buil-in property drawers to draw the + /// If you do not provide a custom editor for a , Unity uses the built-in property drawers to draw the /// property as-is. /// /// diff --git a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/IPostProcessComponent.cs b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/IPostProcessComponent.cs index 7dd3f4e56b8..8c154a31857 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/IPostProcessComponent.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/IPostProcessComponent.cs @@ -16,7 +16,7 @@ public interface IPostProcessComponent /// /// Tells if the post process can run the effect on-tile or if it needs a full pass. /// - /// True if it can run on-tile, otherwise false. + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] bool IsTileCompatible() => false; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Bloom.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Bloom.cs index 325ad340e38..6a9e9e77516 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Bloom.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Bloom.cs @@ -21,6 +21,121 @@ public enum BloomDownscaleMode /// /// A volume component that holds settings for the Bloom effect. /// + /// + /// You can add to a in the Editor to apply a Bloom post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private Bloom m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public MinFloatParameter threshold; + /// public MinFloatParameter intensity; + /// public ClampedFloatParameter scatter; + /// public MinFloatParameter clamp; + /// public ColorParameter tint; + /// public BoolParameter highQualityFiltering; + /// public DownscaleParameter downscale; + /// public ClampedIntParameter maxIterations; + /// public TextureParameter dirtTexture; + /// public MinFloatParameter dirtIntensity; + /// + /// public void SetVolumeComponentSettings(ref Bloom volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.threshold = threshold; + /// volumeComponent.intensity = intensity; + /// volumeComponent.scatter = scatter; + /// volumeComponent.clamp = clamp; + /// volumeComponent.tint = tint; + /// volumeComponent.highQualityFiltering = highQualityFiltering; + /// volumeComponent.downscale = downscale; + /// volumeComponent.maxIterations = maxIterations; + /// volumeComponent.dirtTexture = dirtTexture; + /// volumeComponent.dirtIntensity = dirtIntensity; + /// } + /// + /// public void GetVolumeComponentSettings(ref Bloom volumeComponent) + /// { + /// active = volumeComponent.active; + /// threshold = volumeComponent.threshold; + /// intensity = volumeComponent.intensity; + /// scatter = volumeComponent.scatter; + /// clamp = volumeComponent.clamp; + /// tint = volumeComponent.tint; + /// highQualityFiltering = volumeComponent.highQualityFiltering; + /// downscale = volumeComponent.downscale; + /// maxIterations = volumeComponent.maxIterations; + /// dirtTexture = volumeComponent.dirtTexture; + /// dirtIntensity = volumeComponent.dirtIntensity; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref Bloom volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out Bloom component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Bloom")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("post-processing-bloom")] @@ -92,10 +207,16 @@ public sealed partial class Bloom : VolumeComponent, IPostProcessComponent [Tooltip("Amount of dirtiness.")] public MinFloatParameter dirtIntensity = new MinFloatParameter(0f, 0f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() => intensity.value > 0f; - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => false; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ChannelMixer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ChannelMixer.cs index 73e5007c840..d1991d4ed18 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ChannelMixer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ChannelMixer.cs @@ -5,6 +5,113 @@ namespace UnityEngine.Rendering.Universal /// /// A volume component that holds settings for the Channel Mixer effect. /// + /// + /// You can add to a in the Editor to apply a Channel Mixer post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private ChannelMixer m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public ClampedFloatParameter redOutRedIn; + /// public ClampedFloatParameter redOutGreenIn; + /// public ClampedFloatParameter redOutBlueIn; + /// public ClampedFloatParameter greenOutRedIn; + /// public ClampedFloatParameter greenOutGreenIn; + /// public ClampedFloatParameter greenOutBlueIn; + /// public ClampedFloatParameter blueOutRedIn; + /// public ClampedFloatParameter blueOutGreenIn; + /// public ClampedFloatParameter blueOutBlueIn; + /// + /// public void SetVolumeComponentSettings(ref ChannelMixer volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.redOutRedIn = redOutRedIn; + /// volumeComponent.redOutGreenIn = redOutGreenIn; + /// volumeComponent.redOutBlueIn = redOutBlueIn; + /// volumeComponent.greenOutRedIn = greenOutRedIn; + /// volumeComponent.greenOutGreenIn = greenOutGreenIn; + /// volumeComponent.greenOutBlueIn = greenOutBlueIn; + /// volumeComponent.blueOutRedIn = blueOutRedIn; + /// volumeComponent.blueOutGreenIn = blueOutGreenIn; + /// volumeComponent.blueOutBlueIn = blueOutBlueIn; + /// } + /// + /// public void GetVolumeComponentSettings(ref ChannelMixer volumeComponent) + /// { + /// active = volumeComponent.active; + /// redOutRedIn = volumeComponent.redOutRedIn; + /// redOutGreenIn = volumeComponent.redOutGreenIn; + /// redOutBlueIn = volumeComponent.redOutBlueIn; + /// greenOutRedIn = volumeComponent.greenOutRedIn; + /// greenOutGreenIn = volumeComponent.greenOutGreenIn; + /// greenOutBlueIn = volumeComponent.greenOutBlueIn; + /// blueOutRedIn = volumeComponent.blueOutRedIn; + /// blueOutGreenIn = volumeComponent.blueOutGreenIn; + /// blueOutBlueIn = volumeComponent.blueOutBlueIn; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref ChannelMixer volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out ChannelMixer component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Channel Mixer")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-Channel-Mixer")] @@ -64,7 +171,10 @@ public sealed class ChannelMixer : VolumeComponent, IPostProcessComponent [Tooltip("Modify influence of the blue channel in the overall mix.")] public ClampedFloatParameter blueOutBlueIn = new ClampedFloatParameter(100f, -200f, 200f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() { return redOutRedIn.value != 100f @@ -78,7 +188,10 @@ public bool IsActive() || blueOutBlueIn.value != 100f; } - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ChromaticAberration.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ChromaticAberration.cs index d5ad6a0f7d6..02db22afd5f 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ChromaticAberration.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ChromaticAberration.cs @@ -5,6 +5,88 @@ namespace UnityEngine.Rendering.Universal /// /// A volume component that holds settings for the Chromatic Aberration effect. /// + /// + /// You can add to a in the Editor to apply a Chromatic Aberration post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private ChromaticAberration m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public ClampedFloatParameter intensity; + /// + /// public void SetVolumeComponentSettings(ref ChromaticAberration volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.intensity = intensity; + /// } + /// + /// public void GetVolumeComponentSettings(ref ChromaticAberration volumeComponent) + /// { + /// active = volumeComponent.active; + /// intensity = volumeComponent.intensity; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref ChromaticAberration volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out ChromaticAberration component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Chromatic Aberration")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("post-processing-chromatic-aberration")] @@ -16,10 +98,16 @@ public sealed class ChromaticAberration : VolumeComponent, IPostProcessComponent [Tooltip("Use the slider to set the strength of the Chromatic Aberration effect.")] public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() => intensity.value > 0f; - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => false; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorAdjustments.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorAdjustments.cs index 09ffe6612bf..4bd623530e5 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorAdjustments.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorAdjustments.cs @@ -5,6 +5,102 @@ namespace UnityEngine.Rendering.Universal /// /// A volume component that holds settings for the Color Adjustments effect. /// + /// + /// You can add to a in the Editor to apply a Color Adjustments post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private ColorAdjustments m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public FloatParameter postExposure; + /// public ClampedFloatParameter contrast; + /// public ColorParameter colorFilter; + /// public ClampedFloatParameter hueShift; + /// public ClampedFloatParameter saturation; + /// + /// public void SetVolumeComponentSettings(ref ColorAdjustments volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.postExposure = postExposure; + /// volumeComponent.contrast = contrast; + /// volumeComponent.colorFilter = colorFilter; + /// volumeComponent.hueShift = hueShift; + /// volumeComponent.saturation = saturation; + /// } + /// + /// public void GetVolumeComponentSettings(ref ColorAdjustments volumeComponent) + /// { + /// active = volumeComponent.active; + /// postExposure = volumeComponent.postExposure; + /// contrast = volumeComponent.contrast; + /// colorFilter = volumeComponent.colorFilter; + /// hueShift = volumeComponent.hueShift; + /// saturation = volumeComponent.saturation; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref ColorAdjustments volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out ColorAdjustments component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Color Adjustments")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-Color-Adjustments")] @@ -41,7 +137,10 @@ public sealed class ColorAdjustments : VolumeComponent, IPostProcessComponent [Tooltip("Pushes the intensity of all colors.")] public ClampedFloatParameter saturation = new ClampedFloatParameter(0f, -100f, 100f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() { return postExposure.value != 0f @@ -51,7 +150,10 @@ public bool IsActive() || saturation != 0f; } - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorCurves.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorCurves.cs index 685f99fa8de..aee097bf98b 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorCurves.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorCurves.cs @@ -3,8 +3,111 @@ namespace UnityEngine.Rendering.Universal { /// - /// A volume component that holds settings for the Color Adjustments effect. + /// A volume component that holds settings for the Color Curves effect. /// + /// + /// You can add to a in the Editor to apply a Color Curves post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private ColorCurves m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public TextureCurveParameter master; + /// public TextureCurveParameter red; + /// public TextureCurveParameter green; + /// public TextureCurveParameter blue; + /// public TextureCurveParameter hueVsHue; + /// public TextureCurveParameter hueVsSat; + /// public TextureCurveParameter satVsSat; + /// public TextureCurveParameter lumVsSat; + /// + /// public void SetVolumeComponentSettings(ref ColorCurves volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.master = master; + /// volumeComponent.red = red; + /// volumeComponent.green = green; + /// volumeComponent.blue = blue; + /// volumeComponent.hueVsHue = hueVsHue; + /// volumeComponent.hueVsSat = hueVsSat; + /// volumeComponent.satVsSat = satVsSat; + /// volumeComponent.lumVsSat = lumVsSat; + /// } + /// + /// public void GetVolumeComponentSettings(ref ColorCurves volumeComponent) + /// { + /// active = volumeComponent.active; + /// master = volumeComponent.master; + /// red = volumeComponent.red; + /// green = volumeComponent.green; + /// blue = volumeComponent.blue; + /// hueVsHue = volumeComponent.hueVsHue; + /// hueVsSat = volumeComponent.hueVsSat; + /// satVsSat = volumeComponent.satVsSat; + /// lumVsSat = volumeComponent.lumVsSat; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref ColorCurves volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out ColorCurves component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Color Curves")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-Color-Curves")] @@ -58,10 +161,16 @@ public sealed class ColorCurves : VolumeComponent, IPostProcessComponent [Tooltip("Adjusts saturation (y-axis) according to the input luminance (x-axis).")] public TextureCurveParameter lumVsSat = new TextureCurveParameter(new TextureCurve(new Keyframe[] { }, 0.5f, false, new Vector2(0f, 1f))); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() => true; - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorLookup.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorLookup.cs index 82ed8bd3c1d..496f7ca4b03 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorLookup.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ColorLookup.cs @@ -4,8 +4,94 @@ namespace UnityEngine.Rendering.Universal { /// - /// A volume component that holds settings for the color lookup effect. + /// A volume component that holds settings for the Color Lookup effect. /// + /// + /// You can add to a in the Editor to apply a Color Lookup post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private ColorLookup m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public TextureParameter texture; + /// public ClampedFloatParameter contribution; + /// + /// public void SetVolumeComponentSettings(ref ColorLookup volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.texture = texture; + /// volumeComponent.contribution = contribution; + /// } + /// + /// public void GetVolumeComponentSettings(ref ColorLookup volumeComponent) + /// { + /// active = volumeComponent.active; + /// texture = volumeComponent.texture; + /// contribution = volumeComponent.contribution; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref ColorLookup volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out ColorLookup component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Color Lookup")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("integration-with-post-processing")] @@ -23,10 +109,16 @@ public sealed class ColorLookup : VolumeComponent, IPostProcessComponent [Tooltip("How much of the lookup texture will contribute to the color grading effect.")] public ClampedFloatParameter contribution = new ClampedFloatParameter(0f, 0f, 1f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() => contribution.value > 0f && ValidateLUT(); - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/DepthOfField.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/DepthOfField.cs index 73ad7578bd0..60a570b8071 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/DepthOfField.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/DepthOfField.cs @@ -26,6 +26,123 @@ public enum DepthOfFieldMode /// /// A volume component that holds settings for the Depth Of Field effect. /// + /// + /// You can add to a in the Editor to apply a Depth Of Field post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private DepthOfField m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public DepthOfFieldModeParameter mode; + /// public MinFloatParameter gaussianStart; + /// public MinFloatParameter gaussianEnd; + /// public ClampedFloatParameter gaussianMaxRadius; + /// public BoolParameter highQualitySampling; + /// public MinFloatParameter focusDistance; + /// public ClampedFloatParameter aperture; + /// public ClampedFloatParameter focalLength; + /// public ClampedIntParameter bladeCount; + /// public ClampedFloatParameter bladeCurvature; + /// public ClampedFloatParameter bladeRotation; + /// + /// + /// public void SetVolumeComponentSettings(ref DepthOfField volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.mode = mode; + /// volumeComponent.gaussianStart = gaussianStart; + /// volumeComponent.gaussianEnd = gaussianEnd; + /// volumeComponent.gaussianMaxRadius = gaussianMaxRadius; + /// volumeComponent.highQualitySampling = highQualitySampling; + /// volumeComponent.focusDistance = focusDistance; + /// volumeComponent.aperture = aperture; + /// volumeComponent.focalLength = focalLength; + /// volumeComponent.bladeCount = bladeCount; + /// volumeComponent.bladeCurvature = bladeCurvature; + /// volumeComponent.bladeRotation = bladeRotation; + /// } + /// + /// public void GetVolumeComponentSettings(ref DepthOfField volumeComponent) + /// { + /// active = volumeComponent.active; + /// mode = volumeComponent.mode; + /// gaussianStart = volumeComponent.gaussianStart; + /// gaussianEnd = volumeComponent.gaussianEnd; + /// gaussianMaxRadius = volumeComponent.gaussianMaxRadius; + /// highQualitySampling = volumeComponent.highQualitySampling; + /// focusDistance = volumeComponent.focusDistance; + /// aperture = volumeComponent.aperture; + /// focalLength = volumeComponent.focalLength; + /// bladeCount = volumeComponent.bladeCount; + /// bladeCurvature = volumeComponent.bladeCurvature; + /// bladeRotation = volumeComponent.bladeRotation; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref DepthOfField volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out DepthOfField component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Depth Of Field")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("post-processing-depth-of-field")] @@ -97,7 +214,10 @@ public sealed class DepthOfField : VolumeComponent, IPostProcessComponent [Tooltip("The rotation of aperture blades in degrees.")] public ClampedFloatParameter bladeRotation = new ClampedFloatParameter(0f, -180f, 180f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() { if (mode.value == DepthOfFieldMode.Off || SystemInfo.graphicsShaderLevel < 35) @@ -106,7 +226,10 @@ public bool IsActive() return mode.value != DepthOfFieldMode.Gaussian || SystemInfo.supportedRenderTargetCount > 1; } - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => false; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/FilmGrain.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/FilmGrain.cs index 0cc08a8de85..41d41555a39 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/FilmGrain.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/FilmGrain.cs @@ -67,6 +67,99 @@ public enum FilmGrainLookup /// /// A volume component that holds settings for the Film Grain effect. /// + /// + /// You can add to a in the Editor to apply a Film Grain post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private FilmGrain m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public FilmGrainLookupParameter type; + /// public ClampedFloatParameter intensity; + /// public ClampedFloatParameter response; + /// public NoInterpTextureParameter texture; + /// + /// public void SetVolumeComponentSettings(ref FilmGrain volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.type = type; + /// volumeComponent.intensity = intensity; + /// volumeComponent.response = response; + /// volumeComponent.texture = texture; + /// } + /// + /// public void GetVolumeComponentSettings(ref FilmGrain volumeComponent) + /// { + /// active = volumeComponent.active; + /// type = volumeComponent.type; + /// intensity = volumeComponent.intensity; + /// response = volumeComponent.response; + /// texture = volumeComponent.texture; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref FilmGrain volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out FilmGrain component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Film Grain")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-Film-Grain")] @@ -96,10 +189,16 @@ public sealed class FilmGrain : VolumeComponent, IPostProcessComponent [Tooltip("A tileable texture to use for the grain. The neutral value is 0.5 where no grain is applied.")] public NoInterpTextureParameter texture = new NoInterpTextureParameter(null); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() => intensity.value > 0f && (type.value != FilmGrainLookup.Custom || texture.value != null); - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/LensDistortion.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/LensDistortion.cs index 2e60fde2b09..d1b1039ce1d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/LensDistortion.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/LensDistortion.cs @@ -5,6 +5,101 @@ namespace UnityEngine.Rendering.Universal /// /// A volume component that holds settings for the Lens Distortion effect. /// + /// + /// You can add to a in the Editor to apply a Lens Distortion post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private LensDistortion m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public ClampedFloatParameter intensity; + /// public ClampedFloatParameter xMultiplier; + /// public ClampedFloatParameter yMultiplier; + /// public Vector2Parameter center; + /// public ClampedFloatParameter scale; + /// + /// public void SetVolumeComponentSettings(ref LensDistortion volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.intensity = intensity; + /// volumeComponent.xMultiplier = xMultiplier; + /// volumeComponent.yMultiplier = yMultiplier; + /// volumeComponent.center = center; + /// volumeComponent.scale = scale; + /// } + /// + /// public void GetVolumeComponentSettings(ref LensDistortion volumeComponent) + /// { + /// active = volumeComponent.active; + /// intensity = volumeComponent.intensity; + /// xMultiplier = volumeComponent.xMultiplier; + /// yMultiplier = volumeComponent.yMultiplier; + /// center = volumeComponent.center; + /// scale = volumeComponent.scale; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref LensDistortion volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out LensDistortion component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Lens Distortion")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-Lens-Distortion")] @@ -40,14 +135,20 @@ public sealed class LensDistortion : VolumeComponent, IPostProcessComponent [Tooltip("Controls global screen scaling for the distortion effect. Use this to hide the screen borders when using high \"Intensity.\"")] public ClampedFloatParameter scale = new ClampedFloatParameter(1f, 0.01f, 5f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() { return Mathf.Abs(intensity.value) > 0 && (xMultiplier.value > 0f || yMultiplier.value > 0f); } - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => false; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/LiftGammaGain.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/LiftGammaGain.cs index c95c6349acb..11441270c5a 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/LiftGammaGain.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/LiftGammaGain.cs @@ -3,8 +3,96 @@ namespace UnityEngine.Rendering.Universal { /// - /// A volume component that holds settings for the Split Toning effect. + /// A volume component that holds settings for the Lift-Gamma-Gain effect. /// + /// + /// You can add to a in the Editor to apply a Lift-Gamma-Gain post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private LiftGammaGain m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public Vector4Parameter lift; + /// public Vector4Parameter gamma; + /// public Vector4Parameter gain; + /// + /// public void SetVolumeComponentSettings(ref LiftGammaGain volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.lift = lift; + /// volumeComponent.gamma = gamma; + /// volumeComponent.gain = gain; + /// } + /// + /// public void GetVolumeComponentSettings(ref LiftGammaGain volumeComponent) + /// { + /// active = volumeComponent.active; + /// lift = volumeComponent.lift; + /// gamma = volumeComponent.gamma; + /// gain = volumeComponent.gain; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref LiftGammaGain volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out LiftGammaGain component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Lift, Gamma, Gain")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-Lift-Gamma-Gain")] @@ -25,7 +113,10 @@ public sealed class LiftGammaGain : VolumeComponent, IPostProcessComponent /// public Vector4Parameter gain = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f)); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() { var defaultState = new Vector4(1f, 1f, 1f, 0f); @@ -34,7 +125,10 @@ public bool IsActive() || gain != defaultState; } - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/MotionBlur.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/MotionBlur.cs index e3d79d4e459..135e3f73787 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/MotionBlur.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/MotionBlur.cs @@ -40,8 +40,101 @@ public enum MotionBlurQuality } /// - /// A volume component that holds settings for the motion blur effect. + /// A volume component that holds settings for the Motion Blur effect. /// + /// + /// You can add to a in the Editor to apply a Motion Blur post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private MotionBlur m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public MotionBlurModeParameter mode; + /// public MotionBlurQualityParameter quality; + /// public ClampedFloatParameter intensity; + /// public ClampedFloatParameter clamp; + /// + /// public void SetVolumeComponentSettings(ref MotionBlur volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.mode = mode; + /// volumeComponent.quality = quality; + /// volumeComponent.intensity = intensity; + /// volumeComponent.clamp = clamp; + /// } + /// + /// public void GetVolumeComponentSettings(ref MotionBlur volumeComponent) + /// { + /// active = volumeComponent.active; + /// mode = volumeComponent.mode; + /// quality = volumeComponent.quality; + /// intensity = volumeComponent.intensity; + /// clamp = volumeComponent.clamp; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref MotionBlur volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out MotionBlur component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Motion Blur")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-Motion-Blur")] @@ -72,10 +165,16 @@ public sealed class MotionBlur : VolumeComponent, IPostProcessComponent [Tooltip("Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have. Lower values will improve performance.")] public ClampedFloatParameter clamp = new ClampedFloatParameter(0.05f, 0f, 0.2f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() => intensity.value > 0f; - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => false; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/PaniniProjection.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/PaniniProjection.cs index 8670ee0433c..c8258c11f2d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/PaniniProjection.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/PaniniProjection.cs @@ -5,6 +5,91 @@ namespace UnityEngine.Rendering.Universal /// /// A volume component that holds settings for the Panini Projection effect. /// + /// + /// You can add to a in the Editor to apply a Panini Projection post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private PaniniProjection m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public ClampedFloatParameter distance; + /// public ClampedFloatParameter cropToFit; + /// + /// public void SetVolumeComponentSettings(ref PaniniProjection volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.distance = distance; + /// volumeComponent.cropToFit = cropToFit; + /// } + /// + /// public void GetVolumeComponentSettings(ref PaniniProjection volumeComponent) + /// { + /// active = volumeComponent.active; + /// distance = volumeComponent.distance; + /// cropToFit = volumeComponent.cropToFit; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref PaniniProjection volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out PaniniProjection component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Panini Projection")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-Panini-Projection")] @@ -22,10 +107,16 @@ public sealed class PaniniProjection : VolumeComponent, IPostProcessComponent [Tooltip("Panini projection crop to fit.")] public ClampedFloatParameter cropToFit = new ClampedFloatParameter(1f, 0f, 1f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() => distance.value > 0f; - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => false; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ScreenSpaceLensFlare.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ScreenSpaceLensFlare.cs index e4c348b6f27..d8ef5fde5a2 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ScreenSpaceLensFlare.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ScreenSpaceLensFlare.cs @@ -26,6 +26,140 @@ public enum ScreenSpaceLensFlareResolution : int /// /// A volume component that holds settings for the Screen Space Lens Flare effect. /// + /// + /// You can add to a in the Editor to apply a Screen Space Lens Flare post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private ScreenSpaceLensFlare m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public MinFloatParameter intensity; + /// public ColorParameter tintColor; + /// public ClampedIntParameter bloomMip; + /// public MinFloatParameter firstFlareIntensity; + /// public MinFloatParameter secondaryFlareIntensity; + /// public MinFloatParameter warpedFlareIntensity; + /// public Vector2Parameter warpedFlareScale; + /// public ClampedIntParameter samples; + /// public ClampedFloatParameter sampleDimmer; + /// public ClampedFloatParameter vignetteEffect; + /// public ClampedFloatParameter startingPosition; + /// public ClampedFloatParameter scale; + /// public MinFloatParameter streaksIntensity; + /// public ClampedFloatParameter streaksLength; + /// public FloatParameter streaksOrientation; + /// public ClampedFloatParameter streaksThreshold; + /// public ScreenSpaceLensFlareResolutionParameter resolution; + /// public ClampedFloatParameter chromaticAbberationIntensity; + /// + /// + /// public void SetVolumeComponentSettings(ref ScreenSpaceLensFlare volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.firstFlareIntensity = firstFlareIntensity; + /// volumeComponent.secondaryFlareIntensity = secondaryFlareIntensity; + /// volumeComponent.warpedFlareIntensity = warpedFlareIntensity; + /// volumeComponent.warpedFlareScale = warpedFlareScale; + /// volumeComponent.samples = samples; + /// volumeComponent.sampleDimmer = sampleDimmer; + /// volumeComponent.vignetteEffect = vignetteEffect; + /// volumeComponent.startingPosition = startingPosition; + /// volumeComponent.scale = scale; + /// volumeComponent.streaksIntensity = streaksIntensity; + /// volumeComponent.streaksLength = streaksLength; + /// volumeComponent.streaksOrientation = streaksOrientation; + /// volumeComponent.streaksThreshold = streaksThreshold; + /// volumeComponent.resolution = resolution; + /// volumeComponent.chromaticAbberationIntensity = chromaticAbberationIntensity; + /// } + /// + /// public void GetVolumeComponentSettings(ref ScreenSpaceLensFlare volumeComponent) + /// { + /// active = volumeComponent.active; + /// firstFlareIntensity = volumeComponent.firstFlareIntensity; + /// secondaryFlareIntensity = volumeComponent.secondaryFlareIntensity; + /// warpedFlareIntensity = volumeComponent.warpedFlareIntensity; + /// warpedFlareScale = volumeComponent.warpedFlareScale; + /// samples = volumeComponent.samples; + /// sampleDimmer = volumeComponent.sampleDimmer; + /// vignetteEffect = volumeComponent.vignetteEffect; + /// startingPosition = volumeComponent.startingPosition; + /// scale = volumeComponent.scale; + /// streaksIntensity = volumeComponent.streaksIntensity; + /// streaksLength = volumeComponent.streaksLength; + /// streaksOrientation = volumeComponent.streaksOrientation; + /// streaksThreshold = volumeComponent.streaksThreshold; + /// resolution = volumeComponent.resolution; + /// chromaticAbberationIntensity = volumeComponent.chromaticAbberationIntensity; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref ScreenSpaceLensFlare volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out ScreenSpaceLensFlare component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Screen Space Lens Flare")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("shared/lens-flare/lens-flare-component")] @@ -67,7 +201,7 @@ public class ScreenSpaceLensFlare : VolumeComponent, IPostProcessComponent /// public ClampedIntParameter samples = new ClampedIntParameter(1, 1, 3); /// - /// Controls the value by which each additionnal sample is multiplied. A value of 1 keep the same intensities for all samples. A value of 0.7 multiplies the first sample by 1 (0.7 power 0), the second sample by 0.7 (0.7 power 1) and the third sample by 0.49 (0.7 power 2). + /// Controls the value by which each additional sample is multiplied. A value of 1 keep the same intensities for all samples. A value of 0.7 multiplies the first sample by 1 (0.7 power 0), the second sample by 0.7 (0.7 power 1) and the third sample by 0.49 (0.7 power 2). /// [AdditionalProperty] public ClampedFloatParameter sampleDimmer = new ClampedFloatParameter(0.5f, 0.1f, 1f); @@ -118,14 +252,16 @@ public ScreenSpaceLensFlare() { displayName = "Screen Space Lens Flare"; } + /// - /// Mandatory function, cannot have an Override without it + /// Tells if the post process needs to be rendered or not. /// - /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() { return intensity.value > 0; } + /// /// Returns true is streakIntensity is above zero. /// @@ -136,7 +272,10 @@ public bool IsStreaksActive() } - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => false; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ShadowsMidtonesHighlights.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ShadowsMidtonesHighlights.cs index 4700871e97f..d5812510a55 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ShadowsMidtonesHighlights.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/ShadowsMidtonesHighlights.cs @@ -5,6 +5,108 @@ namespace UnityEngine.Rendering.Universal /// /// A volume component that holds settings for the Shadows, Midtones, Highlights effect. /// + /// + /// You can add to a in the Editor to apply a Shadows, Midtones, Highlights post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private ShadowsMidtonesHighlights m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public Vector4Parameter shadows; + /// public Vector4Parameter midtones; + /// public Vector4Parameter highlights; + /// public MinFloatParameter shadowsStart; + /// public MinFloatParameter shadowsEnd; + /// public MinFloatParameter highlightsStart; + /// public MinFloatParameter highlightsEnd; + /// + /// + /// public void SetVolumeComponentSettings(ref ShadowsMidtonesHighlights volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.shadows = shadows; + /// volumeComponent.midtones = midtones; + /// volumeComponent.highlights = highlights; + /// volumeComponent.shadowsStart = shadowsStart; + /// volumeComponent.shadowsEnd = shadowsEnd; + /// volumeComponent.highlightsStart = highlightsStart; + /// volumeComponent.highlightsEnd = highlightsEnd; + /// } + /// + /// public void GetVolumeComponentSettings(ref ShadowsMidtonesHighlights volumeComponent) + /// { + /// active = volumeComponent.active; + /// shadows = volumeComponent.shadows; + /// midtones = volumeComponent.midtones; + /// highlights = volumeComponent.highlights; + /// shadowsStart = volumeComponent.shadowsStart; + /// shadowsEnd = volumeComponent.shadowsEnd; + /// highlightsStart = volumeComponent.highlightsStart; + /// highlightsEnd = volumeComponent.highlightsEnd; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref ShadowsMidtonesHighlights volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out ShadowsMidtonesHighlights component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Shadows, Midtones, Highlights")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-Shadows-Midtones-Highlights")] @@ -51,7 +153,10 @@ public sealed class ShadowsMidtonesHighlights : VolumeComponent, IPostProcessCom [Tooltip("End point of the transition between midtones and highlights.")] public MinFloatParameter highlightsEnd = new MinFloatParameter(1f, 0f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() { var defaultState = new Vector4(1f, 1f, 1f, 0f); @@ -60,7 +165,10 @@ public bool IsActive() || highlights != defaultState; } - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/SplitToning.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/SplitToning.cs index 459b78014ac..06f08978faa 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/SplitToning.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/SplitToning.cs @@ -5,6 +5,96 @@ namespace UnityEngine.Rendering.Universal /// /// A volume component that holds settings for the Split Toning effect. /// + /// + /// You can add to a in the Editor to apply a Split Toning post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private SplitToning m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public ColorParameter shadows; + /// public ColorParameter highlights; + /// public ClampedFloatParameter balance; + /// + /// + /// public void SetVolumeComponentSettings(ref SplitToning volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.shadows = shadows; + /// volumeComponent.highlights = highlights; + /// volumeComponent.balance = balance; + /// } + /// + /// public void GetVolumeComponentSettings(ref SplitToning volumeComponent) + /// { + /// active = volumeComponent.active; + /// shadows = volumeComponent.shadows; + /// highlights = volumeComponent.highlights; + /// balance = volumeComponent.balance; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref SplitToning volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out SplitToning component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Split Toning")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-Split-Toning")] @@ -28,10 +118,16 @@ public sealed class SplitToning : VolumeComponent, IPostProcessComponent [Tooltip("Balance between the colors in the highlights and shadows.")] public ClampedFloatParameter balance = new ClampedFloatParameter(0f, -100f, 100f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() => shadows != Color.grey || highlights != Color.grey; - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Tonemapping.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Tonemapping.cs index 68e476fc9c9..8158c07a82a 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Tonemapping.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Tonemapping.cs @@ -63,6 +63,117 @@ public enum HDRACESPreset /// /// A volume component that holds settings for the tonemapping effect. /// + /// + /// You can add to a in the Editor to apply a tonemapping post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private Tonemapping m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public TonemappingModeParameter mode; + /// public NeutralRangeReductionModeParameter neutralHDRRangeReductionMode; + /// public HDRACESPresetParameter acesPreset; + /// public ClampedFloatParameter hueShiftAmount; + /// public BoolParameter detectPaperWhite; + /// public ClampedFloatParameter paperWhite; + /// public BoolParameter detectBrightnessLimits; + /// public ClampedFloatParameter minNits; + /// public ClampedFloatParameter maxNits; + /// + /// + /// public void SetVolumeComponentSettings(ref Tonemapping volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.mode = mode; + /// volumeComponent.neutralHDRRangeReductionMode = neutralHDRRangeReductionMode; + /// volumeComponent.acesPreset = acesPreset; + /// volumeComponent.hueShiftAmount = hueShiftAmount; + /// volumeComponent.detectPaperWhite = detectPaperWhite; + /// volumeComponent.paperWhite = paperWhite; + /// volumeComponent.detectBrightnessLimits = detectBrightnessLimits; + /// volumeComponent.minNits = minNits; + /// volumeComponent.maxNits = maxNits; + /// } + /// + /// public void GetVolumeComponentSettings(ref Tonemapping volumeComponent) + /// { + /// active = volumeComponent.active; + /// mode = volumeComponent.mode; + /// neutralHDRRangeReductionMode = volumeComponent.neutralHDRRangeReductionMode; + /// acesPreset = volumeComponent.acesPreset; + /// hueShiftAmount = volumeComponent.hueShiftAmount; + /// detectPaperWhite = volumeComponent.detectPaperWhite; + /// paperWhite = volumeComponent.paperWhite; + /// detectBrightnessLimits = volumeComponent.detectBrightnessLimits; + /// minNits = volumeComponent.minNits; + /// maxNits = volumeComponent.maxNits; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref Tonemapping volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out Tonemapping component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Tonemapping")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("post-processing-tonemapping")] @@ -125,10 +236,16 @@ public sealed class Tonemapping : VolumeComponent, IPostProcessComponent [Tooltip("The maximum brightness of the screen (in nits). This value is defined by the preset when using ACES Tonemap.")] public ClampedFloatParameter maxNits = new ClampedFloatParameter(1000.0f, 0.0f, 5000.0f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() => mode.value != TonemappingMode.None; - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Vignette.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Vignette.cs index ecf0fb4c77c..a2e9112e5e1 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Vignette.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/Vignette.cs @@ -5,6 +5,104 @@ namespace UnityEngine.Rendering.Universal /// /// A volume component that holds settings for the Vignette effect. /// + /// + /// You can add to a in the Editor to apply a Vignette post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private Vignette m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public ColorParameter color; + /// public Vector2Parameter center; + /// public ClampedFloatParameter intensity; + /// public ClampedFloatParameter smoothness; + /// public BoolParameter rounded; + /// + /// + /// public void SetVolumeComponentSettings(ref Vignette volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.color = color; + /// volumeComponent.center = center; + /// volumeComponent.intensity = intensity; + /// volumeComponent.smoothness = smoothness; + /// volumeComponent.rounded = rounded; + /// } + /// + /// public void GetVolumeComponentSettings(ref Vignette volumeComponent) + /// { + /// active = volumeComponent.active; + /// color = volumeComponent.color; + /// center = volumeComponent.center; + /// intensity = volumeComponent.intensity; + /// smoothness = volumeComponent.smoothness; + /// rounded = volumeComponent.rounded; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref Vignette volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out Vignette component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/Vignette")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("post-processing-vignette")] @@ -40,10 +138,16 @@ public sealed class Vignette : VolumeComponent, IPostProcessComponent [Tooltip("Should the vignette be perfectly round or be dependent on the current aspect ratio?")] public BoolParameter rounded = new BoolParameter(false); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() => intensity.value > 0f; - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/WhiteBalance.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/WhiteBalance.cs index fb0ba3a1167..f918b6e458b 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/WhiteBalance.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Overrides/WhiteBalance.cs @@ -5,6 +5,91 @@ namespace UnityEngine.Rendering.Universal /// /// A volume component that holds settings for the White Balance effect. /// + /// + /// You can add to a in the Editor to apply a White Balance post-processing effect. + /// + /// + /// This sample code shows how settings can be retrieved and modified in runtime: + /// + /// using System; + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public class ModifyVolumeComponent : MonoBehaviour + /// { + /// [SerializeField] VolumeProfile volumeProfile; + /// [SerializeField] VolumeSettings volumeSettings; + /// + /// private bool m_HasRetrievedVolumeComponent; + /// private WhiteBalance m_VolumeComponent; + /// + /// [Serializable] + /// private struct VolumeSettings + /// { + /// public bool active; + /// public ClampedFloatParameter temperature; + /// public ClampedFloatParameter tint; + /// + /// public void SetVolumeComponentSettings(ref WhiteBalance volumeComponent) + /// { + /// volumeComponent.active = active; + /// volumeComponent.temperature = temperature; + /// volumeComponent.tint = tint; + /// } + /// + /// public void GetVolumeComponentSettings(ref WhiteBalance volumeComponent) + /// { + /// active = volumeComponent.active; + /// temperature = volumeComponent.temperature; + /// tint = volumeComponent.tint; + /// } + /// } + /// + /// private void Start() + /// { + /// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent); + /// if (m_HasRetrievedVolumeComponent) + /// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private void Update() + /// { + /// if (!m_HasRetrievedVolumeComponent) + /// return; + /// + /// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent); + /// } + /// + /// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref WhiteBalance volumeComponent) + /// { + /// if (volumeComponent != null) + /// return true; + /// + /// if (volumeProfile == null) + /// { + /// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned."); + /// return false; + /// } + /// + /// volumeProfile.TryGet(out WhiteBalance component); + /// if (component == null) + /// { + /// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile "); + /// return false; + /// } + /// + /// volumeComponent = component; + /// return true; + /// } + /// } + /// + /// + /// + /// + /// + /// + /// [Serializable, VolumeComponentMenu("Post-processing/White Balance")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("Post-Processing-White-Balance")] @@ -22,10 +107,16 @@ public sealed class WhiteBalance : VolumeComponent, IPostProcessComponent [Tooltip("Sets the white balance to compensate for a green or magenta tint.")] public ClampedFloatParameter tint = new ClampedFloatParameter(0f, -100, 100f); - /// + /// + /// Tells if the post process needs to be rendered or not. + /// + /// true if the effect should be rendered, false otherwise. public bool IsActive() => temperature.value != 0f || tint.value != 0f; - /// + /// + /// Tells if the post process can run the effect on-tile or if it needs a full pass. + /// + /// true if it can run on-tile, false otherwise. [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => true; } From 4731ffb26fe645a051711b8c3dd237a1823f3415 Mon Sep 17 00:00:00 2001 From: Elvis Alistar Date: Thu, 5 Dec 2024 15:37:43 +0000 Subject: [PATCH 26/52] Disable unstable test Disabling unstable test that was causing all URP_2D jobs to fail randomly and confuse bisections in QV. This will allow us to re-enable those jobs which are currently globally ignored in this release. --- .../Assets/Test/TestFilters/TestCaseFilters.asset | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Test/TestFilters/TestCaseFilters.asset b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Test/TestFilters/TestCaseFilters.asset index 06b7f84bd87..bd06f0b3095 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Test/TestFilters/TestCaseFilters.asset +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Test/TestFilters/TestCaseFilters.asset @@ -73,3 +73,13 @@ MonoBehaviour: XrSdk: StereoModes: 0 Reason: No GPU Skinning + - FilteredScene: {fileID: 0} + FilteredScenes: + - {fileID: 102900000, guid: f2882940e2db8f344878e353fac92b48, type: 3} + ColorSpace: -1 + BuildPlatform: -2 + GraphicsDevice: 4 + Architecture: 0 + XrSdk: + StereoModes: 0 + Reason: Unstable - see https://jira.unity3d.com/browse/UUM-90539 From f9e6d1e184a921d64f7ebf706e2e9ce72fd2fb1d Mon Sep 17 00:00:00 2001 From: Julien Amsellem Date: Fri, 6 Dec 2024 03:56:31 +0000 Subject: [PATCH 27/52] [VFX] [Docs] Improved VFXTemplateDescriptor documentation - More accurate descriptions. - Moved two unexpected public field to internal. This API has landed in 2023.2 but the chance anybody is using it is very close to zero. Also, the two fields moved to internal were not serialized, so they could not serve any user purpose anyway. --- .../Editor/TemplateWindow/VFXTemplateDescriptor.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/Packages/com.unity.visualeffectgraph/Editor/TemplateWindow/VFXTemplateDescriptor.cs b/Packages/com.unity.visualeffectgraph/Editor/TemplateWindow/VFXTemplateDescriptor.cs index b65ca6bc804..8aac1e74870 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/TemplateWindow/VFXTemplateDescriptor.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/TemplateWindow/VFXTemplateDescriptor.cs @@ -10,7 +10,7 @@ namespace UnityEditor.VFX public struct VFXTemplateDescriptor : IVFXTemplateDescriptor { /// - /// Name of the template + /// Name of the template which will be displayed in the template window /// public string name; /// @@ -30,18 +30,18 @@ public struct VFXTemplateDescriptor : IVFXTemplateDescriptor /// public Texture2D thumbnail; /// - /// Internal use only + /// Internal use only: make the bound with the asset /// [NonSerialized] - public string assetGuid; + internal string assetGuid; /// - /// Internal use only + /// Internal use only: allow to sort built-in templates before user templates /// [NonSerialized] - public int order; + internal int order; /// - /// Same as the name + /// Same as the name, inherited from the interface IVFXTemplateDescriptor /// public string header => name; } From e0e96f7f3ded5f72addf24597e408ee71d56f147 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Olivier=20Carr=C3=A8re?= Date: Fri, 6 Dec 2024 03:56:55 +0000 Subject: [PATCH 28/52] docg-4944 Fix table markup https://jira.unity3d.com/browse/DOCG-4944 --- .../Documentation~/HDRP-Asset.md | 38 +++++++++++-------- 1 file changed, 23 insertions(+), 15 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md index dab7fe67b66..16497385890 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md @@ -54,22 +54,30 @@ These settings control the draw distance and resolution of the decals atlas that ### Dynamic Resolution | **Property** | **Description** | -| ------------------------------------------- | ------------------------------------------------------------ | +|---------------------------------------------|--------------------------------------------------------------| | **Enable** | Enable the checkbox to make HDRP support dynamic resolution in your Unity Project. | -| **- Enable DLSS** | Enable the checkbox to make HDRP support NVIDIA Deep Learning Super Sampling (DLSS).
This property only appears if you enable the NVIDIA package (com.unity.modules.nvidia) in your Unity project. | -| **-- Mode** | Use the drop-down to select which performance mode DLSS operates on. The options are:
• **Balanced**: - Balances performance with quality.
• **MaxPerf**: - Fast performance, lower quality.
• **MaxQuality**: - High quality, lower performance.
• **UltraPerformance**: - Fastest performance, lowest quality. | -| **-- Injection Point** | Use the drop-down to select at which point DLSS runs in the rendering pipeline:
• **Before Post**: - DLSS runs when all post processing effects are at full resolution.
• **After Depth Of Field**: - Depth of field runs at a low resolution and DLSS upscales everything in the next rendering step. All other post processing effects run at full resolution.
• **After Post Process**: - DLSS runs at the end of the pipeline when all post process are at low resolution.
• | -| **-- Use Optimal Settings** | Enable the checkbox to make DLSS control the Sharpness and Screen Percentage automatically. | -| **-- Sharpness** | Controls how the DLSS upsampler renders edges on the image. More sharpness usually means more contrast and a clearer image but can increase flickering and fireflies. Unity ignores this property if you enable **Use Optimal Settings**. | -| **- Dynamic Resolution Type** | Use the drop-down to select the type of dynamic resolution HDRP uses:
• **Software**: This option allocates render targets to accommodate the maximum resolution possible, then rescales the viewport accordingly. This allows the viewport to render at varying resolutions.
• **Hardware**: This option treats the render targets, up until the back buffer, as if they are all the scaled size. This means HDRP clears the render targets faster. | -| **- Upscale Filter** | Use the drop-down to select the filter that HDRP uses for upscaling (unless overridden by user via script). The options are:
• **Catmull-Rom**: A bicubic upsample with 4 taps.
• **Contrast Adaptive Sharpen**: An ultra sharp upsample. This option is not meant for screen percentages less than 50% and still sharpens when you set the screen percentage to 100%. It uses **FidelityFX (CAS) AMD™**.
• **FidelityFX Super Resolution 1.0 AMD™**: A spatial super-resolution technology that leverages cutting-edge algorithms to produce impressive upscaling quality at very fast performance.
• **TAA Upscale**: A temporal anti-aliasing upscaler that uses information from previous frames to produce high-quality visuals.
• **Spatial-Temporal Post-processing (STP)**: A low-overhead spatio-temporal anti-aliasing upscaler that attempts to produce sharp visuals at scaling factors as low as 50%. | -| **- Use Mip Bias** | Apply a negative bias on the texture samplers of deferred, opaque and transparent passes. This improves detail on textures but increases the texture fetching cost. Cost varies per platform. | -| **- Minimum Screen Percentage** | The minimum screen percentage that dynamic resolution can reach. | -| **- Maximum Screen Percentage** | The maximum screen percentage that dynamic resolution can reach. This value must be higher than the **Min Screen Percentage**. | -| **- Force Screen Percentage** | Enable the checkbox to force HDRP to use a specific screen percentage for dynamic resolution. This feature is useful for debugging dynamic resolution. | -| **- Forced Screen Percentage** | The specific screen percentage that HDRP uses for dynamic resolution. This property is only visible when you enable the **Force Screen Percentage**.. | -| **- Low Res Transparency Min Threshold** | The minimum percentage threshold allowed to clamp low resolution transparency. When the resolution percentage falls below this threshold, HDRP will clamp the low resolution to this percentage. | -| **- Ray Tracing Half Resolution Threshold** | The minimum percentage threshold allowed to render ray tracing effects at half resolution. When the resolution percentage falls below this threshold, HDRP will render ray tracing effects at full resolution. | +| **Dynamic Resolution** | | +| - **Enable DLSS** | Enable the checkbox to make HDRP support NVIDIA Deep Learning Super Sampling (DLSS).
This property only appears if you enable the NVIDIA package (`com.unity.modules.nvidia`) in your Unity project. | +| - **Mode** | Use the drop-down to select which performance mode DLSS operates on. The options are:
• **Balanced**: Balances performance with quality.
• **MaxPerf**: Fast performance, lower quality.
• **MaxQuality**: High quality, lower performance.
• **UltraPerformance**: Fastest performance, lowest quality. | +| - **Injection Point** | Use the drop-down to select at which point DLSS runs in the rendering pipeline:
• **Before Post**: DLSS runs when all post-processing effects are at full resolution.
• **After Depth Of Field**: Depth of field runs at a low resolution, and DLSS upscales everything in the next rendering step. All other post-processing effects run at full resolution.
• **After Post Process**: DLSS runs at the end of the pipeline when all post-processes are at low resolution. | +| - **Use Optimal Settings** | Enable the checkbox to make DLSS control the Sharpness and Screen Percentage automatically. | +| - **Sharpness** | Controls how the DLSS upsampler renders edges on the image. More sharpness usually means more contrast and a clearer image but can increase flickering and fireflies. Unity ignores this property if you enable **Use Optimal Settings**. | +| **Dynamic Resolution Type** | | +| - **Software** | Allocates render targets to accommodate the maximum resolution possible, then rescales the viewport accordingly. This allows the viewport to render at varying resolutions. | +| - **Hardware** | Treats the render targets, up until the back buffer, as if they are all the scaled size. This means HDRP clears the render targets faster. | +| **Upscale Filter** | | +| - **Catmull-Rom** | A bicubic upsample with 4 taps. | +| - **Contrast Adaptive Sharpen** | An ultra-sharp upsample. This option is not meant for screen percentages less than 50% and still sharpens when you set the screen percentage to 100%. It uses **FidelityFX (CAS) AMD™**. | +| - **FidelityFX Super Resolution 1.0 AMD™** | A spatial super-resolution technology that leverages cutting-edge algorithms to produce impressive upscaling quality at very fast performance. | +| - **TAA Upscale** | A temporal anti-aliasing upscaler that uses information from previous frames to produce high-quality visuals. | +| - **Spatial-Temporal Post-processing (STP)**| A low-overhead spatio-temporal anti-aliasing upscaler that attempts to produce sharp visuals at scaling factors as low as 50%. | +| **Use Mip Bias** | Apply a negative bias on the texture samplers of deferred, opaque, and transparent passes. This improves detail on textures but increases the texture fetching cost. Cost varies per platform. | +| **Minimum Screen Percentage** | The minimum screen percentage that dynamic resolution can reach. | +| **Maximum Screen Percentage** | The maximum screen percentage that dynamic resolution can reach. This value must be higher than the **Min Screen Percentage**. | +| **Force Screen Percentage** | | +| - **Forced Screen Percentage** | The specific screen percentage that HDRP uses for dynamic resolution. This property is only visible when you enable the **Force Screen Percentage**. | +| **Low Res Transparency Min Threshold** | The minimum percentage threshold allowed to clamp low-resolution transparency. When the resolution percentage falls below this threshold, HDRP will clamp the low resolution to this percentage. | +| **Ray Tracing Half Resolution Threshold** | The minimum percentage threshold allowed to render ray tracing effects at half resolution. When the resolution percentage falls below this threshold, HDRP will render ray tracing effects at full resolution. | From db4d1a5fc4e1a6d03d0d4e20307985fe964bbadf Mon Sep 17 00:00:00 2001 From: Gabriel de la Cruz Date: Fri, 6 Dec 2024 15:02:48 +0000 Subject: [PATCH 29/52] [VFX] Enable instancing support for VFX using GPU events In VFX graph, GPU events allow particles to spawn particles into another system. Due to the complexity of handling a list of variable events for different instances, it was excluded from the first instancing pass, disabling instancing for VFX assets that used GPU events. image This PR fixes that problem, allowing instancing regardless of the use of GPU events. To do so, we need to build a prefix sum of the event count for each instance. Memory for this prefix sum has been reserved in the event count buffer. Currently it contains: - Event counts: Number of events this frame. 1 per instance - Total event count: Total number of events from the start. 1 per instance - Prefix sum(NEW): Accumulated sum of events this frame, grouped by split group. 1 per instance - Source index: Index where the source data for this event is located. 1 per event, per instance [event counts (N) | total event counts (N) | prefix sum (N) | source index (N * max event count) ] On the parent system: - Each instance produces events and keeps track of its event count and event total count - The batch update uses a compute shader to accumulate the event count for the entire batch - After the parent system, FillIndirectArgs compute uses the accumulated event count to produce the dispatch indirect data for children Init On the child system: - Split in groups if needed (due to exposed textures, etc) - Build a prefix sum for every group with the event counts of their instances - Execute one Init for each split group with DispatchIndirect, with enough threads for the total event count - Init will use the prefix sum to identify which thread uses which instance --- .../Editor/Compiler/VFXCodeGenerator.cs | 2 + .../Editor/Compiler/VFXGraphCompiledData.cs | 9 +- .../Editor/Data/VFXDataParticle.cs | 69 +- .../Editor/Inspector/VFXManagerEditor.cs | 2 + .../Implementations/GPUEvent/TriggerEvent.cs | 18 + .../Implementations/VFXBasicGPUEvent.cs | 2 +- .../Implementations/VFXBasicUpdate.cs | 7 +- .../Shaders/VFXGPUEvent.hlsl | 60 + .../Shaders/VFXGPUEvent.hlsl.meta | 7 + .../Shaders/VFXInit.template | 58 +- .../Shaders/VFXInstancing.hlsl | 60 +- .../Shaders/VFXPrefixSum.compute | 146 + .../Shaders/VFXPrefixSum.compute.meta | 7 + .../Shaders/VFXUpdate.template | 3 +- .../Scenes/026_InstancingGPUevents.unity | 1832 ++++ .../Scenes/026_InstancingGPUevents.unity.meta | 7 + .../Scenes/026_InstancingGPUevents.vfx | 8016 +++++++++++++++++ .../Scenes/026_InstancingGPUevents.vfx.meta | 14 + .../026_InstancingGPUeventsImmortal.vfx | 6080 +++++++++++++ .../026_InstancingGPUeventsImmortal.vfx.meta | 14 + .../Scenes/Disable026_InstancingGPUEvents.cs | 12 + .../Disable026_InstancingGPUEvents.cs.meta | 2 + .../ProjectSettings/EditorBuildSettings.asset | 3 + .../ProjectSettings/EditorBuildSettings.asset | 3 + 24 files changed, 16315 insertions(+), 118 deletions(-) create mode 100644 Packages/com.unity.visualeffectgraph/Shaders/VFXGPUEvent.hlsl create mode 100644 Packages/com.unity.visualeffectgraph/Shaders/VFXGPUEvent.hlsl.meta create mode 100644 Packages/com.unity.visualeffectgraph/Shaders/VFXPrefixSum.compute create mode 100644 Packages/com.unity.visualeffectgraph/Shaders/VFXPrefixSum.compute.meta create mode 100644 Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/026_InstancingGPUevents.unity create mode 100644 Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/026_InstancingGPUevents.unity.meta create mode 100644 Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/026_InstancingGPUevents.vfx create mode 100644 Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/026_InstancingGPUevents.vfx.meta create mode 100644 Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/026_InstancingGPUeventsImmortal.vfx create mode 100644 Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/026_InstancingGPUeventsImmortal.vfx.meta create mode 100644 Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/Disable026_InstancingGPUEvents.cs create mode 100644 Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/Disable026_InstancingGPUEvents.cs.meta diff --git a/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs index 033f777e060..bce915bffeb 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs @@ -647,6 +647,8 @@ private static StringBuilder Build( { perPassIncludeContent.WriteLine("#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\""); } + if (taskData.linkedEventOut.Length > 0 || context.contextType == VFXContextType.Init) + perPassIncludeContent.WriteLine("#include \"Packages/com.unity.visualeffectgraph/Shaders/VFXGPUEvent.hlsl\""); globalIncludeContent.Write(blockDefines.builder.ToString()); perPassIncludeContent.Write(blockIncludes.builder.ToString()); diff --git a/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs b/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs index 8b52a47c0f9..bc98eb3dbd1 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs @@ -994,7 +994,8 @@ public void FillDependentBuffer( if (capacity > 0) { eventBufferIndex = bufferDescs.Count; - bufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = capacity + 2, stride = 4 }); + // event count (1) + total event count (1) + event prefix sum (1) + source index (capacity) + bufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = 3 + capacity, stride = 4 }); } buffers.eventBuffers.Add(data, eventBufferIndex); } @@ -1411,11 +1412,6 @@ public VFXInstancingDisabledReason ValidateInstancing(IEnumerable co reason |= VFXInstancingDisabledReason.OutputEvent; } - if (model is VFXBasicGPUEvent) - { - reason |= VFXInstancingDisabledReason.GPUEvent; - } - if (model is VFXStaticMeshOutput) { reason |= VFXInstancingDisabledReason.MeshOutput; @@ -1425,7 +1421,6 @@ public VFXInstancingDisabledReason ValidateInstancing(IEnumerable co return reason; } - public VisualEffectResource visualEffectResource { get diff --git a/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index 63ced2a7906..b13bf2e7c97 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -261,7 +261,9 @@ public bool NeedsComputeBounds(VFXContext context) SerializeField] public BoundsSettingMode boundsMode = BoundsSettingMode.Recorded; - public bool hasStrip { get { return dataType == DataType.ParticleStrip; } } + public bool hasStrip => dataType == DataType.ParticleStrip; + public bool hasAttachedStrip => IsAttributeStored(VFXAttribute.StripAlive); + public VFXDataParticle attachedStripData => (VFXDataParticle)dependenciesOut.FirstOrDefault(d => ((VFXDataParticle)d).hasStrip); // TODO Handle several strip attached public override void OnSettingModified(VFXSetting setting) { @@ -342,6 +344,12 @@ public override IEnumerable additionalHeaders yield return "#define STRIP_COUNT " + stripCapacity + "u"; yield return "#define PARTICLE_PER_STRIP_COUNT " + particlePerStripCount + "u"; } + if (hasAttachedStrip) + { + var stripData = attachedStripData; + yield return "#define ATTACHED_STRIP_COUNT " + stripData.stripCapacity + "u"; + } + yield return "#define RAW_CAPACITY " + capacity + "u"; } } @@ -529,27 +537,30 @@ private string GetByteAddressBufferMethodSuffix(VFXAttribute attrib) public override string GetLoadAttributeCode(VFXAttribute attrib, VFXAttributeLocation location) { - var attributeStore = location == VFXAttributeLocation.Current ? m_layoutAttributeCurrent : m_layoutAttributeSource; - var attributeBuffer = location == VFXAttributeLocation.Current ? "attributeBuffer" : "sourceAttributeBuffer"; - var parent = m_DependenciesIn.OfType().FirstOrDefault(); + bool attribFound = false; + string attributeBuffer = null; + string codeOffset = null; - uint attributeCapacity; if (location == VFXAttributeLocation.Current) - attributeCapacity = alignedCapacity; - else - attributeCapacity = (parent != null) ? parent.capacity : staticSourceCount; - - var index = location == VFXAttributeLocation.Current ? "index" : "sourceIndex"; - - if (location == VFXAttributeLocation.Current && !m_StoredCurrentAttributes.ContainsKey(attrib)) - throw new ArgumentException(string.Format("Attribute {0} does not exist in data layout", attrib.name)); + { + attribFound = m_StoredCurrentAttributes.ContainsKey(attrib); + attributeBuffer = "attributeBuffer"; + codeOffset = m_layoutAttributeCurrent.GetCodeOffset(attrib, alignedCapacity, "index", "instanceIndex"); + } + else // source attributes + { + attribFound = m_ReadSourceAttributes.Any(a => a.name == attrib.name); + attributeBuffer = "sourceAttributeBuffer"; + var parent = m_DependenciesIn.OfType().FirstOrDefault(); + if (parent != null) + codeOffset = m_layoutAttributeSource.GetCodeOffset(attrib, parent.alignedCapacity, "sourceIndex", "instanceIndex"); + else + codeOffset = m_layoutAttributeSource.GetCodeOffset(attrib, "sourceIndex", "startEventIndex"); + } - if (location == VFXAttributeLocation.Source && !m_ReadSourceAttributes.Any(a => a.name == attrib.name)) + if (!attribFound) throw new ArgumentException(string.Format("Attribute {0} does not exist in data layout", attrib.name)); - string codeOffset = location == VFXAttributeLocation.Current - ? attributeStore.GetCodeOffset(attrib, attributeCapacity, index, "instanceIndex") - : attributeStore.GetCodeOffset(attrib, index, "startEventIndex"); return string.Format("{0}({3}.Load{1}({2}))", GetCastAttributePrefix(attrib), GetByteAddressBufferMethodSuffix(attrib), codeOffset, attributeBuffer); } @@ -1122,9 +1133,17 @@ int GetBufferIndex(VFXTask task, string baseName) { FillGraphValuesBuffers(outBufferDescs, systemBufferMappings, m_GraphValuesLayout, out graphValuesBufferIndex); - FillPrefixSumBuffers(outBufferDescs, systemBufferMappings, staticSourceCount, - out instancesPrefixSumBufferIndex, - out spawnBufferIndex); + if (eventGPUFrom != -1) + { + // For GPU events, take the prefix sum from the same buffer as the events + instancesPrefixSumBufferIndex = eventGPUFrom; + } + else + { + FillPrefixSumBuffers(outBufferDescs, systemBufferMappings, staticSourceCount, + out instancesPrefixSumBufferIndex, + out spawnBufferIndex); + } } // sort buffers @@ -1287,11 +1306,9 @@ int GetBufferIndex(VFXTask task, string baseName) } } - bool hasAttachedStrip = IsAttributeStored(VFXAttribute.StripAlive); if (hasAttachedStrip) { - var stripData = dependenciesOut.First(d => ((VFXDataParticle)d).hasStrip); // TODO Handle several strip attached - bufferMappings.Add(new VFXMapping("attachedStripDataBuffer", dependentBuffers.stripBuffers[stripData])); + bufferMappings.Add(new VFXMapping("attachedStripDataBuffer", dependentBuffers.stripBuffers[attachedStripData])); } if (needsIndirectBuffer && task.needsIndirectBuffer) @@ -1458,7 +1475,11 @@ int GetBufferIndex(VFXTask task, string baseName) } outBufferDescs[instancingIndirectAndActiveIndirectBufferIndex] = new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = 1u + (uint)instanceSplitDescs.Count() , stride = 4, mode = ComputeBufferMode.Dynamic }; - outBufferDescs[instancesPrefixSumBufferIndex] = new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = (uint)instanceSplitDescs.Count() + 1u, stride = 4, mode = ComputeBufferMode.Dynamic }; + + if (instancesPrefixSumBufferIndex != -1 && eventGPUFrom == -1) // only if we have a prefix sum and we are not reusing the GPU event buffer + { + outBufferDescs[instancesPrefixSumBufferIndex] = new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = (uint)instanceSplitDescs.Count() + 1u, stride = 4, mode = ComputeBufferMode.Dynamic }; + } if (hasStrip && hasKill) { diff --git a/Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXManagerEditor.cs b/Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXManagerEditor.cs index 7239cf5c2dd..c271eb01478 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXManagerEditor.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Inspector/VFXManagerEditor.cs @@ -41,6 +41,7 @@ void OnEnable() { serializedObject.FindProperty("m_IndirectShader"), serializedObject.FindProperty("m_CopyBufferShader"), + serializedObject.FindProperty("m_PrefixSumShader"), serializedObject.FindProperty("m_SortShader"), serializedObject.FindProperty("m_StripUpdateShader"), }; @@ -156,6 +157,7 @@ public static void CheckVFXManager() shaderModified |= SetBuiltInShaderIfNeeded(obj, "m_IndirectShader", "Packages/com.unity.visualeffectgraph/Shaders/VFXFillIndirectArgs.compute"); shaderModified |= SetBuiltInShaderIfNeeded(obj, "m_CopyBufferShader", "Packages/com.unity.visualeffectgraph/Shaders/VFXCopyBuffer.compute"); + shaderModified |= SetBuiltInShaderIfNeeded(obj, "m_PrefixSumShader", "Packages/com.unity.visualeffectgraph/Shaders/VFXPrefixSum.compute"); shaderModified |= SetBuiltInShaderIfNeeded(obj, "m_SortShader", "Packages/com.unity.visualeffectgraph/Shaders/Sort.compute"); shaderModified |= SetBuiltInShaderIfNeeded(obj, "m_StripUpdateShader", "Packages/com.unity.visualeffectgraph/Shaders/UpdateStrips.compute"); diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/GPUEvent/TriggerEvent.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/GPUEvent/TriggerEvent.cs index adc83a4504d..d8831687351 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/GPUEvent/TriggerEvent.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/GPUEvent/TriggerEvent.cs @@ -178,6 +178,24 @@ internal override sealed void GenerateErrors(VFXErrorReporter report) { report.RegisterError("TriggerOnRateInInit", VFXErrorType.Warning, "The modes Over Time and Over Distance are not designed to work in Initialize. You might consider changing the mode to Always or move the block in Update.", this); } + + if (GetData() is VFXDataParticle dataParticle) + { + int stripChildrenCount = 0; + foreach (var dependency in dataParticle.dependenciesOut) + { + if (dependency is VFXDataParticle particleDependency && particleDependency.hasStrip) + { + stripChildrenCount++; + } + if (stripChildrenCount > 1) + { + report.RegisterError("WarningMultipleAttachedStrip", VFXErrorType.Warning, + "Only one child system of strip data type is supported, as parent particles can't die until child particles are also dead, preventing incorrect particle connections and artifacts.", this); + break; + } + } + } } } diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicGPUEvent.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicGPUEvent.cs index 14ee096fa24..d8e825a38c2 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicGPUEvent.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicGPUEvent.cs @@ -12,7 +12,7 @@ struct GPUEvent }; [VFXHelpURL("Context-GPUEvent")] - [VFXInfo(name = "GPU Event", category = "#1Event", experimental = true)] + [VFXInfo(name = "GPU Event", category = "#1Event")] class VFXBasicGPUEvent : VFXContext { public VFXBasicGPUEvent() : base(VFXContextType.SpawnerGPU, VFXDataType.None, VFXDataType.SpawnEvent) { } diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicUpdate.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicUpdate.cs index 12a6d3be149..80812b460ef 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicUpdate.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicUpdate.cs @@ -154,16 +154,17 @@ public override IEnumerable attributes { get { - if (GetData().IsCurrentAttributeRead(VFXAttribute.OldPosition)) + VFXDataParticle particleData = GetData() as VFXDataParticle; + + if (particleData.IsCurrentAttributeRead(VFXAttribute.OldPosition)) { yield return new VFXAttributeInfo(VFXAttribute.Position, VFXAttributeMode.Read); yield return new VFXAttributeInfo(VFXAttribute.OldPosition, VFXAttributeMode.Write); } - if (GetData().IsCurrentAttributeWritten(VFXAttribute.Alive) && GetData().dependenciesOut.Any(d => ((VFXDataParticle)d).hasStrip)) + if (particleData.IsCurrentAttributeWritten(VFXAttribute.Alive) && particleData.attachedStripData != null) yield return new VFXAttributeInfo(VFXAttribute.StripAlive, VFXAttributeMode.ReadWrite); - VFXDataParticle particleData = GetData() as VFXDataParticle; if (particleData && (particleData.NeedsComputeBounds(this) || particleData.NeedsSharedAabbBuffer())) { yield return new VFXAttributeInfo(VFXAttribute.Alive, VFXAttributeMode.Read); diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXGPUEvent.hlsl b/Packages/com.unity.visualeffectgraph/Shaders/VFXGPUEvent.hlsl new file mode 100644 index 00000000000..848362f67fb --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXGPUEvent.hlsl @@ -0,0 +1,60 @@ + +#define VFX_GPU_EVENT_ELEMENT_COUNT_OFFSET 0u +#define VFX_GPU_EVENT_TOTAL_COUNT_OFFSET 1u +#define VFX_GPU_EVENT_PREFIX_SUM_OFFSET 2u +#define VFX_GPU_EVENT_SOURCE_INDEX_OFFSET 3u + + +uint VFXGetEventListBufferIndex(uint offset, uint instanceIndex, uint instanceSize, uint index) +{ +#if VFX_USE_INSTANCING + return instancingBatchSize * offset + instanceIndex * instanceSize + index; +#else + return offset + index; +#endif +} + +uint VFXGetEventListBufferIndex(uint offset, uint instanceIndex) +{ + return VFXGetEventListBufferIndex(offset, instanceIndex, 1u, 0u); +} + +uint VFXGetEventListBufferElementCountIndex(uint instanceIndex) +{ + return VFXGetEventListBufferIndex(VFX_GPU_EVENT_ELEMENT_COUNT_OFFSET, instanceIndex); +} + +uint VFXGetEventListBufferTotalCountIndex(uint instanceIndex) +{ + return VFXGetEventListBufferIndex(VFX_GPU_EVENT_TOTAL_COUNT_OFFSET, instanceIndex); +} + +uint VFXGetEventListBufferPrefixSumIndex(uint instanceActiveIndex) +{ + return VFXGetEventListBufferIndex(VFX_GPU_EVENT_PREFIX_SUM_OFFSET, instanceActiveIndex); +} + +uint VFXGetEventListBufferSourceIndex(uint instanceIndex, uint instanceSize, uint index) +{ + return VFXGetEventListBufferIndex(VFX_GPU_EVENT_SOURCE_INDEX_OFFSET, instanceIndex, instanceSize, index); +} + +void AppendEventTotalCount(RWStructuredBuffer outputBuffer, uint totalCount, uint instanceIndex) +{ + uint totalCountIndex = VFXGetEventListBufferTotalCountIndex(instanceIndex); + InterlockedAdd(outputBuffer[totalCountIndex], totalCount); +} + +void AppendEventBuffer(RWStructuredBuffer outputBuffer, uint sourceIndex, uint outputCapacity, uint instanceIndex) +{ + uint eventIndex; + uint elementCountIndex = VFXGetEventListBufferElementCountIndex(instanceIndex); + InterlockedAdd(outputBuffer[elementCountIndex], 1u, eventIndex); + + [branch] + if (eventIndex < outputCapacity) + { + eventIndex = VFXGetEventListBufferSourceIndex(instanceIndex, outputCapacity, eventIndex); + outputBuffer[eventIndex] = sourceIndex; + } +} diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXGPUEvent.hlsl.meta b/Packages/com.unity.visualeffectgraph/Shaders/VFXGPUEvent.hlsl.meta new file mode 100644 index 00000000000..2b1e1966fa2 --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXGPUEvent.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0d32c0cd404b5514abbdb9bd57eca093 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXInit.template b/Packages/com.unity.visualeffectgraph/Shaders/VFXInit.template index 1239dbe201c..57777776c97 100644 --- a/Packages/com.unity.visualeffectgraph/Shaders/VFXInit.template +++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXInit.template @@ -7,16 +7,20 @@ ${VFXGlobalDeclaration} ${VFXInclude("Shaders/VFXParticleCommon.template")} #define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS) -#define instancingPrefixSumOffset 0 + RWByteAddressBuffer attributeBuffer; ByteAddressBuffer sourceAttributeBuffer; -#if !VFX_USE_SPAWNER_FROM_GPU +#if VFX_USE_SPAWNER_FROM_GPU + StructuredBuffer eventList; + #define instancingPrefixSumOffset (2 * asuint(instancingConstants.z)) +#else StructuredBuffer spawnBuffer; #define EVENT_PREFIX_SUM(index) spawnBuffer[index] #define SPAWNCOUNT_PREFIX_SUM_OFFSET instancingActiveCount + #define instancingPrefixSumOffset 0 #endif @@ -29,10 +33,6 @@ CBUFFER_END RWStructuredBuffer deadList; #endif -#if VFX_USE_SPAWNER_FROM_GPU -StructuredBuffer eventList; -#endif - #if HAS_STRIPS_DATA RWStructuredBuffer stripDataBuffer; #endif @@ -66,11 +66,18 @@ bool GetParticleIndex(inout uint particleIndex, uint stripIndex, uint instanceIn void CSMain(uint3 groupId : SV_GroupID, uint3 groupThreadId : SV_GroupThreadID) { - uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP; -#if !VFX_USE_SPAWNER_FROM_GPU - id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP; + uint index = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP; +#if VFX_USE_SPAWNER_FROM_GPU + uint indexOffset = 0; + [branch] + if(instancingCurrentOffset > 0) + indexOffset = instancingPrefixSum[instancingCurrentOffset - 1]; + + index += indexOffset; +#else + index += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP; #endif - ${VFXInitInstancingCompute} + ${VFXInitInstancing} ${VFXLoadContextData} uint systemSeed = contextData.systemSeed; @@ -78,10 +85,18 @@ void CSMain(uint3 groupId : SV_GroupID, ${VFXLoadGraphValues} #if VFX_USE_SPAWNER_FROM_GPU - uint elementCount = eventList[VFXGetEventListBufferElementCount(instanceActiveIndex)]; - uint totalAccumulatedElementCount = eventList[VFXGetEventListBufferAccumulatedCount(instanceActiveIndex)]; + if (instanceCurrentIndex == instancingCurrentOffset) + { + index -= indexOffset; + } + uint elementCount = eventList[VFXGetEventListBufferPrefixSumIndex(instanceActiveIndex)]; + if (instanceActiveIndex > 0u) + { + elementCount -= eventList[VFXGetEventListBufferPrefixSumIndex(instanceActiveIndex - 1)];; + } + uint totalElementCount = eventList[VFXGetEventListBufferTotalCountIndex(instanceIndex)]; uint maxThreadId = min(contextData.maxParticleCount, elementCount); - uint currentSpawnIndex = totalAccumulatedElementCount - elementCount; + uint currentSpawnIndex = totalElementCount - elementCount; #else uint nbEvents = EVENT_PREFIX_SUM(instanceActiveIndex); [branch] @@ -105,15 +120,12 @@ void CSMain(uint3 groupId : SV_GroupID, if (index < maxThreadId) { -#if VFX_USE_SPAWNER_FROM_GPU - int sourceIndex = eventList[VFXGetEventListBufferIndex(id, instanceActiveIndex)]; -#endif - - uint startEventIndex = 0u; //tmp for GPU Events -#if !VFX_USE_SPAWNER_FROM_GPU + uint startEventIndex = 0u; int sourceIndex = 0; - startEventIndex = 0; +#if VFX_USE_SPAWNER_FROM_GPU + sourceIndex = eventList[VFXGetEventListBufferSourceIndex(instanceIndex, RAW_CAPACITY, index)]; +#else [branch] if (instanceActiveIndex > 0u) { @@ -125,12 +137,12 @@ void CSMain(uint3 groupId : SV_GroupID, #endif - VFXAttributes attributes = (VFXAttributes)0; - VFXSourceAttributes sourceAttributes = (VFXSourceAttributes)0; + VFXAttributes attributes = (VFXAttributes)0; + VFXSourceAttributes sourceAttributes = (VFXSourceAttributes)0; ${VFXLoadAttributes} - uint particleIndex = index + currentSpawnIndex; + uint particleIndex = index + currentSpawnIndex; #if VFX_USE_PARTICLEID_CURRENT attributes.particleId = particleIndex; #endif diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXInstancing.hlsl b/Packages/com.unity.visualeffectgraph/Shaders/VFXInstancing.hlsl index 9c5662d9e9e..85433299dd5 100644 --- a/Packages/com.unity.visualeffectgraph/Shaders/VFXInstancing.hlsl +++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXInstancing.hlsl @@ -72,7 +72,7 @@ uint VFXGetInstanceActiveIndex(uint instanceCurrentIndex) #if VFX_INSTANCING_ACTIVE_INDIRECTION if (instancingCurrentCount < instancingActiveCount) { - instanceActiveIndex = instancingIndirectAndActiveIndirect[instancingActiveIndirectOffset + instanceActiveIndex]; + instanceActiveIndex = instancingIndirectAndActiveIndirect[instancingActiveIndirectOffset + instanceCurrentIndex]; } #endif return instanceActiveIndex; @@ -124,61 +124,3 @@ uint VFXGetIndirectBufferIndex(uint index, uint instanceActiveIndex) return RAW_CAPACITY * instanceActiveIndex + instancingBatchSize + index; } #endif - -#define VFX_GPU_EVENT_SUPPORT_INSTANCING 0 - -uint VFXGetEventListBufferIndex(uint index, uint instanceActiveIndex) -{ -#if VFX_GPU_EVENT_SUPPORT_INSTANCING - return RAW_CAPACITY * instanceActiveIndex + instancingBatchSize * 2u + index; -#else - return 2u + index; -#endif -} - -uint VFXGetEventListBufferElementCount(uint instanceActiveIndex) -{ -#if VFX_GPU_EVENT_SUPPORT_INSTANCING - return instancingBatchSize * 0u + instanceActiveIndex; -#else - return 0u; -#endif -} - -uint VFXGetEventListBufferAccumulatedCount(uint instanceActiveIndex) -{ -#if VFX_GPU_EVENT_SUPPORT_INSTANCING - return instancingBatchSize * 1u + instanceActiveIndex; -#else - return 1u; -#endif -} - -void AppendEventTotalCount(RWStructuredBuffer outputBuffer, uint totalCount, uint instanceActiveIndex) -{ - uint localInstancingBatchSize = instancingBatchSize; -#if !VFX_GPU_EVENT_SUPPORT_INSTANCING - instanceActiveIndex = 0u; - localInstancingBatchSize = 1u; -#endif - InterlockedAdd(outputBuffer[localInstancingBatchSize + instanceActiveIndex], totalCount); -} - -void AppendEventBuffer(RWStructuredBuffer outputBuffer, uint sourceIndex, uint outputCapacity, uint instanceActiveIndex) -{ - uint eventIndex; - uint localInstancingBatchSize = instancingBatchSize; -#if !VFX_GPU_EVENT_SUPPORT_INSTANCING - instanceActiveIndex = 0u; - localInstancingBatchSize = 1u; -#endif - - InterlockedAdd(outputBuffer[instanceActiveIndex], 1u, eventIndex); - - [branch] - if (eventIndex < outputCapacity) - { - eventIndex += localInstancingBatchSize * 2u + instanceActiveIndex * outputCapacity; - outputBuffer[eventIndex] = sourceIndex; - } -} diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXPrefixSum.compute b/Packages/com.unity.visualeffectgraph/Shaders/VFXPrefixSum.compute new file mode 100644 index 00000000000..8c5b92a076e --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXPrefixSum.compute @@ -0,0 +1,146 @@ + +#pragma kernel CSVFXPrepareSingleInstance PREFIX_SUM_THREAD_COUNT=1 +#pragma kernel CSVFXBatchSumCount VFX_BATCH_COUNT=CSVFXBatchSumCount PREFIX_SUM_THREAD_COUNT=1024 +#pragma kernel CSVFXBatchSumCount_128 VFX_BATCH_COUNT=CSVFXBatchSumCount_128 PREFIX_SUM_THREAD_COUNT=128 +#pragma kernel CSVFXBuildPrefixSum VFX_BUILD_PREFIX_SUM=CSVFXBuildPrefixSum VFX_USE_INSTANCING=1 PREFIX_SUM_THREAD_COUNT=1024 +#pragma kernel CSVFXBuildPrefixSum_128 VFX_BUILD_PREFIX_SUM=CSVFXBuildPrefixSum_128 VFX_USE_INSTANCING=1 PREFIX_SUM_THREAD_COUNT=128 + +#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch glcore gles3 webgpu + +#include "HLSLSupport.cginc" + +CBUFFER_START(Uniform) + uint dstOffset; + uint srcOffset; + uint size; + float4 instancingConstants; + uint2 instancingBufferOffsets; +CBUFFER_END + +#if VFX_USE_INSTANCING +#define VFX_INSTANCING_ACTIVE_INDIRECTION 1 +#define VFX_INSTANCING_BATCH_INDIRECTION 1 +#define VFX_INSTANCING_FIXED_SIZE 1 +#include "VFXInstancing.hlsl" +#endif + +#define PREFIX_SUM_MAX_SIZE 1024 +#define PREFIX_SUM_PER_THREAD (PREFIX_SUM_MAX_SIZE / PREFIX_SUM_THREAD_COUNT) + +StructuredBuffer srcStructBufferUint; +RWByteAddressBuffer dstBuffer; +RWStructuredBuffer dstStructBuffer; + +[numthreads(1, 1, 1)] +void CSVFXPrepareSingleInstance(uint3 threadId : SV_DispatchThreadID) +{ + uint index = threadId.x; + if (index < 1) + { + // Count always placed at the beginning of the buffer + const uint srcOffset = 0u; + uint count = dstStructBuffer[srcOffset]; + + // Copy count to indirect buffer + dstBuffer.Store(dstOffset << 2, count); + + // Copy count to prefix sum (after count and total count) + dstStructBuffer[srcOffset + 2] = count; + + // reset event count + dstStructBuffer[srcOffset] = 0u; + } +} + +groupshared unsigned int batchSumCount = 0u; +[numthreads(PREFIX_SUM_THREAD_COUNT, 1, 1)] +void VFX_BATCH_COUNT(uint3 threadId : SV_DispatchThreadID) +{ + // Initialize to 0 (should not be required) + if (threadId.x == 0) + { + batchSumCount = 0; + } + + // Wait for initialization + GroupMemoryBarrierWithGroupSync(); + + // Accumulate valid threads + [unroll] + for (int i = 0; i < PREFIX_SUM_PER_THREAD; ++i) + { + uint index = threadId.x * PREFIX_SUM_PER_THREAD + i; + if (index < size) + { + uint load = srcStructBufferUint[index]; + uint original; + InterlockedAdd(batchSumCount, load, original); + } + } + + // Wait for all threads to finish adding + GroupMemoryBarrierWithGroupSync(); + + // Store the final value (only first thread) + if (threadId.x == 0) + { + dstBuffer.Store(dstOffset << 2, batchSumCount); + } +} + +groupshared unsigned int prefixSum[PREFIX_SUM_MAX_SIZE]; +[numthreads(PREFIX_SUM_THREAD_COUNT, 1, 1)] +void VFX_BUILD_PREFIX_SUM(uint3 threadId : SV_DispatchThreadID) +{ + // read values from buffer + [unroll] + for (int i = 0; i < PREFIX_SUM_PER_THREAD; ++i) + { + uint index = threadId.x * PREFIX_SUM_PER_THREAD + i; + if (index < size) + { + uint srcIndex = index; +#if VFX_USE_INSTANCING + uint instanceIndex, instanceActiveIndex, instanceCurrentIndex; + VFXInitInstancing(index, instanceIndex, instanceActiveIndex, instanceCurrentIndex); + srcIndex = instanceIndex; +#endif + prefixSum[index] = dstStructBuffer[srcIndex + srcOffset]; + } + } + + // perform prefix sum (Sklansky) + for (uint j = 1; j < size; j <<= 1) + { + GroupMemoryBarrierWithGroupSync(); + uint mask = ~(j - 1); + [unroll] + for (int ii = 0; ii < PREFIX_SUM_PER_THREAD; ++ii) + { + uint index = threadId.x * PREFIX_SUM_PER_THREAD + ii; + if ((index & j) != 0) + prefixSum[index] += prefixSum[(index & mask) - 1]; + } + } + + GroupMemoryBarrierWithGroupSync(); + + // write values to the buffer + [unroll] + for (int iii = 0; iii < PREFIX_SUM_PER_THREAD; ++iii) + { + uint index = threadId.x * PREFIX_SUM_PER_THREAD + iii; +#if VFX_USE_INSTANCING + // reset event count for all instances + if (index < instancingBatchSize) + { + dstStructBuffer[index + srcOffset] = 0u; + } +#endif + + if (index < size) + { + dstStructBuffer[index + dstOffset] = prefixSum[index]; + } + } +} diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXPrefixSum.compute.meta b/Packages/com.unity.visualeffectgraph/Shaders/VFXPrefixSum.compute.meta new file mode 100644 index 00000000000..75e71989b38 --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXPrefixSum.compute.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 783e0fdc1a277f54bb851fd2ceab1e7f +ComputeShaderImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXUpdate.template b/Packages/com.unity.visualeffectgraph/Shaders/VFXUpdate.template index 88a42c02cf2..02c73fedb1c 100644 --- a/Packages/com.unity.visualeffectgraph/Shaders/VFXUpdate.template +++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXUpdate.template @@ -128,7 +128,8 @@ void CSMain(uint3 groupId : SV_GroupID, #if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT else if (attributes.stripAlive) { - if (STRIP_DATA_X(attachedStripDataBuffer, STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle the particle + uint bufferIndex = ((instanceIndex * ATTACHED_STRIP_COUNT) + index); + if (STRIP_DATA_X(attachedStripDataBuffer, STRIP_MIN_ALIVE, bufferIndex) == ~1) 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a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/Disable026_InstancingGPUEvents.cs b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/Disable026_InstancingGPUEvents.cs new file mode 100644 index 00000000000..360ddfad3a8 --- /dev/null +++ b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/Disable026_InstancingGPUEvents.cs @@ -0,0 +1,12 @@ +using UnityEngine; + +public class Disable026_InstancingGPUEvents : MonoBehaviour +{ + void Start() + { + // Disable this object on UNITY_EDITOR_OSX due to a not deterministic behavior only reproduced on virtual machines +#if UNITY_EDITOR_OSX + gameObject.SetActive(false); +#endif + } +} diff --git a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/Disable026_InstancingGPUEvents.cs.meta b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/Disable026_InstancingGPUEvents.cs.meta new file mode 100644 index 00000000000..a29869fd344 --- /dev/null +++ b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/Disable026_InstancingGPUEvents.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 933497db63fc36244818485e6a5c2b4e \ No newline at end of file diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset index 55e86d2a003..fc37f6b1747 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset @@ -335,5 +335,8 @@ EditorBuildSettings: - enabled: 1 path: Assets/AllTests/VFXTests/GraphicsTests/44_SDFBakerSlices/44_SDFBakerSlices.unity guid: a19f61b8cadc87a4ab6eb52ee1b093e7 + - enabled: 1 + path: Packages/com.unity.testing.visualeffectgraph/Scenes/026_InstancingGPUevents.unity + guid: 7afe3cb0155a3af4aaa2a2f009d5a9f2 m_configObjects: {} m_UseUCBPForAssetBundles: 0 diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/EditorBuildSettings.asset b/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/EditorBuildSettings.asset index bbf61a74dcb..44fcf90cb57 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/EditorBuildSettings.asset @@ -86,6 +86,9 @@ EditorBuildSettings: - enabled: 1 path: Packages/com.unity.testing.visualeffectgraph/Scenes/026_RWBuffer.unity guid: 6ae9549c79226fb458d7fec09ac258df + - enabled: 1 + path: Packages/com.unity.testing.visualeffectgraph/Scenes/026_InstancingGPUevents.unity + guid: 7afe3cb0155a3af4aaa2a2f009d5a9f2 - enabled: 1 path: Packages/com.unity.testing.visualeffectgraph/Scenes/027_RWTexture.unity guid: 3c54816ebc5cdcc448210af3594252cb From 96d27eabddd90e319b2905a23875c034d5d69fb6 Mon Sep 17 00:00:00 2001 From: Ludovic Theobald Date: Fri, 6 Dec 2024 15:02:54 +0000 Subject: [PATCH 30/52] [VFX] Compilation Optimisation - Implement an include cache for SG generation to limit reads from disk POI : https://jira.unity3d.com/browse/POI-1725 This PR speeds up the Shader Graph shaderpass generation, by implementing a cache for include templates, limiting the amount of disk reads during the shader building. It also contains a minor optimisation of block indentation, and a replacement of the LINQ `Contains` with an explicit loop to limit the GC allocs. Before : ![image](https://media.github.cds.internal.unity3d.com/user/2768/files/90282862-1030-4388-9ec8-1c34885e341a) After : ![image](https://media.github.cds.internal.unity3d.com/user/2768/files/35238e34-e995-4ee7-86f3-443169d49046) --- .../Editor/Generation/Processors/Generator.cs | 6 +- .../Generation/Processors/ShaderSpliceUtil.cs | 76 ++++++++++--------- .../Processors/ShaderStringBuilder.cs | 9 +++ 3 files changed, 53 insertions(+), 38 deletions(-) diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs b/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs index 34598d64272..bfa089b7dd3 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs +++ b/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs @@ -50,6 +50,8 @@ class Generator readonly GeneratedShader m_PrimaryShader; readonly List m_PrimaryShaderTemporaryBlocks; + readonly Dictionary m_IncludeCache; + // direct accessors for primary shader results public string generatedShader => m_PrimaryShader.codeString; public List configuredTextures => m_PrimaryShader.assignedTextures; @@ -131,7 +133,7 @@ public Generator(GraphData graphData, AbstractMaterialNode outputNode, Generatio m_AdditionalShaderIDs = additionalShaderIDs.AsReadOnly(); m_PrimaryShaderTemporaryBlocks = new List(); - + m_IncludeCache = new Dictionary(); // build the primary shader immediately (and populate the temporary block list for it) m_PrimaryShader = BuildShader(null, m_PrimaryShaderTemporaryBlocks); } @@ -1230,7 +1232,7 @@ void ProcessStackForPass(ContextData contextData, BlockFieldDescriptor[] passBlo // Process Template Profiler.BeginSample("ProcessTemplate"); var templatePreprocessor = new ShaderSpliceUtil.TemplatePreprocessor(activeFields, spliceCommands, - isDebug, sharedTemplateDirectories, m_AssetCollection, m_HumanReadable); + isDebug, sharedTemplateDirectories, m_AssetCollection, m_HumanReadable, m_IncludeCache); templatePreprocessor.ProcessTemplateFile(passTemplatePath); m_Builder.Concat(templatePreprocessor.GetShaderCode()); diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Processors/ShaderSpliceUtil.cs b/Packages/com.unity.shadergraph/Editor/Generation/Processors/ShaderSpliceUtil.cs index f92282a5c00..c0f6b990065 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/Processors/ShaderSpliceUtil.cs +++ b/Packages/com.unity.shadergraph/Editor/Generation/Processors/ShaderSpliceUtil.cs @@ -34,7 +34,16 @@ private static int SkipWhitespace(string str, int start, int end) while (index < end) { char c = str[index]; - if (!whitespace.Contains(c)) + bool containsWhiteSpace = false; + foreach (var whiteSpaceChar in whitespace) + { + if (c == whiteSpaceChar) + { + containsWhiteSpace = true; + break; + } + } + if (!containsWhiteSpace) { break; } @@ -53,12 +62,13 @@ public class TemplatePreprocessor // intermediates HashSet includedFiles; + Dictionary includeCache; // this cache is reused across passes // outputs ShaderStringBuilder result; AssetCollection assetCollection; - public TemplatePreprocessor(ActiveFields activeFields, Dictionary namedFragments, bool isDebug, string[] templatePaths, AssetCollection assetCollection, bool humanReadable, ShaderStringBuilder outShaderCodeResult = null) + public TemplatePreprocessor(ActiveFields activeFields, Dictionary namedFragments, bool isDebug, string[] templatePaths, AssetCollection assetCollection, bool humanReadable, Dictionary includeCache, ShaderStringBuilder outShaderCodeResult = null) { this.activeFields = activeFields; this.namedFragments = namedFragments; @@ -67,6 +77,7 @@ public TemplatePreprocessor(ActiveFields activeFields, Dictionary(); + this.includeCache = includeCache; } public ShaderStringBuilder GetShaderCode() @@ -76,8 +87,7 @@ public ShaderStringBuilder GetShaderCode() public void ProcessTemplateFile(string filePath) { - if (File.Exists(filePath) && - !includedFiles.Contains(filePath)) + if (!includedFiles.Contains(filePath) && (includeCache.ContainsKey(filePath) || File.Exists(filePath))) { includedFiles.Add(filePath); @@ -88,8 +98,12 @@ public void ProcessTemplateFile(string filePath) assetCollection.AddAssetDependency(guid, AssetCollection.Flags.SourceDependency); } - string[] templateLines = File.ReadAllLines(filePath); - foreach (string line in templateLines) + string[] templateLines; + if (!includeCache.TryGetValue(filePath, out templateLines)) + { + templateLines = File.ReadAllLines(filePath); + includeCache.TryAdd(filePath, templateLines); + } foreach (string line in templateLines) { ProcessTemplateLine(line, 0, line.Length); } @@ -223,8 +237,8 @@ private void ProcessIncludeCommand(Token includeCommand, int lineEnd) { string templatePath = templatePaths[i]; includeLocation = Path.Combine(templatePath, param.GetString()); - if (File.Exists(includeLocation)) - { + bool cacheHit = includeCache.ContainsKey(includeLocation); + if (cacheHit || File.Exists(includeLocation)) { found = true; break; } @@ -243,39 +257,29 @@ private void ProcessIncludeCommand(Token includeCommand, int lineEnd) } else { - int endIndex = result.length; - using (var temp = new ShaderStringBuilder(humanReadable: true)) + int oldLength = result.length; + // Wrap in debug mode + if (isDebug) { - // Wrap in debug mode - if (isDebug) - { - result.AppendLine("//-------------------------------------------------------------------------------------"); - result.AppendLine("// TEMPLATE INCLUDE : " + param.GetString()); - result.AppendLine("//-------------------------------------------------------------------------------------"); - result.AppendNewLine(); - } - - // Recursively process templates - ProcessTemplateFile(includeLocation); + result.AppendLine("//-------------------------------------------------------------------------------------"); + result.AppendLine("// TEMPLATE INCLUDE : " + param.GetString()); + result.AppendLine("//-------------------------------------------------------------------------------------"); + result.AppendNewLine(); + } - // Wrap in debug mode - if (isDebug) - { - result.AppendNewLine(); - result.AppendLine("//-------------------------------------------------------------------------------------"); - result.AppendLine("// END TEMPLATE INCLUDE : " + param.GetString()); - result.AppendLine("//-------------------------------------------------------------------------------------"); - } + // Recursively process templates + ProcessTemplateFile(includeLocation); + // Wrap in debug mode + if (isDebug) + { result.AppendNewLine(); - - // Required to enforce indentation rules - // Append lines from this include into temporary StringBuilder - // Reduce result length to remove this include - temp.AppendLines(result.ToString(endIndex, result.length - endIndex)); - result.length = endIndex; - result.AppendLines(temp.ToCodeBlock()); + result.AppendLine("//-------------------------------------------------------------------------------------"); + result.AppendLine("// END TEMPLATE INCLUDE : " + param.GetString()); + result.AppendLine("//-------------------------------------------------------------------------------------"); } + + result.ToCodeBlock(oldLength, result.length - oldLength, true); } } } diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Processors/ShaderStringBuilder.cs b/Packages/com.unity.shadergraph/Editor/Generation/Processors/ShaderStringBuilder.cs index 18029478b89..3de456e4872 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/Processors/ShaderStringBuilder.cs +++ b/Packages/com.unity.shadergraph/Editor/Generation/Processors/ShaderStringBuilder.cs @@ -280,6 +280,15 @@ public string ToCodeBlock() return m_StringBuilder.ToString(); } + public void ToCodeBlock(int startIndex, int length, bool forceHumanReadable) + { + if (forceHumanReadable || m_HumanReadable) + { + // Set indentations + m_StringBuilder.Replace(Environment.NewLine, Environment.NewLine + k_IndentationString, startIndex, length); + } + } + public override string ToString() { return m_StringBuilder.ToString(); From c04ab13a7b7daca39c8b25e0adcc5a89ded27610 Mon Sep 17 00:00:00 2001 From: Esmeralda Salamone Date: Fri, 6 Dec 2024 15:03:01 +0000 Subject: [PATCH 31/52] [ShaderGraph] Prevent issues from multi-target property conflicts Canvas default properties for stencil can conflict with HDRP. However; in this particular case, the property type is the same, so the normal deduplication that occurs is fine as a matter of coincidence. Suppressing the error because it doesn't have any practical impact for users nor is it possible for a user to correct. --- .../Generation/Processors/PropertyCollector.cs | 17 ++++++++++++----- 1 file changed, 12 insertions(+), 5 deletions(-) diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs b/Packages/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs index 792e1ca8a7b..f33adab5851 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs +++ b/Packages/com.unity.shadergraph/Editor/Generation/Processors/PropertyCollector.cs @@ -92,11 +92,18 @@ public void AddShaderProperty(AbstractShaderProperty prop) { Debug.LogError("Two properties with the same reference name (" + prop.referenceName + ") using different types"); } - else - { - if (!EquivalentHLSLProperties(existingProp, prop)) - Debug.LogError("Two properties with the same reference name (" + prop.referenceName + ") produce different HLSL properties"); - } + // else + // { + // if (!EquivalentHLSLProperties(existingProp, prop)) + // { + // NOTE: + // Shader Graph won't produce a duplicate property. + // Since the type is already the same (as per above) + // and by way of how targets/properties/subshaders work, + // any duplicate properties in SG will just use the same declaration. + // Debug.LogError("Two properties with the same reference name (" + prop.referenceName + ") produce different HLSL properties"); + // } + // } } } else From ebd3a5f37921c4924ac43af6274b8dd158520e84 Mon Sep 17 00:00:00 2001 From: Evergreen Date: Fri, 6 Dec 2024 15:03:09 +0000 Subject: [PATCH 32/52] Add vector4 as default into a sub-graph on converting from a node Jira: [UUM-75963](https://jira.unity3d.com/browse/UUM-75936) This PR will fix an error when converting from a node to a subgraphs without any slot. In case of creating a new subgraphs by creating via Project window (Create > Shader Graph > Sub Graph) with a Vector4 output, it should be fixed from empty slot in output. I added an new slot into output as initialization with Vector4. Before: ![image](https://media.github.cds.internal.unity3d.com/user/1406/files/84351d8f-f259-4362-b278-571a7b984d57) After fix: ![image](https://media.github.cds.internal.unity3d.com/user/1406/files/5c24d7b6-1ef6-47fb-9913-2f0b4bc8fc70) ![image](https://media.github.cds.internal.unity3d.com/user/1406/files/382bf89a-e7c0-41e5-b69f-1bcd4b4ff40a) --- .../Editor/Drawing/MaterialGraphEditWindow.cs | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs b/Packages/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs index 1cb0888c2f8..b3d6cc161ca 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs @@ -807,6 +807,11 @@ public void ToSubGraph() subGraph.AddNode(subGraphOutputNode); subGraph.outputNode = subGraphOutputNode; + var inputSlots = new List(); + subGraphOutputNode.GetInputSlots(inputSlots); + if (inputSlots.Count == 0) + subGraphOutputNode.AddSlot(ConcreteSlotValueType.Vector4); + // Always copy deserialized keyword inputs foreach (ShaderKeyword keyword in deserialized.metaKeywords) { From 42ef1dad961825784923f7f34cb80fda08f10b9a Mon Sep 17 00:00:00 2001 From: Pema Malling Date: Fri, 6 Dec 2024 18:05:25 +0000 Subject: [PATCH 33/52] Bicubic lightmap sampling for URP and HDRP Jira: https://jira.unity3d.com/browse/GFXFEAT-813 This PR adds the ability to use bicubic sampling for lightmaps. Bicubic sampling smoothens high-frequency detail by doing more texture taps. This is especially helpful for low resolution lightmaps. Unlike bilinear filtering, which does 4 taps in a 2x2 shape (at the hardware level) and linearly interpolates them, bicubic takes 16 samples in a 4x4 shape and interpolates them using cubic splines. I've reused an existing implementation in SRP core. It uses a technique that does 4 hardware bilinear taps and uses them to get the same information as with 16 taps (see [this post](https://vec3.ca/bicubic-filtering-in-fewer-taps/) for more info). The sampling strategy is implemented for both regular lightmaps, directional lightmaps and shadowmask textures. It has been exposed as a **global** setting, under the graphics tab. The main motivation for exposing it as a global setting is to not increase the shader variant count. A keyword, `LIGHTMAP_BICUBIC_SAMPLING` was added, but since the setting is global, we either only have variants that use the keyword, or only have variants that don't use the keyword. I've made sure to encode this logic into the variant stripping and prefiltering codepaths of each SRP. The setting is disabled by default. ![Unity_3DeLAXQrq2](https://media.github.cds.internal.unity3d.com/user/2392/files/29103423-166f-4b65-8415-4b9bdcc8b04e) --- .../Settings/LightmapSamplingSettings.cs | 30 + .../Settings/LightmapSamplingSettings.cs.meta | 2 + .../ShaderLibrary/EntityLighting.hlsl | 34 + .../BuildProcessors/HDRPPreprocessBuild.cs | 9 +- .../BuildProcessors/HDRPPreprocessShaders.cs | 9 + .../Editor/Material/BaseShaderPreprocessor.cs | 2 + .../Editor/Material/ShaderGraph/HDTarget.cs | 9 + .../Material/ShaderGraph/LightingSubTarget.cs | 1 + .../Runtime/Material/AxF/AxF.shader | 4 + .../Runtime/Material/BuiltinGIUtilities.hlsl | 4 + .../Material/LayeredLit/LayeredLit.shader | 7 + .../LayeredLit/LayeredLitTessellation.shader | 7 + .../Runtime/Material/Lit/Lit.shader | 7 + .../Material/Lit/LitTessellation.shader | 7 + .../Material/TerrainLit/TerrainLit.shader | 5 + .../TerrainLit/TerrainLit_Basemap.shader | 5 + .../RenderPipeline/HDRenderPipeline.cs | 5 + .../HDRenderPipelineAsset.Prefiltering.cs | 6 + .../Editor/ShaderBuildPreprocessor.cs | 9 + .../Targets/UniversalDecalSubTarget.cs | 2 + .../Targets/UniversalLitSubTarget.cs | 2 + .../ShaderGraph/Targets/UniversalTarget.cs | 13 +- .../Targets/UniversalUnlitSubTarget.cs | 1 + .../Editor/ShaderScriptableStripper.cs | 23 +- ...niversalRenderPipelineAssetPrefiltering.cs | 11 +- .../Runtime/ForwardLights.cs | 5 + .../Runtime/UniversalRenderPipelineCore.cs | 5 + .../ShaderLibrary/Shadows.hlsl | 4 + .../Shaders/BakedLit.shader | 1 + .../Shaders/ComplexLit.shader | 2 + .../Shaders/Lit.shader | 2 + .../Shaders/SimpleLit.shader | 2 + .../Shaders/Terrain/TerrainDetailLit.shader | 2 + .../Shaders/Terrain/TerrainLit.shader | 2 + .../Shaders/Terrain/TerrainLitAdd.shader | 2 + .../Shaders/Terrain/TerrainLitBase.shader | 2 + .../Shaders/Terrain/WavingGrass.shader | 2 + .../Terrain/WavingGrassBillboard.shader | 1 + .../Tests/Editor/ShaderPrefilteringTests.cs | 15 +- .../Editor/ShaderScriptableStripperTests.cs | 1 + .../Tests/Editor/ShaderStripToolTests.cs | 1 + .../240_Lighting_Bicubic_Sampling.lighting | 63 ++ ...40_Lighting_Bicubic_Sampling.lighting.meta | 8 + .../Scenes/240_Lighting_Bicubic_Sampling.meta | 8 + .../240_Lighting_Bicubic_Sampling.unity | 696 +++++++++++++++ .../240_Lighting_Bicubic_Sampling.unity.meta | 7 + .../BicubicShader.shadergraph | 844 ++++++++++++++++++ .../BicubicShader.shadergraph.meta | 10 + .../LightingData.asset | Bin 0 -> 18017 bytes .../LightingData.asset.meta | 8 + .../Lightmap-0_comp_light.exr | Bin 0 -> 20050 bytes .../Lightmap-0_comp_light.exr.meta | 247 +++++ .../ProjectSettings/EditorBuildSettings.asset | 3 + 53 files changed, 2149 insertions(+), 8 deletions(-) create mode 100644 Packages/com.unity.render-pipelines.core/Runtime/Settings/LightmapSamplingSettings.cs create mode 100644 Packages/com.unity.render-pipelines.core/Runtime/Settings/LightmapSamplingSettings.cs.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling.lighting create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling.lighting.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling.unity create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling.unity.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling/BicubicShader.shadergraph create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling/BicubicShader.shadergraph.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling/LightingData.asset create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling/LightingData.asset.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling/Lightmap-0_comp_light.exr create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling/Lightmap-0_comp_light.exr.meta diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Settings/LightmapSamplingSettings.cs b/Packages/com.unity.render-pipelines.core/Runtime/Settings/LightmapSamplingSettings.cs new file mode 100644 index 00000000000..d6ff46e1b35 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/Settings/LightmapSamplingSettings.cs @@ -0,0 +1,30 @@ +using System; + +namespace UnityEngine.Rendering +{ + /// + /// Lightmap Sampling global settings class. + /// + [Serializable] + [SupportedOnRenderPipeline()] + [Categorization.CategoryInfo(Name = "Lightmap Sampling Settings", Order = 20)] + public class LightmapSamplingSettings : IRenderPipelineGraphicsSettings + { + [SerializeField, HideInInspector] + int m_Version = 1; + + int IRenderPipelineGraphicsSettings.version { get => m_Version; } + + [SerializeField, Tooltip("Use Bicubic Lightmap Sampling. Enabling this will improve the appearance of lightmaps, but may worsen performance on lower end platforms.")] + bool m_UseBicubicLightmapSampling; + + /// + /// Whether to use bicubic sampling for lightmaps. + /// + public bool useBicubicLightmapSampling + { + get => m_UseBicubicLightmapSampling; + set => this.SetValueAndNotify(ref m_UseBicubicLightmapSampling, value, nameof(m_UseBicubicLightmapSampling)); + } + } +} diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Settings/LightmapSamplingSettings.cs.meta b/Packages/com.unity.render-pipelines.core/Runtime/Settings/LightmapSamplingSettings.cs.meta new file mode 100644 index 00000000000..eb34bfc4366 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/Settings/LightmapSamplingSettings.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 53de0087ce88a1640b2b6468a44f0043 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl index 01b3fe6bd06..1191d588d0a 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl @@ -8,6 +8,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SphericalHarmonics.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #define LIGHTMAP_RGBM_MAX_GAMMA real(5.0) // NB: Must match value in RGBMRanges.h #define LIGHTMAP_RGBM_MAX_LINEAR real(34.493242) // LIGHTMAP_RGBM_MAX_GAMMA ^ 2.2 @@ -208,6 +209,8 @@ real3 DecodeHDREnvironment(real4 encodedIrradiance, real4 decodeInstructions) #define SAMPLE_TEXTURE2D_LIGHTMAP SAMPLE_TEXTURE2D_ARRAY #define LIGHTMAP_EXTRA_ARGS float2 uv, float slice #define LIGHTMAP_EXTRA_ARGS_USE uv, slice +#define LIGHTMAP_SLICE_ARG_USE , slice +#define GET_LIGHTMAP_SIZE(tex, width, height) uint _slices; tex.GetDimensions(width, height, _slices) #else // ^ Lightmaps are not bound as texture arrays, but as individual textures. The // batch is broken every time lightmaps are changed, but this is well-supported @@ -217,6 +220,8 @@ real3 DecodeHDREnvironment(real4 encodedIrradiance, real4 decodeInstructions) #define SAMPLE_TEXTURE2D_LIGHTMAP SAMPLE_TEXTURE2D #define LIGHTMAP_EXTRA_ARGS float2 uv #define LIGHTMAP_EXTRA_ARGS_USE uv +#define LIGHTMAP_SLICE_ARG_USE +#define GET_LIGHTMAP_SIZE(tex, width, height) tex.GetDimensions(width, height) #endif // For the built-in target, lightmaps are defined with half precision. @@ -236,6 +241,27 @@ real3 DecodeHDREnvironment(real4 encodedIrradiance, real4 decodeInstructions) #define SAMPLE_TEXTURE2D_LIGHTMAP SAMPLE_TEXTURE2D #endif +// 4-tap bicubic sampling for lightmaps. Assumes the input texture is bilinearly filtered. +float4 SampleLightmapBicubic(TEXTURE2D_LIGHTMAP_PARAM(tex, smp), LIGHTMAP_EXTRA_ARGS) +{ + float width; + float height; + GET_LIGHTMAP_SIZE(tex, width, height); + float4 texSize = float4(width, height, 1.0/width, 1.0/height); + + float2 xy = uv * texSize.xy + 0.5; + float2 ic = floor(xy); + float2 fc = frac(xy); + + float2 weights[2], offsets[2]; + BicubicFilter(fc, weights, offsets); + + return weights[0].y * (weights[0].x * SAMPLE_TEXTURE2D_LIGHTMAP(tex, smp, (ic + float2(offsets[0].x, offsets[0].y) - 0.5) * texSize.zw LIGHTMAP_SLICE_ARG_USE).rgba + + weights[1].x * SAMPLE_TEXTURE2D_LIGHTMAP(tex, smp, (ic + float2(offsets[1].x, offsets[0].y) - 0.5) * texSize.zw LIGHTMAP_SLICE_ARG_USE).rgba) + + weights[1].y * (weights[0].x * SAMPLE_TEXTURE2D_LIGHTMAP(tex, smp, (ic + float2(offsets[0].x, offsets[1].y) - 0.5) * texSize.zw LIGHTMAP_SLICE_ARG_USE).rgba + + weights[1].x * SAMPLE_TEXTURE2D_LIGHTMAP(tex, smp, (ic + float2(offsets[1].x, offsets[1].y) - 0.5) * texSize.zw LIGHTMAP_SLICE_ARG_USE).rgba); +} + // isStaticLightmap mean it is not an Enlighten map real3 SampleSingleLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, bool isStaticLightmap) { @@ -243,7 +269,11 @@ real3 SampleSingleLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler // transform is scale and bias uv = uv * transform.xy + transform.zw; +#if defined(LIGHTMAP_BICUBIC_SAMPLING) + real4 encodedIlluminance = SampleLightmapBicubic(TEXTURE2D_LIGHTMAP_ARGS(lightmapTex, lightmapSampler), LIGHTMAP_EXTRA_ARGS_USE); +#else real4 encodedIlluminance = SAMPLE_TEXTURE2D_LIGHTMAP(lightmapTex, lightmapSampler, LIGHTMAP_EXTRA_ARGS_USE).rgba; +#endif // Remark: static lightmap is RGBM for now, dynamic lightmap is RGB9E5 real3 illuminance = isStaticLightmap ? DecodeLightmap(encodedIlluminance, decodeInstructions) : encodedIlluminance.rgb; @@ -271,7 +301,11 @@ void SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSam // transform is scale and bias uv = uv * transform.xy + transform.zw; +#if defined(LIGHTMAP_BICUBIC_SAMPLING) + real4 direction = SampleLightmapBicubic(TEXTURE2D_LIGHTMAP_ARGS(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS_USE); +#else real4 direction = SAMPLE_TEXTURE2D_LIGHTMAP(lightmapDirTex, lightmapDirSampler, LIGHTMAP_EXTRA_ARGS_USE); +#endif real halfLambert = dot(normalWS, direction.xyz - 0.5) + 0.5; bakeDiffuseLighting += illuminance * halfLambert / max(1e-4, direction.w); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs index a6d5bedf66f..5a9a93713c7 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessBuild.cs @@ -113,6 +113,10 @@ private static void GatherShaderFeatures() private static void GetSupportedShaderFeaturesFromAssets(ref List hdrpAssets, ref List rendererFeaturesList) { + bool useBicubicLightmapSampling = false; + if (GraphicsSettings.TryGetRenderPipelineSettings(out var lightmapSamplingSettings)) + useBicubicLightmapSampling = lightmapSamplingSettings.useBicubicLightmapSampling; + for (int hdrpAssetIndex = 0; hdrpAssetIndex < hdrpAssets.Count; hdrpAssetIndex++) { // Get the asset and check if it's valid @@ -124,7 +128,7 @@ private static void GetSupportedShaderFeaturesFromAssets(ref List(out var lightmapSamplingSettings)) + useBicubicLightmapSampling = lightmapSamplingSettings.useBicubicLightmapSampling; + return inputData.shaderKeywordSet.IsEnabled(m_LightmapBicubicSampling) != useBicubicLightmapSampling; + } + #if !ENABLE_SENSOR_SDK // If the SensorSDK package is not present, make sure that all code related to it is stripped away if (inputData.shaderKeywordSet.IsEnabled(m_SensorEnableLidar) || inputData.shaderKeywordSet.IsEnabled(m_SensorOverrideReflectance)) diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/BaseShaderPreprocessor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/BaseShaderPreprocessor.cs index 31f83ed8a84..77978a8b053 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/BaseShaderPreprocessor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/BaseShaderPreprocessor.cs @@ -85,6 +85,7 @@ abstract class BaseShaderPreprocessor protected ShaderKeyword m_ScreenSpaceShadowONKeywords; protected ShaderKeyword m_ProbeVolumesL1; protected ShaderKeyword m_ProbeVolumesL2; + protected ShaderKeyword m_LightmapBicubicSampling; protected ShaderKeyword m_DecalSurfaceGradient; protected ShaderKeyword m_EditorVisualization; protected ShaderKeyword m_SupportWater; @@ -132,6 +133,7 @@ public BaseShaderPreprocessor() m_ScreenSpaceShadowONKeywords = new ShaderKeyword("SCREEN_SPACE_SHADOWS_ON"); m_ProbeVolumesL1 = new ShaderKeyword("PROBE_VOLUMES_L1"); m_ProbeVolumesL2 = new ShaderKeyword("PROBE_VOLUMES_L2"); + m_LightmapBicubicSampling = new ShaderKeyword("LIGHTMAP_BICUBIC_SAMPLING"); m_DecalSurfaceGradient = new ShaderKeyword("DECAL_SURFACE_GRADIENT"); m_EditorVisualization = new ShaderKeyword("EDITOR_VISUALIZATION"); m_SupportWater = new ShaderKeyword("SUPPORT_WATER"); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs index 6e1e8ebd437..d4c6b13e523 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs @@ -1881,6 +1881,15 @@ static class CoreKeywordDescriptors definition = KeywordDefinition.MultiCompile, scope = KeywordScope.Global }; + + public static KeywordDescriptor LightmapBicubicSampling = new KeywordDescriptor() + { + displayName = "Lightmap Bicubic Sampling", + referenceName = "LIGHTMAP_BICUBIC_SAMPLING", + type = KeywordType.Boolean, + definition = KeywordDefinition.MultiCompile, + scope = KeywordScope.Global + }; } #endregion diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs index 6469ba0ed6e..229f5885ae6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs @@ -119,6 +119,7 @@ protected override void CollectPassKeywords(ref PassDescriptor pass) pass.keywords.Add(CoreKeywordDescriptors.DirectionalLightmapCombined); pass.keywords.Add(CoreKeywordDescriptors.ProbeVolumes); pass.keywords.Add(CoreKeywordDescriptors.DynamicLightmap); + pass.keywords.Add(CoreKeywordDescriptors.LightmapBicubicSampling); if (!pass.IsRelatedToRaytracing()) { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader index ca5e56cbe30..ded9cab9253 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader @@ -512,6 +512,7 @@ Shader "HDRP/AxF" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS @@ -643,6 +644,7 @@ Shader "HDRP/AxF" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DYNAMICLIGHTMAP_ON @@ -692,6 +694,7 @@ Shader "HDRP/AxF" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DYNAMICLIGHTMAP_ON @@ -738,6 +741,7 @@ Shader "HDRP/AxF" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ MINIMAL_GBUFFER #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl index 3dc884efacc..ae9d5b96642 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl @@ -221,7 +221,11 @@ float4 SampleShadowMask(float3 positionRWS, float2 uvStaticLightmap) // normalWS { #if defined(LIGHTMAP_ON) float2 uv = uvStaticLightmap * unity_LightmapST.xy + unity_LightmapST.zw; + #if defined(LIGHTMAP_BICUBIC_SAMPLING) + return SampleLightmapBicubic(SHADOWMASK_NAME, SHADOWMASK_SAMPLER_NAME, SHADOWMASK_SAMPLE_EXTRA_ARGS); + #else return SAMPLE_TEXTURE2D_LIGHTMAP(SHADOWMASK_NAME, SHADOWMASK_SAMPLER_NAME, SHADOWMASK_SAMPLE_EXTRA_ARGS); // Can't reuse sampler from Lightmap because with shader graph, the compile could optimize out the lightmaps if metal is 1 + #endif #elif (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) return 1; #else diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader index 775c6aeba94..0a3e4dd04d4 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader @@ -680,6 +680,7 @@ Shader "HDRP/LayeredLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS @@ -1063,6 +1064,7 @@ Shader "HDRP/LayeredLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS @@ -1248,6 +1250,7 @@ Shader "HDRP/LayeredLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON @@ -1302,6 +1305,7 @@ Shader "HDRP/LayeredLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON @@ -1353,6 +1357,7 @@ Shader "HDRP/LayeredLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON @@ -1429,6 +1434,7 @@ Shader "HDRP/LayeredLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON @@ -1498,6 +1504,7 @@ Shader "HDRP/LayeredLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ SENSORSDK_OVERRIDE_REFLECTANCE diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader index ba8e5a93637..18e59d72b6c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader @@ -721,6 +721,7 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS @@ -1116,6 +1117,7 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS @@ -1310,6 +1312,7 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON @@ -1367,6 +1370,7 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON @@ -1421,6 +1425,7 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON @@ -1503,6 +1508,7 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON @@ -1574,6 +1580,7 @@ Shader "HDRP/LayeredLitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ SENSORSDK_OVERRIDE_REFLECTANCE diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader index aad77af5132..6ac3791950b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader @@ -459,6 +459,7 @@ Shader "HDRP/Lit" #pragma multi_compile _ DEBUG_DISPLAY // 'Optimize Mesh Data' strip away attribute uv1/uv2 without the keyword set on the vertex stage. #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING // Both DIRLIGHTMAP_COMBINED and DYNAMICLIGHTMAP_ON must have vertex frequency to be able to include UV2 in player // If DIRLIGHTMAP_COMBINED isn't define, then DYNAMICLIGHTMAP_ON will not. This is hardcoded in C++ // For ShaderGraph we don't have this issue as UV2 are always included. @@ -860,6 +861,7 @@ Shader "HDRP/Lit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS @@ -987,6 +989,7 @@ Shader "HDRP/Lit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS @@ -1195,6 +1198,7 @@ Shader "HDRP/Lit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -1257,6 +1261,7 @@ Shader "HDRP/Lit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -1315,6 +1320,7 @@ Shader "HDRP/Lit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -1398,6 +1404,7 @@ Shader "HDRP/Lit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader index 7b91d86ddbe..e08af8884b3 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader @@ -480,6 +480,7 @@ Shader "HDRP/LitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS @@ -888,6 +889,7 @@ Shader "HDRP/LitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS @@ -1015,6 +1017,7 @@ Shader "HDRP/LitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS @@ -1230,6 +1233,7 @@ Shader "HDRP/LitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -1289,6 +1293,7 @@ Shader "HDRP/LitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -1344,6 +1349,7 @@ Shader "HDRP/LitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -1431,6 +1437,7 @@ Shader "HDRP/LitTessellation" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader index 57566098888..dafe0c53ab1 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader @@ -133,6 +133,7 @@ Shader "HDRP/TerrainLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK @@ -288,6 +289,7 @@ Shader "HDRP/TerrainLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK @@ -369,6 +371,7 @@ Shader "HDRP/TerrainLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -403,6 +406,7 @@ Shader "HDRP/TerrainLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -438,6 +442,7 @@ Shader "HDRP/TerrainLit" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader index 221da9f4378..3f54cecba37 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader @@ -89,6 +89,7 @@ Shader "Hidden/HDRP/TerrainLit_Basemap" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK @@ -227,6 +228,7 @@ Shader "Hidden/HDRP/TerrainLit_Basemap" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK @@ -269,6 +271,7 @@ Shader "Hidden/HDRP/TerrainLit_Basemap" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -303,6 +306,7 @@ Shader "Hidden/HDRP/TerrainLit_Basemap" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -338,6 +342,7 @@ Shader "Hidden/HDRP/TerrainLit_Basemap" #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 #pragma multi_compile _ DIRLIGHTMAP_COMBINED diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index 6583da32c4a..2ff8800fcea 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -1263,6 +1263,11 @@ void ConfigureKeywords(bool enableBakeShadowMask, HDCamera hdCamera, CommandBuff { cmd.ConfigureFoveatedRendering(hdCamera.xr.foveatedRenderingInfo); } + + if (GraphicsSettings.TryGetRenderPipelineSettings(out var lightmapSamplingSettings)) + CoreUtils.SetKeyword(cmd, "LIGHTMAP_BICUBIC_SAMPLING", lightmapSamplingSettings.useBicubicLightmapSampling); + else + CoreUtils.SetKeyword(cmd, "LIGHTMAP_BICUBIC_SAMPLING", false); } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.Prefiltering.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.Prefiltering.cs index e78db0ae4eb..20f82d26a85 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.Prefiltering.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.Prefiltering.cs @@ -12,14 +12,20 @@ public partial class HDRenderPipelineAsset [ShaderKeywordFilter.SelectOrRemove(true, keywordNames: "USE_LEGACY_LIGHTMAPS")] [SerializeField] private bool m_PrefilterUseLegacyLightmaps = false; + [ShaderKeywordFilter.RemoveIf(false, keywordNames: "LIGHTMAP_BICUBIC_SAMPLING")] + [ShaderKeywordFilter.SelectIf(true, keywordNames: "LIGHTMAP_BICUBIC_SAMPLING")] + [SerializeField] private bool m_PrefilterUseLightmapBicubicSampling = false; + internal struct ShaderPrefilteringData { public bool useLegacyLightmaps; + public bool useBicubicLightmapSampling; } internal void UpdateShaderKeywordPrefiltering(ref ShaderPrefilteringData prefilteringData) { m_PrefilterUseLegacyLightmaps = prefilteringData.useLegacyLightmaps; + m_PrefilterUseLightmapBicubicSampling = prefilteringData.useBicubicLightmapSampling; } } } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs index 80ed17fef83..f25593a89b3 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs @@ -121,6 +121,7 @@ class ShaderBuildPreprocessor : IPreprocessBuildWithReport, IPostprocessBuildWit public static bool s_StripDebugDisplayShaders; public static bool s_StripUnusedPostProcessingVariants; public static bool s_StripScreenCoordOverrideVariants; + public static bool s_StripBicubicLightmapSamplingVariants; public static bool s_Strip2DPasses; public static bool s_UseSoftShadowQualityLevelKeywords; public static bool s_StripXRVariants; @@ -272,6 +273,11 @@ private static void GetGlobalAndPlatformSettings(bool isDevelopmentBuild) s_StripScreenCoordOverrideVariants = urpShaderStrippingSettings.stripScreenCoordOverrideVariants; } + if (GraphicsSettings.TryGetRenderPipelineSettings(out var lightmapSamplingSettings)) + s_StripBicubicLightmapSamplingVariants = !lightmapSamplingSettings.useBicubicLightmapSampling; + else + s_StripBicubicLightmapSamplingVariants = true; + PlatformBuildTimeDetect platformBuildTimeDetect = PlatformBuildTimeDetect.GetInstance(); bool isShaderAPIMobileDefined = GraphicsSettings.HasShaderDefine(BuiltinShaderDefine.SHADER_API_MOBILE); if (platformBuildTimeDetect.isSwitch || isShaderAPIMobileDefined) @@ -386,6 +392,7 @@ out bool everyRendererHasSSAO !PlayerSettings.allowHDRDisplaySupport || !urpAsset.supportsHDR, s_StripDebugDisplayShaders, s_StripScreenCoordOverrideVariants, + s_StripBicubicLightmapSamplingVariants, s_StripUnusedVariants, ref ssaoRendererFeatures ); @@ -879,6 +886,7 @@ internal static ShaderPrefilteringData CreatePrefilteringSettings( bool stripHDR, bool stripDebug, bool stripScreenCoord, + bool stripBicubicLightmap, bool stripUnusedVariants, ref List ssaoRendererFeatures ) @@ -895,6 +903,7 @@ ref List ssaoRendererFeatures spd.stripAlphaOutputKeywords = !IsFeatureEnabled(shaderFeatures, ShaderFeatures.AlphaOutput); spd.stripDebugDisplay = stripDebug; spd.stripScreenCoordOverride = stripScreenCoord; + spd.stripBicubicLightmapSampling = stripBicubicLightmap; // Rendering Modes // Check if only Deferred is being used diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs index d1d1a8d0448..4a0b91744bf 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs @@ -986,6 +986,7 @@ static class Descriptors { CoreKeywordDescriptors.DynamicLightmap }, { CoreKeywordDescriptors.DirectionalLightmapCombined }, { CoreKeywordDescriptors.UseLegacyLightmaps }, + { CoreKeywordDescriptors.LightmapBicubicSampling }, { CoreKeywordDescriptors.MainLightShadows }, { CoreKeywordDescriptors.AdditionalLights }, { CoreKeywordDescriptors.AdditionalLightShadows }, @@ -1024,6 +1025,7 @@ static class Descriptors { CoreKeywordDescriptors.DynamicLightmap }, { CoreKeywordDescriptors.DirectionalLightmapCombined }, { CoreKeywordDescriptors.UseLegacyLightmaps }, + { CoreKeywordDescriptors.LightmapBicubicSampling }, { CoreKeywordDescriptors.MainLightShadows }, { CoreKeywordDescriptors.ShadowsSoft }, { CoreKeywordDescriptors.LightmapShadowMixing }, diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs index 47f324645f6..dddf444a7fb 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs @@ -846,6 +846,7 @@ static class LitKeywords { CoreKeywordDescriptors.DynamicLightmap }, { CoreKeywordDescriptors.DirectionalLightmapCombined }, { CoreKeywordDescriptors.UseLegacyLightmaps }, + { CoreKeywordDescriptors.LightmapBicubicSampling }, { CoreKeywordDescriptors.MainLightShadows }, { CoreKeywordDescriptors.AdditionalLights }, { CoreKeywordDescriptors.AdditionalLightShadows }, @@ -868,6 +869,7 @@ static class LitKeywords { CoreKeywordDescriptors.DynamicLightmap }, { CoreKeywordDescriptors.DirectionalLightmapCombined }, { CoreKeywordDescriptors.UseLegacyLightmaps }, + { CoreKeywordDescriptors.LightmapBicubicSampling }, { CoreKeywordDescriptors.MainLightShadows }, { CoreKeywordDescriptors.ReflectionProbeBlending }, { CoreKeywordDescriptors.ReflectionProbeBoxProjection }, diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs index dd63288e473..76ba70561d2 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs @@ -1269,7 +1269,7 @@ public static PassDescriptor ScenePicking(UniversalTarget target) // Port Mask validVertexBlocks = CoreBlockMasks.Vertex, - // NB Color is not strickly needed for scene picking but adding it here so that there are nodes to be + // NB Color is not strictly needed for scene picking but adding it here so that there are nodes to be // collected for the pixel shader. Some packages might use this to customize the scene picking rendering. validPixelBlocks = CoreBlockMasks.FragmentColorAlpha, @@ -1777,7 +1777,7 @@ static class CoreIncludes public static readonly IncludeCollection FogPregraph = new IncludeCollection { { kFog, IncludeLocation.Pregraph, true }, - }; + }; public static readonly IncludeCollection WriteRenderLayersPregraph = new IncludeCollection { @@ -2365,6 +2365,15 @@ static class CoreKeywordDescriptors definition = KeywordDefinition.Predefined, scope = KeywordScope.Local, }; + + public static readonly KeywordDescriptor LightmapBicubicSampling = new KeywordDescriptor() + { + displayName = "Lightmap Bicubic Sampling", + referenceName = ShaderKeywordStrings.LIGHTMAP_BICUBIC_SAMPLING, + type = KeywordType.Boolean, + definition = KeywordDefinition.MultiCompile, + scope = KeywordScope.Global + }; } #endregion diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs index a52028f1a7b..651e7b7aceb 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs @@ -381,6 +381,7 @@ static class UnlitKeywords CoreKeywordDescriptors.StaticLightmap, CoreKeywordDescriptors.DirectionalLightmapCombined, CoreKeywordDescriptors.UseLegacyLightmaps, + CoreKeywordDescriptors.LightmapBicubicSampling, CoreKeywordDescriptors.SampleGI, CoreKeywordDescriptors.DBuffer, CoreKeywordDescriptors.DebugDisplay, diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs index 960a1664ed2..ba5a70a7040 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs @@ -26,6 +26,7 @@ internal interface IShaderScriptableStrippingData public bool stripSoftShadowQualityLevels { get; set; } public bool stripDebugDisplayShaders { get; set; } public bool stripScreenCoordOverrideVariants { get; set; } + public bool stripBicubicLightmapSamplingVariants { get; set; } public bool stripUnusedVariants { get; set; } public bool stripUnusedPostProcessingVariants { get; set; } public bool stripUnusedXRVariants { get; set; } @@ -63,6 +64,7 @@ internal struct StrippingData : IShaderScriptableStrippingData public bool strip2DPasses { get; set; } public bool stripDebugDisplayShaders { get; set; } public bool stripScreenCoordOverrideVariants { get; set; } + public bool stripBicubicLightmapSamplingVariants { get; set; } public bool stripUnusedVariants { get; set; } public bool stripUnusedPostProcessingVariants { get; set; } public bool stripUnusedXRVariants { get; set; } @@ -176,6 +178,7 @@ public bool PassHasKeyword(LocalKeyword keyword) LocalKeyword m_ToneMapNeutral; LocalKeyword m_FilmGrain; LocalKeyword m_ScreenCoordOverride; + LocalKeyword m_LightmapBicubicSampling; LocalKeyword m_ProbeVolumesL1; LocalKeyword m_ProbeVolumesL2; LocalKeyword m_EasuRcasAndHDRInput; @@ -234,6 +237,7 @@ private void InitializeLocalShaderKeywords([DisallowNull] Shader shader) m_LightCookies = TryGetLocalKeyword(shader, ShaderKeywordStrings.LightCookies); m_ScreenCoordOverride = TryGetLocalKeyword(shader, ShaderKeywordStrings.SCREEN_COORD_OVERRIDE); + m_LightmapBicubicSampling = TryGetLocalKeyword(shader, ShaderKeywordStrings.LIGHTMAP_BICUBIC_SAMPLING); m_ProbeVolumesL1 = TryGetLocalKeyword(shader, ShaderKeywordStrings.ProbeVolumeL1); m_ProbeVolumesL2 = TryGetLocalKeyword(shader, ShaderKeywordStrings.ProbeVolumeL2); m_EasuRcasAndHDRInput = TryGetLocalKeyword(shader, ShaderKeywordStrings.EasuRcasAndHDRInput); @@ -383,6 +387,17 @@ internal bool StripUnusedFeatures_ScreenCoordOverride(ref IShaderScriptableStrip return strippingData.stripScreenCoordOverrideVariants && strippingData.IsKeywordEnabled(m_ScreenCoordOverride); } + internal bool StripUnusedFeatures_BicubicLightmapSampling(ref IShaderScriptableStrippingData strippingData) + { + if (strippingData.PassHasKeyword(m_LightmapBicubicSampling)) + { + bool useBicubic = !strippingData.stripBicubicLightmapSamplingVariants; + return useBicubic != strippingData.IsKeywordEnabled(m_LightmapBicubicSampling); + } + + return false; + } + internal bool StripUnusedFeatures_PunctualLightShadows(ref IShaderScriptableStrippingData strippingData) { // Shadow caster punctual light strip @@ -737,7 +752,7 @@ internal bool StripUnusedFeatures_XRMotionVector(ref IShaderScriptableStrippingD return strippingData.stripUnusedXRVariants; } - + internal bool StripUnusedFeatures_CrossFadeLod(ref IShaderScriptableStrippingData strippingData) { if (!strippingData.IsKeywordEnabled(m_LODFadeCrossFade)) @@ -768,6 +783,9 @@ internal bool StripUnusedFeatures(ref IShaderScriptableStrippingData strippingDa if (StripUnusedFeatures_ScreenCoordOverride(ref strippingData)) return true; + if (StripUnusedFeatures_BicubicLightmapSampling(ref strippingData)) + return true; + if (StripUnusedFeatures_MixedLighting(ref strippingData)) return true; @@ -1041,7 +1059,7 @@ internal bool StripUnusedPass_XRMotionVectors(ref IShaderScriptableStrippingData if (strippingData.passName == kPassNameXRMotionVectors && strippingData.stripUnusedXRVariants) return true; return false; - } + } internal bool StripUnusedPass(ref IShaderScriptableStrippingData strippingData) { @@ -1123,6 +1141,7 @@ public bool CanRemoveVariant([DisallowNull] Shader shader, ShaderSnippetData pas strip2DPasses = ShaderBuildPreprocessor.s_Strip2DPasses, stripDebugDisplayShaders = ShaderBuildPreprocessor.s_StripDebugDisplayShaders, stripScreenCoordOverrideVariants = ShaderBuildPreprocessor.s_StripScreenCoordOverrideVariants, + stripBicubicLightmapSamplingVariants = ShaderBuildPreprocessor.s_StripBicubicLightmapSamplingVariants, stripUnusedVariants = ShaderBuildPreprocessor.s_StripUnusedVariants, stripUnusedPostProcessingVariants = ShaderBuildPreprocessor.s_StripUnusedPostProcessingVariants, stripUnusedXRVariants = ShaderBuildPreprocessor.s_StripXRVariants, diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs index 09f341138a6..c2bcd4c7385 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs @@ -158,7 +158,7 @@ internal enum PrefilteringModeAdditionalLights // Decal Layers - Gets overridden in Decal renderer feature if enabled. [ShaderKeywordFilter.RemoveIf(true, keywordNames: ShaderKeywordStrings.DecalLayers)] private const bool k_DecalLayersDefault = true; - + [ShaderKeywordFilter.RemoveIf(true, keywordNames: ShaderKeywordStrings.SoftShadowsLow)] [SerializeField] private bool m_PrefilterSoftShadowsQualityLow = false; [ShaderKeywordFilter.RemoveIf(true, keywordNames: ShaderKeywordStrings.SoftShadowsMedium)] @@ -181,6 +181,11 @@ internal enum PrefilteringModeAdditionalLights [ShaderKeywordFilter.SelectOrRemove(true, keywordNames: ShaderKeywordStrings.USE_LEGACY_LIGHTMAPS)] [SerializeField] private bool m_PrefilterUseLegacyLightmaps = false; + // Bicubic lightmap sampling + [ShaderKeywordFilter.RemoveIf(true, keywordNames: ShaderKeywordStrings.LIGHTMAP_BICUBIC_SAMPLING)] + [ShaderKeywordFilter.SelectIf(false, keywordNames: ShaderKeywordStrings.LIGHTMAP_BICUBIC_SAMPLING)] + [SerializeField] private bool m_PrefilterBicubicLightmapSampling = false; + /// /// Data used for Shader Prefiltering. Gathered after going through the URP Assets, /// Renderers and Renderer Features in OnPreprocessBuild() inside ShaderPreprocessor.cs. @@ -218,6 +223,8 @@ internal struct ShaderPrefilteringData public bool stripSSAOSampleCountLow; public bool stripSSAOSampleCountMedium; public bool stripSSAOSampleCountHigh; + + public bool stripBicubicLightmapSampling; } /// @@ -259,6 +266,8 @@ internal void UpdateShaderKeywordPrefiltering(ref ShaderPrefilteringData prefilt m_PrefilterSSAOSampleCountLow = prefilteringData.stripSSAOSampleCountLow; m_PrefilterSSAOSampleCountMedium = prefilteringData.stripSSAOSampleCountMedium; m_PrefilterSSAOSampleCountHigh = prefilteringData.stripSSAOSampleCountHigh; + + m_PrefilterBicubicLightmapSampling = prefilteringData.stripBicubicLightmapSampling; } } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs index c4cc9454183..55a88075f2a 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs @@ -480,6 +480,11 @@ internal void SetupLights(UnsafeCommandBuffer cmd, UniversalRenderingData render { cmd.SetKeyword(ShaderGlobalKeywords.LightCookies, false); } + + if (GraphicsSettings.TryGetRenderPipelineSettings(out var lightmapSamplingSettings)) + cmd.SetKeyword(ShaderGlobalKeywords.LIGHTMAP_BICUBIC_SAMPLING, lightmapSamplingSettings.useBicubicLightmapSampling); + else + cmd.SetKeyword(ShaderGlobalKeywords.LIGHTMAP_BICUBIC_SAMPLING, false); } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs index 5f132b46091..4612f9afec9 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs @@ -1011,6 +1011,7 @@ internal static class ShaderGlobalKeywords public static GlobalKeyword EVALUATE_SH_VERTEX; public static GlobalKeyword ProbeVolumeL1; public static GlobalKeyword ProbeVolumeL2; + public static GlobalKeyword LIGHTMAP_BICUBIC_SAMPLING; public static GlobalKeyword _OUTPUT_DEPTH; public static GlobalKeyword LinearToSRGBConversion; public static GlobalKeyword _ENABLE_ALPHA_OUTPUT; @@ -1119,6 +1120,7 @@ public static void InitializeShaderGlobalKeywords() ShaderGlobalKeywords.EVALUATE_SH_VERTEX = GlobalKeyword.Create(ShaderKeywordStrings.EVALUATE_SH_VERTEX); ShaderGlobalKeywords.ProbeVolumeL1 = GlobalKeyword.Create(ShaderKeywordStrings.ProbeVolumeL1); ShaderGlobalKeywords.ProbeVolumeL2 = GlobalKeyword.Create(ShaderKeywordStrings.ProbeVolumeL2); + ShaderGlobalKeywords.LIGHTMAP_BICUBIC_SAMPLING = GlobalKeyword.Create(ShaderKeywordStrings.LIGHTMAP_BICUBIC_SAMPLING); ShaderGlobalKeywords._OUTPUT_DEPTH = GlobalKeyword.Create(ShaderKeywordStrings._OUTPUT_DEPTH); ShaderGlobalKeywords.LinearToSRGBConversion = GlobalKeyword.Create(ShaderKeywordStrings.LinearToSRGBConversion); ShaderGlobalKeywords._ENABLE_ALPHA_OUTPUT = GlobalKeyword.Create(ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT); @@ -1430,6 +1432,9 @@ public static class ShaderKeywordStrings /// Keyword used for APV with SH L2 public const string ProbeVolumeL2 = "PROBE_VOLUMES_L2"; + /// Keyword used for bicubic sampling of lightmaps. + public const string LIGHTMAP_BICUBIC_SAMPLING = "LIGHTMAP_BICUBIC_SAMPLING"; + /// Keyword used for opting out of lightmap texture arrays, when using BatchRendererGroup. public const string USE_LEGACY_LIGHTMAPS = "USE_LEGACY_LIGHTMAPS"; diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl index 552b022a989..29ad709b227 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl @@ -40,7 +40,11 @@ #endif #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) + #if defined(LIGHTMAP_BICUBIC_SAMPLING) + #define SAMPLE_SHADOWMASK(uv) SampleLightmapBicubic(SHADOWMASK_NAME, SHADOWMASK_SAMPLER_NAME, uv SHADOWMASK_SAMPLE_EXTRA_ARGS); + #else #define SAMPLE_SHADOWMASK(uv) SAMPLE_TEXTURE2D_LIGHTMAP(SHADOWMASK_NAME, SHADOWMASK_SAMPLER_NAME, uv SHADOWMASK_SAMPLE_EXTRA_ARGS); + #endif #elif !defined (LIGHTMAP_ON) #define SAMPLE_SHADOWMASK(uv) unity_ProbesOcclusion; #else diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLit.shader index a8b6ff18670..9321d500616 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLit.shader @@ -85,6 +85,7 @@ Shader "Universal Render Pipeline/Baked Lit" // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LOD_FADE_CROSSFADE diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader index d2870e4814b..e2998d5d3e5 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader @@ -158,6 +158,7 @@ Shader "Universal Render Pipeline/Complex Lit" #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -291,6 +292,7 @@ Shader "Universal Render Pipeline/Complex Lit" #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ LOD_FADE_CROSSFADE diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader index bc8fa584be3..a07260c6f04 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader @@ -157,6 +157,7 @@ Shader "Universal Render Pipeline/Lit" #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -288,6 +289,7 @@ Shader "Universal Render Pipeline/Lit" #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ LOD_FADE_CROSSFADE diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader index 14430e49108..38f7b84542c 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader @@ -122,6 +122,7 @@ Shader "Universal Render Pipeline/Simple Lit" // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile_fragment _ DEBUG_DISPLAY @@ -242,6 +243,7 @@ Shader "Universal Render Pipeline/Simple Lit" // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader index a336c989309..cd6df40382a 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader @@ -35,6 +35,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #pragma multi_compile _ DEBUG_DISPLAY @@ -73,6 +74,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader index 4ae11d1dcbc..9def8f9df02 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader @@ -86,6 +86,7 @@ Shader "Universal Render Pipeline/Terrain/Lit" // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY @@ -170,6 +171,7 @@ Shader "Universal Render Pipeline/Terrain/Lit" #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader index 9c907dee72e..722f64f41f2 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader @@ -77,6 +77,7 @@ Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)" // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma multi_compile_fragment _ DEBUG_DISPLAY @@ -128,6 +129,7 @@ Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)" // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader index cc9c3cf585a..0ec921c41ef 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader @@ -56,6 +56,7 @@ Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)" // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap @@ -135,6 +136,7 @@ Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)" #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader index 11fd8c390b1..52ca7bded31 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader @@ -47,6 +47,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile_fragment _ DEBUG_DISPLAY //-------------------------------------- @@ -97,6 +98,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" // ------------------------------------- // Unity defined keywords #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader index 96b65e42ace..72b3914b4be 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader @@ -42,6 +42,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING #pragma multi_compile_fragment _ DEBUG_DISPLAY //-------------------------------------- diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderPrefilteringTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderPrefilteringTests.cs index f4919414b8e..6e4e1e9aed8 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderPrefilteringTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderPrefilteringTests.cs @@ -18,6 +18,7 @@ class TestHelper internal bool stripXRKeywords = true; internal bool stripHDRKeywords = true; internal bool stripDebugDisplay = true; + internal bool stripBicubicLightmapSampling = true; internal bool stripScreenCoordOverride = true; internal bool stripUnusedVariants = true; internal List ssaoRendererFeatures = new List(); @@ -30,7 +31,7 @@ public TestHelper() internal ShaderPrefilteringData CreatePrefilteringSettings(ShaderFeatures shaderFeatures) { - return ShaderBuildPreprocessor.CreatePrefilteringSettings(ref shaderFeatures, isAssetUsingforward, everyRendererHasSSAO, stripXRKeywords, stripHDRKeywords, stripDebugDisplay, stripScreenCoordOverride, stripUnusedVariants, ref ssaoRendererFeatures); + return ShaderBuildPreprocessor.CreatePrefilteringSettings(ref shaderFeatures, isAssetUsingforward, everyRendererHasSSAO, stripXRKeywords, stripHDRKeywords, stripDebugDisplay, stripScreenCoordOverride, stripBicubicLightmapSampling, stripUnusedVariants, ref ssaoRendererFeatures); } internal void AssertPrefilteringData(ShaderPrefilteringData expected, ShaderPrefilteringData actual) @@ -240,6 +241,18 @@ public void TestCreatePrefilteringSettings_GlobalSettings() actual = helper.CreatePrefilteringSettings(ShaderFeatures.None); helper.AssertPrefilteringData(expected, actual); + // Bicubic lightmap sampling + helper.stripBicubicLightmapSampling = false; + expected = helper.defaultPrefilteringData; + expected.stripBicubicLightmapSampling = false; + actual = helper.CreatePrefilteringSettings(ShaderFeatures.None); + helper.AssertPrefilteringData(expected, actual); + + helper.stripBicubicLightmapSampling = true; + expected = helper.defaultPrefilteringData; + actual = helper.CreatePrefilteringSettings(ShaderFeatures.None); + helper.AssertPrefilteringData(expected, actual); + // Screen Coord Override helper.stripScreenCoordOverride = false; expected = helper.defaultPrefilteringData; diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs index 00c223eb934..fc5f5f208ee 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs @@ -26,6 +26,7 @@ internal struct TestStrippingData : IShaderScriptableStrippingData public bool strip2DPasses { get; set; } public bool stripDebugDisplayShaders { get; set; } public bool stripScreenCoordOverrideVariants { get; set; } + public bool stripBicubicLightmapSamplingVariants { get; set; } public bool stripUnusedVariants { get; set; } public bool stripUnusedPostProcessingVariants { get; set; } public bool stripUnusedXRVariants { get; set; } diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderStripToolTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderStripToolTests.cs index 597880012be..47d7aca9e52 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderStripToolTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderStripToolTests.cs @@ -25,6 +25,7 @@ internal struct TestStrippingData : IShaderScriptableStrippingData public bool strip2DPasses { get; set; } public bool stripDebugDisplayShaders { get; set; } public bool stripScreenCoordOverrideVariants { get; set; } + public bool stripBicubicLightmapSamplingVariants { get; set; } public bool stripUnusedVariants { get; set; } public bool stripUnusedPostProcessingVariants { get; set; } public bool stripUnusedXRVariants { get; set; } diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/240_Lighting_Bicubic_Sampling.lighting 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z^Rq+xkf)oG=RfbhKU({XYv=p#FoFN0LP==+E8r%XR$W z_=f&!X@B^Uh67a+My#?u6$V=WsAH^9Upva%+rw9o!B$ztT4fS9qX82WS3#+uO~Xn< zk-Ni8?E<1Zai*PiS!x(bOAI<<3pV(7o=WkrSWGO7yZ?7VB;>|)D!86-bTMrWq4y}V zkh6EURZ z3v3l8lvw(oi5q2cbfy#3tTT4XX_7!6GC$Qq}9#^(rUk58`N1#zg5`H zD1k9h7^xX$xjxXApX%TAJgl)?Y%oCO6#_Fn+P0rS?D^z1e27;Me^SOhoHMVppP`tJ zCfEI#DSGdNGT~ai&8UDoD^C9(PQaGu60J@$Zl9nt0n1kPD2`p(o5A2v&7wnc*kh$% zKm`#n+|7u|)@*rni_GDqC8=+1zwg5%UKWf~y_jf&)zaYsgz~X3c-2Xwy|!LY{tEmS zeE3i1r(_rLz*$`BB-FPK)DL{ta_Gi@Sew2aJhH^q$9TH(y*xR%x6tj@I%7L(2L4jIxZ7kYLXA{Zg?cDmN zSw%;Kp;EM7(<*QB`UL*#Uq2c-o%-rltK)^sR+n>8y#IxPZE0BcH>AD(wt!X+VA+ZB zo(T>1O^w&FMw|>1>^cAA?!EyXJG^g4lSN`Ye+oYPKVAvy(|GJ#`$f;SHIuO Date: Fri, 6 Dec 2024 18:05:30 +0000 Subject: [PATCH 34/52] 6.1 URP Deferred+ [POI-1014](https://jira.unity3d.com/browse/POI-1014) This PR adds a new rendering mode to URP called Deferred+ Deferred+ is a combination of Deferred and Forward+, allowing us to take advantage of the light clustering features provided by Forward+ during the GBuffer laydown pass & the deferred shading pass. In Deferred+ mode, we use Forward+ instead of Forward for the transparent pass and for the forward only opaque pass. This rendering mode is compatible with DOTS/Entities, GPU Resident Drawer & GPU Occlusion Culling. Overview of changes: - New UI for Deferred+ rendering mode ![image](https://media.github.cds.internal.unity3d.com/user/7119/files/927afcd5-aa74-4442-bb37-4631e5ab9054) - New shaders and variants - New ClusterDeferred shader added - Cluster light loop variant added to GBuffer passes - Added prefiltering/stripping for new shader & variant - New Render Graph path for Deferred+ lighting pass - Full screen pass using new shader & cluster light loop - Uses Forward+ for transparent & forward only opaque pass - Added support for GPU Occlusion Culling to be injected during GBuffer pass - Added fallback support for compatibility mode (falls back to Forward+) ![image](https://media.github.cds.internal.unity3d.com/user/7119/files/d864abbc-dc6b-44e8-b634-c43fc7797efe) - Consolidated shared functionality between Deferred and Deferred+ - Refactored GBuffer logic and files to allow for sharing between D/D+ - Deferred fog logic moved to separate file - Deprecation of UnityGBuffer.hlsl include (with fallbacks) - Consolidated shared functionality between Forward+ and Deferred+ - _FORWARD_PLUS keyword -> _CLUSTER_LIGHT_LOOP keyword - Fallback provided so third party shaders remain functional (see Core.hlsl) - Added new graphics tests for Deferred+ coverage - Added new documentation for Deferred+ - Updated Forward+/Deferred docs where there are references to things touched by consolidation work --- ...UniversalRenderPipelineCameraUI.Drawers.cs | 1 - .../ScreenSpaceAmbientOcclusionEditor.cs | 5 +- .../Editor/ShaderBuildPreprocessor.cs | 31 +- .../ShaderGraph/Includes/PBRGBufferPass.hlsl | 4 +- .../ShaderGraph/Includes/ShaderPassDecal.hlsl | 18 +- .../Includes/UnlitGBufferPass.hlsl | 6 +- .../Targets/UniversalDecalSubTarget.cs | 6 +- .../Targets/UniversalLitSubTarget.cs | 5 +- .../Targets/UniversalSixWaySubTarget.cs | 2 +- .../ShaderGraph/Targets/UniversalTarget.cs | 6 +- .../Editor/ShaderScriptableStripper.cs | 58 +- .../UniversalRenderPipelineAssetUI.Drawers.cs | 8 +- .../UniversalRenderPipelineAssetUI.Skin.cs | 2 +- .../Editor/UniversalRendererDataEditor.cs | 18 +- .../ParticleMeshesLit/PassGBuffer.template | 2 +- .../PassGBuffer.template | 2 +- .../Templates/URPDecal/PassGBuffer.template | 31 +- .../URPDecal/PassScreenSpace.template | 2 +- .../VFXGraph/Shaders/VFXPasses.template | 2 +- .../Data/UniversalRenderPipelineAsset.cs | 15 +- ...niversalRenderPipelineAssetPrefiltering.cs | 10 +- .../Decal/DBuffer/DBufferDepthCopyPass.cs | 4 +- .../Runtime/DeferredLights.cs | 174 +- .../Runtime/ForwardLights.cs | 7 +- .../Runtime/Passes/DepthNormalOnlyPass.cs | 3 +- .../Runtime/Passes/GBufferPass.cs | 103 +- .../Passes/ScreenSpaceAmbientOcclusionPass.cs | 7 +- .../UniversalRendererResources.cs | 13 + .../RendererFeatures/DecalRendererFeature.cs | 10 +- .../RendererFeatures/ScreenSpaceShadows.cs | 4 +- .../Runtime/RenderingLayerUtils.cs | 2 +- .../Runtime/ScriptableRenderer.cs | 3 +- .../Runtime/UniversalRenderPipelineCore.cs | 13 +- .../Runtime/UniversalRenderer.cs | 123 +- .../Runtime/UniversalRendererData.cs | 28 +- .../Runtime/UniversalRendererDebug.cs | 2 +- .../Runtime/UniversalRendererRenderGraph.cs | 106 +- .../Runtime/VFXGraph/Shaders/VFXLit.hlsl | 2 +- .../VFXGraph/Shaders/VFXLitPixelOutput.hlsl | 18 +- .../ShaderLibrary/Clustering.hlsl | 2 +- .../ShaderLibrary/Core.hlsl | 11 +- .../ShaderLibrary/Debug/Debugging3D.hlsl | 2 +- .../ForwardPlusKeyword.deprecated.hlsl | 15 + .../ForwardPlusKeyword.deprecated.hlsl.meta | 3 + .../ShaderLibrary/GBufferCommon.hlsl | 144 + .../ShaderLibrary/GBufferCommon.hlsl.meta | 3 + .../ShaderLibrary/GBufferInput.hlsl | 196 + .../ShaderLibrary/GBufferInput.hlsl.meta | 3 + .../ShaderLibrary/GBufferOutput.hlsl | 131 + .../GBufferOutput.hlsl.meta} | 2 +- .../ShaderLibrary/GlobalIllumination.hlsl | 8 +- .../ShaderLibrary/Input.hlsl | 4 +- .../ShaderLibrary/Lighting.hlsl | 8 +- .../ShaderLibrary/RealtimeLights.hlsl | 23 +- .../ShaderLibrary/ShaderGraphFunctions.hlsl | 2 +- .../ShaderLibrary/Shadows.hlsl | 1 + .../ShaderLibrary/SixWayLighting.hlsl | 4 +- .../UnityGBuffer.deprecated.hlsl | 158 + .../UnityGBuffer.deprecated.hlsl.meta | 3 + .../ShaderLibrary/UnityGBuffer.hlsl | 284 +- .../ShaderLibrary/UnityGBuffer.hlsl.meta | 10 +- .../Shaders/ComplexLit.shader | 3 +- .../Shaders/Lit.shader | 4 +- .../Shaders/LitGBufferPass.hlsl | 11 +- .../Shaders/Nature/SpeedTree7.shader | 2 +- .../Shaders/Nature/SpeedTree7Billboard.shader | 2 +- .../Nature/SpeedTree7CommonPasses.hlsl | 6 +- .../Shaders/Nature/SpeedTree8.shader | 3 +- .../Shaders/Nature/SpeedTree8Passes.hlsl | 11 +- .../Shaders/Particles/ParticlesLit.shader | 3 +- .../Particles/ParticlesLitGbufferPass.hlsl | 9 +- .../Particles/ParticlesSimpleLit.shader | 2 +- .../ParticlesSimpleLitGBufferPass.hlsl | 6 +- .../Shaders/SimpleLit.shader | 2 +- .../Shaders/SimpleLitGBufferPass.hlsl | 8 +- .../Shaders/Terrain/TerrainDetailLit.shader | 8 +- .../Terrain/TerrainDetailLitPasses.hlsl | 6 +- .../Shaders/Terrain/TerrainLit.shader | 3 +- .../Shaders/Terrain/TerrainLitAdd.shader | 3 +- .../Shaders/Terrain/TerrainLitBase.shader | 5 +- .../Shaders/Terrain/TerrainLitPasses.hlsl | 9 +- .../Shaders/Terrain/WavingGrass.shader | 2 +- .../Terrain/WavingGrassBillboard.shader | 2 +- .../Shaders/Terrain/WavingGrassPasses.hlsl | 6 +- .../Shaders/UnlitGBufferPass.hlsl | 6 +- .../Shaders/Utils/ClusterDeferred.hlsl | 190 + .../Shaders/Utils/ClusterDeferred.hlsl.meta | 3 + .../Shaders/Utils/ClusterDeferred.shader | 187 + .../Shaders/Utils/ClusterDeferred.shader.meta | 3 + .../Shaders/Utils/Deferred.hlsl | 55 - .../Shaders/Utils/FogDeferred.hlsl | 49 + .../Shaders/Utils/FogDeferred.hlsl.meta | 3 + .../Shaders/Utils/StencilDeferred.hlsl | 176 +- .../Shaders/Utils/StencilDeferred.shader | 75 +- .../Editor/ShaderScriptableStripperTests.cs | 137 +- .../CommonAssets/DeferredPlusRenderer.asset | 61 + .../DeferredPlusRenderer.asset.meta | 8 + .../URPAssets/000_ForwardPlusURPAsset.asset | 28 +- .../URPAssets/DeferredPlusURPAsset.asset | 136 + .../URPAssets/DeferredPlusURPAsset.asset.meta | 8 + .../Assets/Scenes/000_DeferredPlus_Many.unity | 37993 ++++++++++++++++ .../Scenes/000_DeferredPlus_Many.unity.meta | 7 + ..._AdditionalLightsSorted_DeferredPlus.unity | 1459 + ...tionalLightsSorted_DeferredPlus.unity.meta | 7 + .../050_Shader_Graphs_deferredPlus.unity | 1282 + .../050_Shader_Graphs_deferredPlus.unity.meta | 7 + .../Test/TestFilters/TestCaseFilters.asset | 12 + .../ProjectSettings/EditorBuildSettings.asset | 9 + .../ProjectSettings/QualitySettings.asset | 54 + 109 files changed, 42974 insertions(+), 970 deletions(-) create mode 100644 Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl create mode 100644 Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl.meta create mode 100644 Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl create mode 100644 Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl.meta create mode 100644 Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl create mode 100644 Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl.meta create mode 100644 Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl rename Packages/com.unity.render-pipelines.universal/{Shaders/Utils/Deferred.hlsl.meta => ShaderLibrary/GBufferOutput.hlsl.meta} (80%) create mode 100644 Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.deprecated.hlsl create mode 100644 Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.deprecated.hlsl.meta create mode 100644 Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.hlsl create mode 100644 Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.hlsl.meta create mode 100644 Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.shader create mode 100644 Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.shader.meta delete mode 100644 Packages/com.unity.render-pipelines.universal/Shaders/Utils/Deferred.hlsl create mode 100644 Packages/com.unity.render-pipelines.universal/Shaders/Utils/FogDeferred.hlsl create mode 100644 Packages/com.unity.render-pipelines.universal/Shaders/Utils/FogDeferred.hlsl.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/DeferredPlusRenderer.asset create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/DeferredPlusRenderer.asset.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/URPAssets/DeferredPlusURPAsset.asset create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/URPAssets/DeferredPlusURPAsset.asset.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/000_DeferredPlus_Many.unity create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/000_DeferredPlus_Many.unity.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/010_AdditionalLightsSorted_DeferredPlus.unity create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/010_AdditionalLightsSorted_DeferredPlus.unity.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/050_Shader_Graphs_deferredPlus.unity create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/050_Shader_Graphs_deferredPlus.unity.meta diff --git a/Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Drawers.cs b/Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Drawers.cs index ac5da740247..b98125c0477 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Drawers.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/Camera/UniversalRenderPipelineCameraUI.Drawers.cs @@ -80,7 +80,6 @@ static void DrawerCameraType(UniversalRenderPipelineSerializedCamera p, Editor o { int selectedRenderer = p.renderer.intValue; ScriptableRenderer scriptableRenderer = UniversalRenderPipeline.asset.GetRenderer(selectedRenderer); - bool isDeferred = scriptableRenderer is UniversalRenderer { renderingModeRequested: RenderingMode.Deferred }; EditorGUI.BeginChangeCheck(); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs index f8fe1e425aa..2ea26a3a23b 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/ScreenSpaceAmbientOcclusionEditor.cs @@ -143,7 +143,10 @@ private bool RendererIsDeferred() for (int rendererIndex = 0; rendererIndex < rendererDataList.Length; ++rendererIndex) { var rendererData = rendererDataList[rendererIndex] as UniversalRendererData; - if (rendererData == null || rendererData.renderingMode != RenderingMode.Deferred) + if (rendererData == null) + continue; + + if (!rendererData.usesDeferredLighting) continue; var rendererFeatures = rendererData.rendererFeatures; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs index f25593a89b3..36892ab5a73 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs @@ -71,6 +71,8 @@ enum ShaderFeatures : long SoftShadowsHigh = (1L << 48), AlphaOutput = (1L << 49), StencilLODCrossFade = (1L << 50), + DeferredPlus = (1L << 51), + } [Flags] @@ -214,6 +216,8 @@ internal struct RendererRequirements public bool needsReflectionProbeBoxProjection; public bool needsSHVertexForSHAuto; public RenderingMode renderingMode; + public bool needsDeferredLighting => renderingMode == RenderingMode.Deferred || renderingMode == RenderingMode.DeferredPlus; + public bool needsClusterLightLoop => renderingMode == RenderingMode.ForwardPlus || renderingMode == RenderingMode.DeferredPlus; } // Called before the build is started... @@ -578,9 +582,9 @@ internal static RendererRequirements GetRendererRequirements(ref UniversalRender rsd.needsSoftShadowsQualityLevels = rsd.needsSoftShadows && s_UseSoftShadowQualityLevelKeywords; rsd.needsShadowsOff = !renderer.stripShadowsOffVariants; rsd.needsAdditionalLightsOff = s_KeepOffVariantForAdditionalLights || !renderer.stripAdditionalLightOffVariants; - rsd.needsGBufferRenderingLayers = (rsd.isUniversalRenderer && rsd.renderingMode == RenderingMode.Deferred && urpAsset.useRenderingLayers); - rsd.needsGBufferAccurateNormals = (rsd.isUniversalRenderer && rsd.renderingMode == RenderingMode.Deferred && universalRenderer.accurateGbufferNormals); - rsd.needsRenderPass = (rsd.isUniversalRenderer && rsd.renderingMode == RenderingMode.Deferred); + rsd.needsGBufferRenderingLayers = (rsd.isUniversalRenderer && rsd.needsDeferredLighting && urpAsset.useRenderingLayers); + rsd.needsGBufferAccurateNormals = (rsd.isUniversalRenderer && rsd.needsDeferredLighting && universalRenderer.accurateGbufferNormals); + rsd.needsRenderPass = (rsd.isUniversalRenderer && rsd.needsDeferredLighting); rsd.needsReflectionProbeBlending = urpAsset.reflectionProbeBlending; rsd.needsReflectionProbeBoxProjection = urpAsset.reflectionProbeBoxProjection; rsd.needsProcedural = NeedsProceduralKeyword(ref rsd); @@ -604,6 +608,9 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRenderer(ref Render case RenderingMode.ForwardPlus: shaderFeatures |= ShaderFeatures.ForwardPlus; break; + case RenderingMode.DeferredPlus: + shaderFeatures |= ShaderFeatures.DeferredPlus; + break; case RenderingMode.Deferred: shaderFeatures |= ShaderFeatures.DeferredShading; break; @@ -624,11 +631,10 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRenderer(ref Render if (rendererRequirements.needsAdditionalLightsOff) shaderFeatures |= ShaderFeatures.AdditionalLightsKeepOffVariants; - // Forward+ - if (rendererRequirements.renderingMode == RenderingMode.ForwardPlus) + // Additional light clustering features (Forward+/Deferred+) + if (rendererRequirements.needsClusterLightLoop) { shaderFeatures |= ShaderFeatures.AdditionalLightsKeepOffVariants; - shaderFeatures |= ShaderFeatures.ForwardPlus; shaderFeatures &= ~(ShaderFeatures.AdditionalLightsPixel | ShaderFeatures.AdditionalLightsVertex); } @@ -696,7 +702,7 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRendererFeatures(re bool usesRenderingLayers = false; RenderingLayerUtils.Event renderingLayersEvent = RenderingLayerUtils.Event.Opaque; - bool isDeferredRenderer = (rendererRequirements.renderingMode == RenderingMode.Deferred); + for (int rendererFeatureIndex = 0; rendererFeatureIndex < rendererFeatures.Count; rendererFeatureIndex++) { ScriptableRendererFeature rendererFeature = rendererFeatures[rendererFeatureIndex]; @@ -717,7 +723,7 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRendererFeatures(re rendererRequirements.msaaSampleCount, out RenderingLayerUtils.Event rendererEvent, out _)) { usesRenderingLayers = true; - RenderingLayerUtils.CombineRendererEvents(isDeferredRenderer, rendererRequirements.msaaSampleCount, rendererEvent, ref renderingLayersEvent); + RenderingLayerUtils.CombineRendererEvents(rendererRequirements.needsDeferredLighting, rendererRequirements.msaaSampleCount, rendererEvent, ref renderingLayersEvent); } // Screen Space Shadows... @@ -778,7 +784,7 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRendererFeatures(re } else { - DecalTechnique technique = decal.GetTechnique(isDeferredRenderer, rendererRequirements.needsGBufferAccurateNormals, false); + DecalTechnique technique = decal.GetTechnique(rendererRequirements.needsDeferredLighting, rendererRequirements.needsGBufferAccurateNormals, false); switch (technique) { case DecalTechnique.DBuffer: @@ -810,7 +816,7 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRendererFeatures(re shaderFeatures |= ShaderFeatures.OpaqueWriteRenderingLayers; shaderFeatures |= ShaderFeatures.DepthNormalPassRenderingLayers; } - else if (isDeferredRenderer) + else if (rendererRequirements.needsDeferredLighting) { // Rendering layers in both Depth Normal and GBuffer passes are needed // as some object might be rendered in forward and others in deferred. @@ -892,6 +898,7 @@ ref List ssaoRendererFeatures ) { bool isAssetUsingForwardPlus = IsFeatureEnabled(shaderFeatures, ShaderFeatures.ForwardPlus); + bool isAssetUsingDeferredPlus = IsFeatureEnabled(shaderFeatures, ShaderFeatures.DeferredPlus); bool isAssetUsingDeferred = IsFeatureEnabled(shaderFeatures, ShaderFeatures.DeferredShading); ShaderPrefilteringData spd = new(); @@ -908,7 +915,7 @@ ref List ssaoRendererFeatures // Rendering Modes // Check if only Deferred is being used spd.deferredPrefilteringMode = PrefilteringMode.Remove; - if (isAssetUsingDeferred) + if (isAssetUsingDeferred || isAssetUsingDeferredPlus) { // Only Deferred being used... if (!isAssetUsingForward && !isAssetUsingForwardPlus) @@ -919,7 +926,7 @@ ref List ssaoRendererFeatures // Check if only Forward+ is being used spd.forwardPlusPrefilteringMode = PrefilteringMode.Remove; - if (isAssetUsingForwardPlus) + if (isAssetUsingForwardPlus || isAssetUsingDeferredPlus) { // Only Forward Plus being used... if (!isAssetUsingForward && !isAssetUsingDeferred) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl index 9d787e8f467..da9b01cc4f7 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl @@ -79,7 +79,7 @@ PackedVaryings vert(Attributes input) return packedOutput; } -FragmentOutput frag(PackedVaryings packedInput) +GBufferFragOutput frag(PackedVaryings packedInput) { Varyings unpacked = UnpackVaryings(packedInput); UNITY_SETUP_INSTANCE_ID(unpacked); @@ -136,5 +136,5 @@ FragmentOutput frag(PackedVaryings packedInput) MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceDescription.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); - return BRDFDataToGbuffer(brdfData, inputData, surfaceDescription.Smoothness, surfaceDescription.Emission + color, surfaceDescription.Occlusion); + return PackGBuffersBRDFData(brdfData, inputData, surfaceDescription.Smoothness, surfaceDescription.Emission + color, surfaceDescription.Occlusion); } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl index faebfde5ede..10194f56e96 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl @@ -183,7 +183,7 @@ void Frag(PackedVaryings packedInput, #elif defined(DECAL_SCREEN_SPACE) out half4 outColor : SV_Target0 #elif defined(DECAL_GBUFFER) - out FragmentOutput fragmentOutput + out GBufferFragOutput fragmentOutput #elif defined(DECAL_FORWARD_EMISSIVE) out half4 outEmissive : SV_Target0 #elif defined(SCENEPICKINGPASS) @@ -354,14 +354,16 @@ void Frag(PackedVaryings packedInput, // We can not use usual GBuffer functions (etc. BRDFDataToGbuffer) as we use alpha for blending #pragma warning (disable : 3578) // The output value isn't completely initialized. - half3 packedNormalWS = PackNormal(normalToPack); - fragmentOutput.GBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a); - fragmentOutput.GBuffer1 = 0; - fragmentOutput.GBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a); - fragmentOutput.GBuffer3 = half4(surfaceData.emissive + color, surfaceData.baseColor.a); -#if OUTPUT_SHADOWMASK - fragmentOutput.GBuffer4 = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) + half3 packedNormalWS = PackGBufferNormal(normalToPack); + fragmentOutput.gBuffer0 = half4(surfaceData.baseColor.rgb, surfaceData.baseColor.a); + fragmentOutput.gBuffer1 = 0; + fragmentOutput.gBuffer2 = half4(packedNormalWS, surfaceData.normalWS.a); + fragmentOutput.color = half4(surfaceData.emissive + color, surfaceData.baseColor.a); + +#if defined(GBUFFER_FEATURE_SHADOWMASK) + output.shadowMask = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) #endif + #pragma warning (default : 3578) // Restore output value isn't completely initialized. #elif defined(DECAL_FORWARD_EMISSIVE) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitGBufferPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitGBufferPass.hlsl index 6b8481a6c57..56024e648fd 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitGBufferPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitGBufferPass.hlsl @@ -1,6 +1,6 @@ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl" void InitializeInputData(Varyings input, out InputData inputData) @@ -33,7 +33,7 @@ PackedVaryings vert(Attributes input) return packedOutput; } -FragmentOutput frag(PackedVaryings packedInput) +GBufferFragOutput frag(PackedVaryings packedInput) { Varyings unpacked = UnpackVaryings(packedInput); UNITY_SETUP_INSTANCE_ID(unpacked); @@ -72,5 +72,5 @@ FragmentOutput frag(PackedVaryings packedInput) surfaceData.occlusion = 1; #endif - return SurfaceDataToGbuffer(surfaceData, inputData, float3(0,0,0), kLightingInvalid); + return PackGBuffersSurfaceData(surfaceData, inputData, float3(0,0,0)); } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs index 4a0b91744bf..fe9787350da 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalDecalSubTarget.cs @@ -993,7 +993,7 @@ static class Descriptors { CoreKeywordDescriptors.ShadowsSoft }, { CoreKeywordDescriptors.LightmapShadowMixing }, { CoreKeywordDescriptors.ShadowsShadowmask }, - { CoreKeywordDescriptors.ForwardPlus }, + { CoreKeywordDescriptors.ClusterLightLoop }, { Descriptors.DecalsNormalBlend }, { CoreKeywordDescriptors.LODFadeCrossFade, new FieldCondition(Fields.LodCrossFade, true) }, { CoreKeywordDescriptors.DebugDisplay }, @@ -1012,7 +1012,7 @@ static class Descriptors { CoreKeywordDescriptors.AdditionalLights }, { CoreKeywordDescriptors.AdditionalLightShadows }, { CoreKeywordDescriptors.ShadowsSoft }, - { CoreKeywordDescriptors.ForwardPlus }, + { CoreKeywordDescriptors.ClusterLightLoop }, { CoreKeywordDescriptors.LightCookies }, { CoreKeywordDescriptors.DebugDisplay }, { Descriptors.DecalsNormalBlend }, @@ -1058,7 +1058,7 @@ static class DecalIncludes const string kShaderPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"; const string kVaryings = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"; const string kDBuffer = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"; - const string kGBuffer = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"; + const string kGBuffer = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"; const string kLODCrossFade = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"; public static IncludeCollection DecalPregraph = new IncludeCollection diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs index dddf444a7fb..bbf412e9800 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs @@ -859,7 +859,7 @@ static class LitKeywords { CoreKeywordDescriptors.LightLayers }, { CoreKeywordDescriptors.DebugDisplay }, { CoreKeywordDescriptors.LightCookies }, - { CoreKeywordDescriptors.ForwardPlus }, + { CoreKeywordDescriptors.ClusterLightLoop }, { CoreKeywordDescriptors.EvaluateSh }, }; @@ -881,6 +881,7 @@ static class LitKeywords { CoreKeywordDescriptors.GBufferNormalsOct }, { CoreKeywordDescriptors.RenderPassEnabled }, { CoreKeywordDescriptors.DebugDisplay }, + { CoreKeywordDescriptors.ClusterLightLoop }, }; } #endregion @@ -891,7 +892,7 @@ static class LitIncludes const string kShadows = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"; const string kMetaInput = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"; const string kForwardPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl"; - const string kGBuffer = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"; + const string kGBuffer = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"; const string kPBRGBufferPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl"; const string kLightingMetaPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl"; const string k2DPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl"; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalSixWaySubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalSixWaySubTarget.cs index b5e982b02b1..ccf5c730eda 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalSixWaySubTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalSixWaySubTarget.cs @@ -476,7 +476,7 @@ static class SixWayKeywords { CoreKeywordDescriptors.LightLayers }, { CoreKeywordDescriptors.DebugDisplay }, { CoreKeywordDescriptors.LightCookies }, - { CoreKeywordDescriptors.ForwardPlus }, + { CoreKeywordDescriptors.ClusterLightLoop }, }; } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs index 76ba70561d2..83fb4973d6e 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs @@ -2293,10 +2293,10 @@ static class CoreKeywordDescriptors stages = KeywordShaderStage.Fragment, }; - public static readonly KeywordDescriptor ForwardPlus = new KeywordDescriptor() + public static readonly KeywordDescriptor ClusterLightLoop = new KeywordDescriptor() { - displayName = "Forward+", - referenceName = "_FORWARD_PLUS", + displayName = "Cluster Light Loop", + referenceName = "_CLUSTER_LIGHT_LOOP", type = KeywordType.Boolean, definition = KeywordDefinition.MultiCompile, scope = KeywordScope.Global, diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs index ba5a70a7040..6e6ef9c1031 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs @@ -112,6 +112,7 @@ public bool PassHasKeyword(LocalKeyword keyword) Shader m_Bloom = Shader.Find("Hidden/Universal Render Pipeline/Bloom"); Shader m_TerrainLit = Shader.Find("Universal Render Pipeline/Terrain/Lit"); Shader m_StencilDeferred = Shader.Find("Hidden/Universal Render Pipeline/StencilDeferred"); + Shader m_ClusterDeferred = Shader.Find("Hidden/Universal Render Pipeline/ClusterDeferred"); Shader m_UberPostShader = Shader.Find("Hidden/Universal Render Pipeline/UberPost"); Shader m_HDROutputBlitShader = Shader.Find("Hidden/Universal/BlitHDROverlay"); Shader m_DataDrivenLensFlareShader = Shader.Find("Hidden/Universal Render Pipeline/LensFlareDataDriven"); @@ -162,7 +163,7 @@ public bool PassHasKeyword(LocalKeyword keyword) LocalKeyword m_DecalNormalBlendLow; LocalKeyword m_DecalNormalBlendMedium; LocalKeyword m_DecalNormalBlendHigh; - LocalKeyword m_ForwardPlus; + LocalKeyword m_ClusterLightLoop; LocalKeyword m_FoveatedRenderingNonUniformRaster; LocalKeyword m_EditorVisualization; LocalKeyword m_LODFadeCrossFade; @@ -230,7 +231,7 @@ private void InitializeLocalShaderKeywords([DisallowNull] Shader shader) m_DecalNormalBlendLow = TryGetLocalKeyword(shader, ShaderKeywordStrings.DecalNormalBlendLow); m_DecalNormalBlendMedium = TryGetLocalKeyword(shader, ShaderKeywordStrings.DecalNormalBlendMedium); m_DecalNormalBlendHigh = TryGetLocalKeyword(shader, ShaderKeywordStrings.DecalNormalBlendHigh); - m_ForwardPlus = TryGetLocalKeyword(shader, ShaderKeywordStrings.ForwardPlus); + m_ClusterLightLoop = TryGetLocalKeyword(shader, ShaderKeywordStrings.ClusterLightLoop); m_FoveatedRenderingNonUniformRaster = TryGetLocalKeyword(shader, ShaderKeywordStrings.FoveatedRenderingNonUniformRaster); m_EditorVisualization = TryGetLocalKeyword(shader, ShaderKeywordStrings.EDITOR_VISUALIZATION); m_LODFadeCrossFade = TryGetLocalKeyword(shader, ShaderKeywordStrings.LOD_FADE_CROSSFADE); @@ -434,12 +435,11 @@ internal bool StripUnusedFeatures_FoveatedRendering(ref IShaderScriptableStrippi internal bool StripUnusedFeatures_DeferredRendering(ref IShaderScriptableStrippingData strippingData) { - // TODO: Test against lightMode tag instead. - if (strippingData.passName == kPassNameGBuffer) - { - if (!strippingData.IsShaderFeatureEnabled(ShaderFeatures.DeferredShading)) - return true; - } + bool hasDeferredRendererType = strippingData.IsShaderFeatureEnabled(ShaderFeatures.DeferredShading) || + strippingData.IsShaderFeatureEnabled(ShaderFeatures.DeferredPlus); + + if (strippingData.passName == kPassNameGBuffer && !hasDeferredRendererType) + return true; return false; } @@ -548,9 +548,20 @@ internal bool StripUnusedFeatures_ReflectionProbes(ref ShaderStripTool stripTool) + internal bool StripUnusedFeatures_ClusterLightLoop(ref IShaderScriptableStrippingData strippingData) { - return stripTool.StripMultiCompile(m_ForwardPlus, ShaderFeatures.ForwardPlus); + // If neither Forward+ or Deferred+ is used, strip away cluster light loop variants. + if(!(strippingData.IsShaderFeatureEnabled(ShaderFeatures.ForwardPlus) || strippingData.IsShaderFeatureEnabled(ShaderFeatures.DeferredPlus))) + { + return strippingData.IsKeywordEnabled(m_ClusterLightLoop); + } + else if (strippingData.stripUnusedVariants) + { + if (strippingData.PassHasKeyword(m_ClusterLightLoop) && !strippingData.IsKeywordEnabled(m_ClusterLightLoop)) + return true; + } + + return false; } internal bool StripUnusedFeatures_SHAuto(ref IShaderScriptableStrippingData strippingData, ref ShaderStripTool stripTool) @@ -576,9 +587,9 @@ internal bool StripUnusedFeatures_SHAuto(ref IShaderScriptableStrippingData stri internal bool StripUnusedFeatures_AdditionalLights(ref IShaderScriptableStrippingData strippingData, ref ShaderStripTool stripTool) { - // Forward Plus doesn't use Vertex or the Pixel Light variants. + // Forward+ and Deferred+ do not use Vertex or the Pixel Light variants. // It enables the Pixel keyword through a define. - if (strippingData.IsShaderFeatureEnabled(ShaderFeatures.ForwardPlus)) + if (strippingData.IsShaderFeatureEnabled(ShaderFeatures.ForwardPlus) || strippingData.IsShaderFeatureEnabled(ShaderFeatures.DeferredPlus)) { if (strippingData.IsShaderFeatureEnabled(ShaderFeatures.AdditionalLightsVertex)) return true; @@ -834,7 +845,7 @@ internal bool StripUnusedFeatures(ref IShaderScriptableStrippingData strippingDa if (StripUnusedFeatures_ReflectionProbes(ref stripTool)) return true; - if (StripUnusedFeatures_ForwardPlus(ref stripTool)) + if (StripUnusedFeatures_ClusterLightLoop(ref strippingData)) return true; if (StripUnusedFeatures_AdditionalLights(ref strippingData, ref stripTool)) @@ -950,15 +961,16 @@ internal bool StripInvalidVariants_TerrainHoles(ref IShaderScriptableStrippingDa internal bool StripInvalidVariants_Shadows(ref IShaderScriptableStrippingData strippingData) { - // Strip Additional Shadow variants if it's not set to PerPixel and not F+/Deferred + // Strip Additional Shadow variants if it's not set to PerPixel and not F+/Deferred/D+ bool areAdditionalShadowsEnabled = strippingData.IsKeywordEnabled(m_AdditionalLightShadows); bool hasShadowsOff = strippingData.IsShaderFeatureEnabled(ShaderFeatures.ShadowsKeepOffVariants); if (hasShadowsOff && areAdditionalShadowsEnabled) { - bool isPerPixel = strippingData.IsKeywordEnabled(m_AdditionalLightsPixel); - bool isForwardPlus = strippingData.IsKeywordEnabled(m_ForwardPlus); - bool isDeferred = strippingData.IsShaderFeatureEnabled(ShaderFeatures.DeferredShading); - if (!isPerPixel && !isForwardPlus && !isDeferred) + bool isPerPixel = strippingData.IsKeywordEnabled(m_AdditionalLightsPixel); + bool isForwardPlus = strippingData.IsKeywordEnabled(m_ClusterLightLoop); + bool isDeferred = strippingData.IsShaderFeatureEnabled(ShaderFeatures.DeferredShading); + bool isDeferredPlus = strippingData.IsShaderFeatureEnabled(ShaderFeatures.DeferredPlus); + if (!isPerPixel && !isForwardPlus && !isDeferred && !isDeferredPlus) return true; } @@ -1090,10 +1102,18 @@ internal bool StripUnusedShaders_Deferred(ref IShaderScriptableStrippingData str if (!strippingData.stripUnusedVariants) return false; - // Remove DeferredStencil if Deferred Rendering is not used if (strippingData.shader == m_StencilDeferred) + { + // Remove StencilDeferred if Deferred Rendering is not used if (!strippingData.IsShaderFeatureEnabled(ShaderFeatures.DeferredShading)) return true; + } + else if (strippingData.shader == m_ClusterDeferred) + { + // Remove ClusterDeferred if Deferred+ is not used + if (!strippingData.IsShaderFeatureEnabled(ShaderFeatures.DeferredPlus)) + return true; + } return false; } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs index 0233b351e31..fbc338a8e7b 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Drawers.cs @@ -159,11 +159,17 @@ static void DrawRendering(SerializedUniversalRenderPipelineAsset serialized, Edi private static bool HasCorrectLightingModes(UniversalRenderPipelineAsset asset) { + // Only the URP rendering paths using the cluster light loop (F+ lights & probes) can be used with GRD, + // since BiRP-style per-object lights and reflection probes are incompatible with DOTS instancing. foreach (var rendererData in asset.m_RendererDataList) { - if (rendererData is not UniversalRendererData { renderingMode: RenderingMode.ForwardPlus }) + if (rendererData is not UniversalRendererData universalRendererData) + return false; + + if (!universalRendererData.usesClusterLightLoop) return false; } + return true; } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs index a9e7c7bcc10..409af976757 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs @@ -149,7 +149,7 @@ internal static class Styles public static GUIContent staticBatchingInfoMessage = EditorGUIUtility.TrTextContent("Static Batching is not recommended when using GPU draw submission modes, performance may improve if Static Batching is disabled in Player Settings."); public static GUIContent lightModeErrorMessage = - EditorGUIUtility.TrTextContent("Rendering Path must be set to Forward+ for correct lighting and reflections. One or more entries in the RendererList are not set to this mode."); + EditorGUIUtility.TrTextContent("Rendering Path must be set to Forward+ or Deferred+ for correct lighting and reflections. One or more entries in the RendererList are not set to this mode."); public static GUIContent renderGraphNotEnabledErrorMessage = EditorGUIUtility.TrTextContent("Render Graph must be enabled to use occlusion culling."); public static GUIContent stencilLodCrossFadeWarningMessage = diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs index bb1f78358ea..e9cd339c2eb 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs @@ -42,6 +42,7 @@ private static class Styles public static readonly GUIContent shadowTransparentReceiveLabel = EditorGUIUtility.TrTextContent("Transparent Receive Shadows", "When disabled, none of the transparent objects will receive shadows."); public static readonly GUIContent invalidStencilOverride = EditorGUIUtility.TrTextContent("Error: When using the deferred rendering path, the Renderer requires the control over the 4 highest bits of the stencil buffer to store Material types. The current combination of the stencil override options prevents the Renderer from controlling the required bits. Try changing one of the options to Replace."); public static readonly GUIContent intermediateTextureMode = EditorGUIUtility.TrTextContent("Intermediate Texture", "Controls when URP renders via an intermediate texture."); + public static readonly GUIContent deferredPlusIncompatibleWarning = EditorGUIUtility.TrTextContent("Deferred+ is only available with Render Graph. In compatibility mode, Deferred+ falls back to Forward+."); } SerializedProperty m_OpaqueLayerMask; @@ -93,6 +94,9 @@ private void PopulateCompatibleDepthFormats(int renderingMode) case (int)RenderingMode.ForwardPlus: renderPathCompatibility = RenderPathCompatibility.ForwardPlus; break; + case (int)RenderingMode.DeferredPlus: + renderPathCompatibility = RenderPathCompatibility.DeferredPlus; + break; } m_DepthFormatStrings.Clear(); @@ -175,7 +179,14 @@ public override void OnInspectorGUI() depthFormatIndex = GetDepthFormatIndex((DepthFormat)m_DepthAttachmentFormat.intValue, m_RenderingMode.intValue); } - if (m_RenderingMode.intValue == (int)RenderingMode.Deferred) + if (m_RenderingMode.intValue == (int)RenderingMode.DeferredPlus && GraphicsSettings.GetRenderPipelineSettings().enableRenderCompatibilityMode) + { + EditorGUI.indentLevel++; + EditorGUILayout.HelpBox(Styles.deferredPlusIncompatibleWarning.text, MessageType.Warning); + EditorGUI.indentLevel--; + } + + if (m_RenderingMode.intValue == (int)RenderingMode.Deferred || m_RenderingMode.intValue == (int)RenderingMode.DeferredPlus) { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_AccurateGbufferNormals, Styles.accurateGbufferNormalsLabel, true); @@ -246,7 +257,10 @@ public override void OnInspectorGUI() EditorGUILayout.PropertyField(m_DefaultStencilState, Styles.defaultStencilStateLabel, true); SerializedProperty overrideStencil = m_DefaultStencilState.FindPropertyRelative("overrideStencilState"); - if (overrideStencil.boolValue && m_RenderingMode.intValue == (int)RenderingMode.Deferred) + bool usesDeferredLighting = m_RenderingMode.intValue == (int)RenderingMode.Deferred; + usesDeferredLighting |= m_RenderingMode.intValue == (int)RenderingMode.DeferredPlus; + + if (overrideStencil.boolValue && usesDeferredLighting) { CompareFunction stencilFunction = (CompareFunction)m_DefaultStencilState.FindPropertyRelative("stencilCompareFunction").enumValueIndex; StencilOp stencilPass = (StencilOp)m_DefaultStencilState.FindPropertyRelative("passOperation").enumValueIndex; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/ParticleMeshesLit/PassGBuffer.template b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/ParticleMeshesLit/PassGBuffer.template index 2da2f989f98..07c5913825a 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/ParticleMeshesLit/PassGBuffer.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/ParticleMeshesLit/PassGBuffer.template @@ -95,7 +95,7 @@ ${VFXEnd} #pragma fragment frag void frag(ps_input i - , out FragmentOutput outGBuffer + , out GBufferFragOutput outGBuffer #if USE_DOUBLE_SIDED , bool frontFace : SV_IsFrontFace #endif diff --git a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/ParticlePlanarPrimitivesLit/PassGBuffer.template b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/ParticlePlanarPrimitivesLit/PassGBuffer.template index 63a07b5f13c..672a98bb3f1 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/ParticlePlanarPrimitivesLit/PassGBuffer.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/ParticlePlanarPrimitivesLit/PassGBuffer.template @@ -82,7 +82,7 @@ ${VFXEnd} ${SHADERGRAPH_PIXEL_CODE_GBUFFER} #pragma fragment frag void frag(ps_input i - , out FragmentOutput outGBuffer + , out GBufferFragOutput outGBuffer #if USE_DOUBLE_SIDED , bool frontFace : SV_IsFrontFace #endif diff --git a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassGBuffer.template b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassGBuffer.template index 30a4bd7bfb2..9820c7dce8e 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassGBuffer.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassGBuffer.template @@ -39,7 +39,7 @@ Pass ${VFXIncludeRP("VFXDecalVaryings.template")} #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DecalInput.hlsl" #if _RENDER_PASS_ENABLED @@ -82,7 +82,7 @@ Pass ${VFXIncludeRP("VFXDecal.template")} - void VFXComputePixelOutputToGBuffer(const VFX_VARYING_PS_INPUTS i, out FragmentOutput fragmentOutput) + void VFXComputePixelOutputToGBuffer(const VFX_VARYING_PS_INPUTS i, out GBufferFragOutput fragmentOutput) { SurfaceData surfaceData; ZERO_INITIALIZE(SurfaceData, surfaceData); @@ -116,29 +116,26 @@ Pass #endif // We can not use usual GBuffer functions (etc. BRDFDataToGbuffer) as we use alpha for blending - half3 packedNormalWS = PackNormal(decalSurfaceData.normalWS.xyz); - fragmentOutput.GBuffer0 = half4(decalSurfaceData.baseColor.rgb, decalSurfaceData.baseColor.a); - fragmentOutput.GBuffer1 = 0; - fragmentOutput.GBuffer2 = half4(packedNormalWS, decalSurfaceData.normalWS.a); + half3 packedNormalWS = PackGBufferNormal(decalSurfaceData.normalWS.xyz); + fragmentOutput.gBuffer0 = half4(decalSurfaceData.baseColor.rgb, decalSurfaceData.baseColor.a); + fragmentOutput.gBuffer1 = 0; + fragmentOutput.gBuffer2 = half4(packedNormalWS, decalSurfaceData.normalWS.a); #if defined(AFFECT_BASE_COLOR) || defined(AFFECT_EMISSIVE) - fragmentOutput.GBuffer3 = half4(decalSurfaceData.emissive + color, decalSurfaceData.baseColor.a); + fragmentOutput.color = half4(decalSurfaceData.emissive + color, decalSurfaceData.baseColor.a); #else - fragmentOutput.GBuffer3 = 0; + fragmentOutput.color = 0; #endif - #if _RENDER_PASS_ENABLED - fragmentOutput.GBuffer4 = inputData.positionCS.xy; - #if OUTPUT_SHADOWMASK - fragmentOutput.GBuffer5 = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) + #if defined(GBUFFER_FEATURE_DEPTH) + fragmentOutput.depth = inputData.positionCS.z; #endif - #else - #if OUTPUT_SHADOWMASK - fragmentOutput.GBuffer4 = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) + + #if defined(GBUFFER_FEATURE_SHADOWMASK) + fragmentOutput.shadowMask = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) #endif - #endif } #pragma fragment frag - void frag(VFX_VARYING_PS_INPUTS i, out FragmentOutput fragmentOutput) + void frag(VFX_VARYING_PS_INPUTS i, out GBufferFragOutput fragmentOutput) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i) VFXComputePixelOutputToGBuffer(i, fragmentOutput); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassScreenSpace.template b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassScreenSpace.template index 9ac2128ae09..1e3f96721bf 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassScreenSpace.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/Templates/URPDecal/PassScreenSpace.template @@ -23,7 +23,7 @@ Pass #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #pragma multi_compile_fragment _ DEBUG_DISPLAY diff --git a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template index 0410d1f7640..e3e1bd9d905 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template @@ -33,7 +33,7 @@ ${VFXBegin:VFXPassForwardLitAdditionalPragma} #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _LIGHT_LAYERS -#pragma multi_compile _ _FORWARD_PLUS +#pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs index 28429b96f69..2c2ebe86ff0 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs @@ -1671,7 +1671,7 @@ public bool gpuResidentDrawerEnableOcclusionCullingInCameras static class Strings { public static readonly string notURPRenderer = $"{nameof(GPUResidentDrawer)} Disabled due to some configured Universal Renderers not being {nameof(UniversalRendererData)}."; - public static readonly string forwardPlusMissing = $"{nameof(GPUResidentDrawer)} Disabled due to some configured Universal Renderers not supporting Forward+."; + public static readonly string renderingModeIncompatible = $"{nameof(GPUResidentDrawer)} Disabled due to some configured Universal Renderers not using the Forward+ or Deferred+ rendering paths."; } /// @@ -1680,7 +1680,8 @@ public bool IsGPUResidentDrawerSupportedBySRP(out string message, out LogType se message = string.Empty; severty = LogType.Warning; - // if any of the renderers are not set to Forward+ return false + // Only the URP rendering paths using the cluster light loop (F+ lights & probes) can be used with GRD, + // since BiRP-style per-object lights and reflection probes are incompatible with DOTS instancing. foreach (var rendererData in m_RendererDataList) { if (rendererData is not UniversalRendererData universalRendererData) @@ -1689,11 +1690,11 @@ public bool IsGPUResidentDrawerSupportedBySRP(out string message, out LogType se return false; } - if (universalRendererData.renderingMode == RenderingMode.ForwardPlus) - continue; - - message = Strings.forwardPlusMissing; - return false; + if (!universalRendererData.usesClusterLightLoop) + { + message = Strings.renderingModeIncompatible; + return false; + } } return true; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs index c2bcd4c7385..d822d1c2b1a 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs @@ -83,13 +83,13 @@ internal enum PrefilteringModeAdditionalLights })] [SerializeField] private bool m_PrefilterXRKeywords = false; - // Forward+ - [ShaderKeywordFilter.RemoveIf(PrefilteringMode.Remove, keywordNames: ShaderKeywordStrings.ForwardPlus)] - [ShaderKeywordFilter.SelectIf(PrefilteringMode.Select, keywordNames: new [] { "", ShaderKeywordStrings.ForwardPlus })] - [ShaderKeywordFilter.SelectIf(PrefilteringMode.SelectOnly, keywordNames: ShaderKeywordStrings.ForwardPlus)] + // Forward+ / Deferred+ + [ShaderKeywordFilter.RemoveIf(PrefilteringMode.Remove, keywordNames: ShaderKeywordStrings.ClusterLightLoop)] + [ShaderKeywordFilter.SelectIf(PrefilteringMode.Select, keywordNames: new [] { "", ShaderKeywordStrings.ClusterLightLoop })] + [ShaderKeywordFilter.SelectIf(PrefilteringMode.SelectOnly, keywordNames: ShaderKeywordStrings.ClusterLightLoop)] [SerializeField] private PrefilteringMode m_PrefilteringModeForwardPlus = PrefilteringMode.Select; - // Deferred Rendering + // Deferred Rendering / Deferred+ [ShaderKeywordFilter.RemoveIf(PrefilteringMode.Remove, keywordNames: new [] { ShaderKeywordStrings._DEFERRED_FIRST_LIGHT, ShaderKeywordStrings._DEFERRED_MAIN_LIGHT, ShaderKeywordStrings._DEFERRED_MIXED_LIGHTING, ShaderKeywordStrings._GBUFFER_NORMALS_OCT diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferDepthCopyPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferDepthCopyPass.cs index 0fe7c49fd11..8fb6c605a6d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferDepthCopyPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferDepthCopyPass.cs @@ -21,14 +21,14 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer UniversalCameraData cameraData = frameData.Get(); var universalRenderer = cameraData.renderer as UniversalRenderer; - bool isDeferred = universalRenderer.renderingModeActual == RenderingMode.Deferred; + bool usesDeferredLighting = universalRenderer.usesDeferredLighting; bool useDepthPriming = universalRenderer.useDepthPriming; bool isMsaa = cameraData.cameraTargetDescriptor.msaaSamples > 1; // We must create a temporary depth buffer for dbuffer rendering if the existing one isn't compatible. // The deferred path always has compatible depth // The forward path only has compatible depth when depth priming is enabled without MSAA - bool hasCompatibleDepth = isDeferred || (useDepthPriming && !isMsaa); + bool hasCompatibleDepth = usesDeferredLighting || (useDepthPriming && !isMsaa); if (!hasCompatibleDepth) { var depthDesc = cameraData.cameraTargetDescriptor; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs b/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs index 2a701e5a26a..befa646b8c9 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs @@ -1,13 +1,7 @@ -using System; -using System.Runtime.CompilerServices; using UnityEngine.Experimental.Rendering; using UnityEngine.Profiling; using Unity.Collections; -using Unity.Jobs; -using Unity.Mathematics; using UnityEngine.Rendering.RenderGraphModule; -using static Unity.Mathematics.math; -//#define URP_HAS_BURST // TODO SimpleLit material, make sure when variant is !defined(_SPECGLOSSMAP) && !defined(_SPECULAR_COLOR), specular is correctly silenced. // TODO use InitializeSimpleLitSurfaceData() in all shader code @@ -59,9 +53,6 @@ internal static class ShaderConstants public static readonly int _SimpleLitDirStencilRef = Shader.PropertyToID("_SimpleLitDirStencilRef"); public static readonly int _SimpleLitDirStencilReadMask = Shader.PropertyToID("_SimpleLitDirStencilReadMask"); public static readonly int _SimpleLitDirStencilWriteMask = Shader.PropertyToID("_SimpleLitDirStencilWriteMask"); - public static readonly int _ClearStencilRef = Shader.PropertyToID("_ClearStencilRef"); - public static readonly int _ClearStencilReadMask = Shader.PropertyToID("_ClearStencilReadMask"); - public static readonly int _ClearStencilWriteMask = Shader.PropertyToID("_ClearStencilWriteMask"); public static readonly int _ScreenToWorld = Shader.PropertyToID("_ScreenToWorld"); @@ -111,9 +102,15 @@ internal static class ShaderConstants "Deferred Punctual Light (SimpleLit)", "Deferred Directional Light (Lit)", "Deferred Directional Light (SimpleLit)", - "ClearStencilPartial", "Fog", - "SSAOOnly" + "SSAOOnly", + }; + + static readonly string[] k_ClusterDeferredPassNames = new string[] + { + "Deferred Clustered Lights (Lit)", + "Deferred Clustered Lights (SimpleLit)", + "Fog", }; internal enum StencilDeferredPasses @@ -123,17 +120,23 @@ internal enum StencilDeferredPasses PunctualSimpleLit, DirectionalLit, DirectionalSimpleLit, - ClearStencilPartial, Fog, - SSAOOnly - }; + SSAOOnly, + } + + internal enum ClusterDeferredPasses + { + ClusteredLightsLit, + ClusteredLightsSimpleLit, + Fog, + } static readonly ushort k_InvalidLightOffset = 0xFFFF; static readonly string k_SetupLights = "SetupLights"; static readonly string k_DeferredPass = "Deferred Pass"; + static readonly string k_DeferredShadingPass = "Deferred Shading"; static readonly string k_DeferredStencilPass = "Deferred Shading (Stencil)"; static readonly string k_DeferredFogPass = "Deferred Fog"; - static readonly string k_ClearStencilPartial = "Clear Stencil Partial"; static readonly string k_SetupLightConstants = "Setup Light Constants"; static readonly float kStencilShapeGuard = 1.06067f; // stencil geometric shapes must be inflated to fit the analytic shapes. private static readonly ProfilingSampler m_ProfilingSetupLights = new ProfilingSampler(k_SetupLights); @@ -191,9 +194,6 @@ internal GraphicsFormat GetGBufferFormat(int index) internal bool HasNormalPrepass { get; set; } internal bool HasRenderingLayerPrepass { get; set; } - // This is an overlay camera being rendered. - internal bool IsOverlay { get; set; } - internal bool AccurateGbufferNormals { get; set; } // We browse all visible lights and found the mixed lighting setup every frame. @@ -219,6 +219,10 @@ internal GraphicsFormat GetGBufferFormat(int index) internal GraphicsFormat[] GbufferFormats { get; set; } internal RTHandle DepthAttachmentHandle { get; set; } + // Render Graph only. + // True if GBuffer pass has previously been recorded this frame. If false, GBuffers might not contain valid data. + internal bool IsGBufferValid { get; set; } + // Visible lights indices rendered using stencil volumes. NativeArray m_stencilVisLights; // Offset of each type of lights in m_stencilVisLights. @@ -236,23 +240,33 @@ internal GraphicsFormat GetGBufferFormat(int index) // Hold all shaders for stencil-volume deferred shading. Material m_StencilDeferredMaterial; + // Hold all shaders for light cluster deferred shading. + Material m_ClusterDeferredMaterial; + // Pass indices. int[] m_StencilDeferredPasses; + int[] m_ClusterDeferredPasses; // Avoid memory allocations. Matrix4x4[] m_ScreenToWorld = new Matrix4x4[2]; + ProfilingSampler m_ProfilingSamplerDeferredShadingPass = new ProfilingSampler(k_DeferredShadingPass); ProfilingSampler m_ProfilingSamplerDeferredStencilPass = new ProfilingSampler(k_DeferredStencilPass); ProfilingSampler m_ProfilingSamplerDeferredFogPass = new ProfilingSampler(k_DeferredFogPass); - ProfilingSampler m_ProfilingSamplerClearStencilPartialPass = new ProfilingSampler(k_ClearStencilPartial); private LightCookieManager m_LightCookieManager; + bool m_UseDeferredPlus; + internal struct InitParams { public Material stencilDeferredMaterial; + public Material clusterDeferredMaterial; + public LightCookieManager lightCookieManager; + + public bool deferredPlus; } internal DeferredLights(InitParams initParams, bool useNativeRenderPass = false) @@ -265,14 +279,24 @@ internal DeferredLights(InitParams initParams, bool useNativeRenderPass = false) DeferredConfig.IsDX10 = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 && SystemInfo.graphicsShaderLevel <= 40; m_StencilDeferredMaterial = initParams.stencilDeferredMaterial; + m_ClusterDeferredMaterial = initParams.clusterDeferredMaterial; - m_StencilDeferredPasses = new int[k_StencilDeferredPassNames.Length]; - InitStencilDeferredMaterial(); + if (initParams.deferredPlus) + { + m_ClusterDeferredPasses = new int[k_ClusterDeferredPassNames.Length]; + InitClusterDeferredMaterial(); + } + else + { + m_StencilDeferredPasses = new int[k_StencilDeferredPassNames.Length]; + InitStencilDeferredMaterial(); + } this.AccurateGbufferNormals = true; this.UseJobSystem = true; this.UseFramebufferFetch = useNativeRenderPass; m_LightCookieManager = initParams.lightCookieManager; + m_UseDeferredPlus = initParams.deferredPlus; } static ProfilingSampler s_SetupDeferredLights = new ProfilingSampler("Setup Deferred lights"); @@ -316,19 +340,23 @@ internal void SetupLights(CommandBuffer cmd, UniversalCameraData cameraData, Vec this.RenderWidth = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.widthScaleFactor * cameraTargetSizeCopy.x) : cameraTargetSizeCopy.x; this.RenderHeight = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.heightScaleFactor * cameraTargetSizeCopy.y) : cameraTargetSizeCopy.y; - // inspect lights in lightData.visibleLights and convert them to entries in m_stencilVisLights - PrecomputeLights( - out m_stencilVisLights, - out m_stencilVisLightOffsets, - ref lightData.visibleLights, - lightData.additionalLightsCount != 0 || lightData.mainLightIndex >= 0 - ); + if (!m_UseDeferredPlus) + { + // inspect lights in lightData.visibleLights and convert them to entries in m_stencilVisLights + PrecomputeLights( + out m_stencilVisLights, + out m_stencilVisLightOffsets, + ref lightData.visibleLights, + lightData.additionalLightsCount != 0 || lightData.mainLightIndex >= 0 + ); + } { using (new ProfilingScope(cmd, m_ProfilingSetupLightConstants)) { // Shared uniform constants for all lights. - SetupShaderLightConstants(cmd, lightData); + if(!m_UseDeferredPlus) + SetupShaderLightConstants(cmd, lightData); #if UNITY_EDITOR // This flag is used to strip mixed lighting shader variants when a player is built. @@ -371,7 +399,7 @@ internal void ResolveMixedLightingMode(UniversalLightData lightData) NativeArray visibleLights = lightData.visibleLights; for (int lightIndex = 0; lightIndex < lightData.visibleLights.Length && this.MixedLightingSetup == MixedLightingSetup.None; ++lightIndex) { - Light light = visibleLights.UnsafeElementAtMutable(lightIndex).light; + Light light = visibleLights.UnsafeElementAt(lightIndex).light; if (light != null && light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed @@ -525,6 +553,7 @@ public void Setup( internal void Setup(AdditionalLightsShadowCasterPass additionalLightsShadowCasterPass) { m_AdditionalLightsShadowCasterPass = additionalLightsShadowCasterPass; + IsGBufferValid = false; } public void OnCameraCleanup(CommandBuffer cmd) @@ -604,32 +633,30 @@ internal static RenderStateBlock OverwriteStencil(RenderStateBlock block, int st return block; } - internal void ClearStencilPartial(RasterCommandBuffer cmd) - { - if (m_FullscreenMesh == null) - m_FullscreenMesh = CreateFullscreenMesh(); - - using (new ProfilingScope(cmd, m_ProfilingSamplerClearStencilPartialPass)) - { - cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.ClearStencilPartial]); - } - } - internal void ExecuteDeferredPass(RasterCommandBuffer cmd, UniversalCameraData cameraData, UniversalLightData lightData, UniversalShadowData shadowData) { // Workaround for bug. // When changing the URP asset settings (ex: shadow cascade resolution), all ScriptableRenderers are recreated but // materials passed in have not finished initializing at that point if they have fallback shader defined. In particular deferred shaders only have 1 pass available, // which prevents from resolving correct pass indices. - if (m_StencilDeferredPasses[0] < 0) - InitStencilDeferredMaterial(); - + if (m_UseDeferredPlus) + { + if (m_ClusterDeferredPasses[0] < 0) + InitClusterDeferredMaterial(); + } + else + { + if (m_StencilDeferredPasses[0] < 0) + InitStencilDeferredMaterial(); + } + if (!UseFramebufferFetch) { + Material deferredMaterial = m_UseDeferredPlus ? m_ClusterDeferredMaterial : m_StencilDeferredMaterial; for (int i = 0; i < GbufferTextureHandles.Length; i++) { if (i != GBufferLightingIndex) - m_StencilDeferredMaterial.SetTexture(k_GBufferShaderPropertyIDs[i], GbufferTextureHandles[i]); + deferredMaterial.SetTexture(k_GBufferShaderPropertyIDs[i], GbufferTextureHandles[i]); } } @@ -644,14 +671,17 @@ internal void ExecuteDeferredPass(RasterCommandBuffer cmd, UniversalCameraData c SetupMatrixConstants(cmd, cameraData); // First directional light will apply SSAO if possible, unless there is none. - if (!HasStencilLightsOfType(LightType.Directional)) + if (!m_UseDeferredPlus && !HasStencilLightsOfType(LightType.Directional)) RenderSSAOBeforeShading(cmd); - RenderStencilLights(cmd, lightData, shadowData, cameraData.renderer.stripShadowsOffVariants); + if (m_UseDeferredPlus) + RenderClusterLights(cmd, shadowData); + else + RenderStencilLights(cmd, lightData, shadowData, cameraData.renderer.stripShadowsOffVariants); cmd.SetKeyword(ShaderGlobalKeywords._DEFERRED_MIXED_LIGHTING, false); - // Legacy fog (Windows -> Rendering -> Lighting Settings -> Fog) + // Legacy fog (Windows -> Rendering -> Lighting -> Environment -> Fog) RenderFog(cmd, cameraData.camera.orthographic); } @@ -794,6 +824,29 @@ bool HasStencilLightsOfType(LightType type) return m_stencilVisLightOffsets[(int)type] != k_InvalidLightOffset; } + void RenderClusterLights(RasterCommandBuffer cmd, UniversalShadowData shadowData) + { + if (m_ClusterDeferredMaterial == null) + { + Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_ClusterDeferredMaterial, GetType().Name); + return; + } + + Profiler.BeginSample(k_DeferredShadingPass); + + using (new ProfilingScope(cmd, m_ProfilingSamplerDeferredShadingPass)) + { + if (m_FullscreenMesh == null) + m_FullscreenMesh = CreateFullscreenMesh(); + + ShadowUtils.SetSoftShadowQualityShaderKeywords(cmd, shadowData); + cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_ClusterDeferredMaterial, 0, m_ClusterDeferredPasses[(int)ClusterDeferredPasses.ClusteredLightsLit]); + cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_ClusterDeferredMaterial, 0, m_ClusterDeferredPasses[(int)ClusterDeferredPasses.ClusteredLightsSimpleLit]); + } + + Profiler.EndSample(); + } + void RenderStencilLights(RasterCommandBuffer cmd, UniversalLightData lightData, UniversalShadowData shadowData, bool stripShadowsOffVariants) { if (m_stencilVisLights.Length == 0) @@ -1050,6 +1103,7 @@ void RenderSSAOBeforeShading(RasterCommandBuffer cmd) void RenderFog(RasterCommandBuffer cmd, bool isOrthographic) { // Legacy fog does not work in orthographic mode. + // TODO: This should be fixed. if (!RenderSettings.fog || isOrthographic) return; @@ -1059,7 +1113,9 @@ void RenderFog(RasterCommandBuffer cmd, bool isOrthographic) using (new ProfilingScope(cmd, m_ProfilingSamplerDeferredFogPass)) { // Fog parameters and shader variant keywords are already set externally. - cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, m_StencilDeferredMaterial, 0, m_StencilDeferredPasses[(int)StencilDeferredPasses.Fog]); + Material deferredMaterial = m_UseDeferredPlus ? m_ClusterDeferredMaterial : m_StencilDeferredMaterial; + int fogPassIndex = m_UseDeferredPlus ? m_ClusterDeferredPasses[(int)ClusterDeferredPasses.Fog] : m_StencilDeferredPasses[(int)StencilDeferredPasses.Fog]; + cmd.DrawMesh(m_FullscreenMesh, Matrix4x4.identity, deferredMaterial, 0, fogPassIndex); } } @@ -1087,9 +1143,23 @@ void InitStencilDeferredMaterial() m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilRef, (float)StencilUsage.MaterialSimpleLit); m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilReadMask, (float)StencilUsage.MaterialMask); m_StencilDeferredMaterial.SetFloat(ShaderConstants._SimpleLitDirStencilWriteMask, 0.0f); - m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilRef, 0.0f); - m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilReadMask, (float)StencilUsage.MaterialMask); - m_StencilDeferredMaterial.SetFloat(ShaderConstants._ClearStencilWriteMask, (float)StencilUsage.MaterialMask); + } + + void InitClusterDeferredMaterial() + { + if (m_ClusterDeferredMaterial == null) + return; + + // Pass indices can not be hardcoded because some platforms will strip out some passes, offset the index of later passes. + for (int pass = 0; pass < k_ClusterDeferredPassNames.Length; ++pass) + m_ClusterDeferredPasses[pass] = m_ClusterDeferredMaterial.FindPass(k_ClusterDeferredPassNames[pass]); + + m_ClusterDeferredMaterial.SetFloat(ShaderConstants._LitStencilRef, (float)StencilUsage.MaterialLit); + m_ClusterDeferredMaterial.SetFloat(ShaderConstants._LitStencilReadMask, (float)StencilUsage.MaterialMask); + m_ClusterDeferredMaterial.SetFloat(ShaderConstants._LitStencilWriteMask, 0.0f); + m_ClusterDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilRef, (float)StencilUsage.MaterialSimpleLit); + m_ClusterDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilReadMask, (float)StencilUsage.MaterialMask); + m_ClusterDeferredMaterial.SetFloat(ShaderConstants._SimpleLitStencilWriteMask, 0.0f); } static Mesh CreateSphereMesh() diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs index 55a88075f2a..df86502aa00 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs @@ -219,8 +219,8 @@ internal void PreSetup(UniversalRenderingData renderingData, UniversalCameraData } m_LightCount -= lightOffset; - m_DirectionalLightCount = lightOffset; - if (lightData.mainLightIndex != -1 && m_DirectionalLightCount != 0) m_DirectionalLightCount -= 1; + // If there's 1 or more directional lights, one of them must be the main light + m_DirectionalLightCount = lightOffset > 0 ? lightOffset - 1 : 0; var visibleLights = lightData.visibleLights.GetSubArray(lightOffset, m_LightCount); var reflectionProbes = renderingData.cullResults.visibleReflectionProbes; @@ -438,7 +438,8 @@ internal void SetupLights(UnsafeCommandBuffer cmd, UniversalRenderingData render bool lightCountCheck = (cameraData.renderer.stripAdditionalLightOffVariants && lightData.supportsAdditionalLights) || additionalLightsCount > 0; cmd.SetKeyword(ShaderGlobalKeywords.AdditionalLightsVertex, lightCountCheck && additionalLightsPerVertex && !m_UseForwardPlus); cmd.SetKeyword(ShaderGlobalKeywords.AdditionalLightsPixel, lightCountCheck && !additionalLightsPerVertex && !m_UseForwardPlus); - cmd.SetKeyword(ShaderGlobalKeywords.ForwardPlus, m_UseForwardPlus); + cmd.SetKeyword(ShaderGlobalKeywords.ClusterLightLoop, m_UseForwardPlus); + cmd.SetKeyword(ShaderGlobalKeywords.ForwardPlus, m_UseForwardPlus); // Backward compatibility. Deprecated in 6.1. bool isShadowMask = lightData.supportsMixedLighting && m_MixedLightingSetup == MixedLightingSetup.ShadowMask; bool isShadowMaskAlways = isShadowMask && QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthNormalOnlyPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthNormalOnlyPass.cs index 0ac86cb9e1b..e151bb9d0a0 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthNormalOnlyPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthNormalOnlyPass.cs @@ -24,8 +24,9 @@ public class DepthNormalOnlyPass : ScriptableRenderPass private static readonly List k_DepthNormals = new List { new ShaderTagId("DepthNormals"), new ShaderTagId("DepthNormalsOnly") }; private static readonly RTHandle[] k_ColorAttachment1 = new RTHandle[1]; private static readonly RTHandle[] k_ColorAttachment2 = new RTHandle[2]; + internal static readonly string k_CameraNormalsTextureName = "_CameraNormalsTexture"; private static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture"); - private static readonly int s_CameraNormalsTextureID = Shader.PropertyToID("_CameraNormalsTexture"); + private static readonly int s_CameraNormalsTextureID = Shader.PropertyToID(k_CameraNormalsTextureName); private static readonly int s_CameraRenderingLayersTextureID = Shader.PropertyToID("_CameraRenderingLayersTexture"); ///

diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs index 25bf1688cd1..6594c1a6efd 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs @@ -156,9 +156,6 @@ static void ExecutePass(RasterCommandBuffer cmd, PassData data, RendererList ren if (usesRenderingLayers) cmd.SetKeyword(ShaderGlobalKeywords.WriteRenderingLayers, true); - if (data.deferredLights.IsOverlay) - data.deferredLights.ClearStencilPartial(cmd); - cmd.DrawRendererList(rendererList); // Render objects that did not match any shader pass with error shader @@ -178,7 +175,6 @@ private class PassData internal TextureHandle depth; internal DeferredLights deferredLights; - internal RendererListHandle rendererListHdl; internal RendererListHandle objectsWithErrorRendererListHdl; @@ -188,7 +184,7 @@ private class PassData } - private void InitRendererLists( ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData, bool useRenderGraph) + private void InitRendererLists( ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData, bool useRenderGraph, uint batchLayerMask = uint.MaxValue) { // User can stack several scriptable renderers during rendering but deferred renderer should only lit pixels added by this gbuffer pass. // If we detect we are in such case (camera is in overlay mode), we clear the highest bits of stencil we have control of and use them to @@ -196,6 +192,13 @@ private void InitRendererLists( ref PassData passData, ScriptableRenderContext c ShaderTagId lightModeTag = s_ShaderTagUniversalGBuffer; var drawingSettings = CreateDrawingSettings(lightModeTag, renderingData, cameraData, lightData, cameraData.defaultOpaqueSortFlags); var filterSettings = m_FilteringSettings; + filterSettings.batchLayerMask = batchLayerMask; +#if UNITY_EDITOR + // When rendering the preview camera, we want the layer mask to be forced to Everything + if (cameraData.isPreviewCamera) + filterSettings.layerMask = -1; +#endif + NativeArray tagValues = new NativeArray(s_ShaderTagValues, Allocator.Temp); NativeArray stateBlocks = new NativeArray(s_RenderStateBlocks, Allocator.Temp); var param = new RendererListParams(renderingData.cullResults, drawingSettings, filterSettings) @@ -208,39 +211,40 @@ private void InitRendererLists( ref PassData passData, ScriptableRenderContext c if (useRenderGraph) { passData.rendererListHdl = renderGraph.CreateRendererList(param); + RenderingUtils.CreateRendererListObjectsWithError(renderGraph, ref renderingData.cullResults, cameraData.camera, filterSettings, SortingCriteria.None, ref passData.objectsWithErrorRendererListHdl); } else { passData.rendererList = context.CreateRendererList(ref param); + RenderingUtils.CreateRendererListObjectsWithError(context, ref renderingData.cullResults, cameraData.camera, filterSettings, SortingCriteria.None, ref passData.objectsWithErrorRendererList); } + tagValues.Dispose(); stateBlocks.Dispose(); - - if (useRenderGraph) - { - RenderingUtils.CreateRendererListObjectsWithError(renderGraph, ref renderingData.cullResults, cameraData.camera, filterSettings, SortingCriteria.None, ref passData.objectsWithErrorRendererListHdl); - } - else - { - RenderingUtils.CreateRendererListObjectsWithError(context, ref renderingData.cullResults, cameraData.camera, filterSettings, SortingCriteria.None, ref passData.objectsWithErrorRendererList); - } } - internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle cameraColor, TextureHandle cameraDepth, bool setGlobalTextures) + internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle cameraColor, TextureHandle cameraDepth, bool setGlobalTextures, uint batchLayerMask = uint.MaxValue) { UniversalResourceData resourceData = frameData.Get(); UniversalRenderingData renderingData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); UniversalLightData lightData = frameData.Get(); - - TextureHandle[] gbuffer; - + using var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler); bool useCameraRenderingLayersTexture = m_DeferredLights.UseRenderingLayers && !m_DeferredLights.UseLightLayers; - using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler)) + passData.gbuffer = m_DeferredLights.GbufferTextureHandles; + + // If the gbuffer targets are already set up, then assume we are setting up for the second gbuffer pass when doing two-pass occlusion culling. + // We want to continue to render to the same targets as the first pass in this case, so just attach them for this pass. + if (m_DeferredLights.IsGBufferValid) + { + for (int i = 0; i < m_DeferredLights.GBufferSliceCount; i++) + { + builder.SetRenderAttachment(passData.gbuffer[i], i, AccessFlags.Write); + } + } + else { - // Note: This code is pretty confusing as passData.gbuffer[i] and gbuffer[i] actually point to the same array but seem to be mixed in this code. - passData.gbuffer = gbuffer = m_DeferredLights.GbufferTextureHandles; for (int i = 0; i < m_DeferredLights.GBufferSliceCount; i++) { var gbufferSlice = cameraData.cameraTargetDescriptor; @@ -248,50 +252,49 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Textur gbufferSlice.stencilFormat = GraphicsFormat.None; if (i == m_DeferredLights.GBufferNormalSmoothnessIndex && m_DeferredLights.HasNormalPrepass) - gbuffer[i] = resourceData.cameraNormalsTexture; + passData.gbuffer[i] = resourceData.cameraNormalsTexture; else if (i == m_DeferredLights.GBufferRenderingLayers && useCameraRenderingLayersTexture) - gbuffer[i] = resourceData.renderingLayersTexture; + passData.gbuffer[i] = resourceData.renderingLayersTexture; else if (i != m_DeferredLights.GBufferLightingIndex) { gbufferSlice.graphicsFormat = m_DeferredLights.GetGBufferFormat(i); - gbuffer[i] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, gbufferSlice, DeferredLights.k_GBufferNames[i], true); + passData.gbuffer[i] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, gbufferSlice, DeferredLights.k_GBufferNames[i], true); } else - gbuffer[i] = cameraColor; + passData.gbuffer[i] = cameraColor; - // Note: We don't store the returned handle here it is a versioned handle. - // In general it should be fine to use unversioned handles anyway especially unversioned resources - // should be registered in the frame data - builder.SetRenderAttachment(gbuffer[i], i, AccessFlags.Write); + builder.SetRenderAttachment(passData.gbuffer[i], i, AccessFlags.Write); } - RenderGraphUtils.UseDBufferIfValid(builder, resourceData); - resourceData.gBuffer = gbuffer; + m_DeferredLights.IsGBufferValid = true; + } - passData.depth = cameraDepth; - builder.SetRenderAttachmentDepth(cameraDepth, AccessFlags.Write); - passData.deferredLights = m_DeferredLights; + RenderGraphUtils.UseDBufferIfValid(builder, resourceData); + resourceData.gBuffer = passData.gbuffer; - InitRendererLists(ref passData, default(ScriptableRenderContext), renderGraph, renderingData, cameraData, lightData, true); - builder.UseRendererList(passData.rendererListHdl); - builder.UseRendererList(passData.objectsWithErrorRendererListHdl); + passData.depth = cameraDepth; + builder.SetRenderAttachmentDepth(cameraDepth, AccessFlags.Write); + passData.deferredLights = m_DeferredLights; - if (setGlobalTextures) - { - builder.SetGlobalTextureAfterPass(resourceData.cameraNormalsTexture, s_CameraNormalsTextureID); + InitRendererLists(ref passData, default(ScriptableRenderContext), renderGraph, renderingData, cameraData, lightData, true); + builder.UseRendererList(passData.rendererListHdl); + builder.UseRendererList(passData.objectsWithErrorRendererListHdl); + + if (setGlobalTextures) + { + builder.SetGlobalTextureAfterPass(resourceData.cameraNormalsTexture, s_CameraNormalsTextureID); - if (useCameraRenderingLayersTexture) - builder.SetGlobalTextureAfterPass(resourceData.renderingLayersTexture, s_CameraRenderingLayersTextureID); - } + if (useCameraRenderingLayersTexture) + builder.SetGlobalTextureAfterPass(resourceData.renderingLayersTexture, s_CameraRenderingLayersTextureID); + } - builder.AllowPassCulling(false); - builder.AllowGlobalStateModification(true); + builder.AllowPassCulling(false); + builder.AllowGlobalStateModification(true); - builder.SetRenderFunc((PassData data, RasterGraphContext context) => - { - ExecutePass(context.cmd, data, data.rendererListHdl, data.objectsWithErrorRendererListHdl); - }); - } + builder.SetRenderFunc((PassData data, RasterGraphContext context) => + { + ExecutePass(context.cmd, data, data.rendererListHdl, data.objectsWithErrorRendererListHdl); + }); } } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs index c1fa74c62bb..655d40c7e7f 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs @@ -7,11 +7,6 @@ namespace UnityEngine.Rendering.Universal // The Screen Space Ambient Occlusion (SSAO) Pass internal class ScreenSpaceAmbientOcclusionPass : ScriptableRenderPass { - // Properties - private bool isRendererDeferred => m_Renderer != null - && m_Renderer is UniversalRenderer - && ((UniversalRenderer)m_Renderer).renderingModeActual == RenderingMode.Deferred; - // Private Variables private readonly bool m_SupportsR8RenderTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8); private int m_BlueNoiseTextureIndex = 0; @@ -155,7 +150,7 @@ internal bool Setup(ref ScreenSpaceAmbientOcclusionSettings featureSettings, ref m_CurrentSettings = featureSettings; // RenderPass Event + Source Settings (Depth / Depth&Normals - if (isRendererDeferred) + if (renderer is UniversalRenderer { usesDeferredLighting: true }) { renderPassEvent = m_CurrentSettings.AfterOpaque ? RenderPassEvent.AfterRenderingOpaques : RenderPassEvent.AfterRenderingGbuffer; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRendererResources.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRendererResources.cs index f1d3aa16a5f..24b49d1b744 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRendererResources.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRendererResources.cs @@ -55,6 +55,19 @@ public Shader stencilDeferredPS set => this.SetValueAndNotify(ref m_StencilDeferredPS, value, nameof(m_StencilDeferredPS)); } + [SerializeField] + [ResourcePath("Shaders/Utils/ClusterDeferred.shader")] + private Shader m_ClusterDeferred; + + /// + /// Cluster Deferred shader. + /// + public Shader clusterDeferred + { + get => m_ClusterDeferred; + set => this.SetValueAndNotify(ref m_ClusterDeferred, value, nameof(m_ClusterDeferred)); + } + [SerializeField] [ResourcePath("Shaders/Utils/StencilDitherMaskSeed.shader")] private Shader m_StencilDitherMaskSeedPS; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs index 22a390b91bd..8df0db2da4d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs @@ -273,6 +273,7 @@ internal DecalTechnique GetTechnique(ScriptableRendererData renderer) } bool isDeferred = universalRenderer.renderingMode == RenderingMode.Deferred; + isDeferred |= universalRenderer.renderingMode == RenderingMode.DeferredPlus; return GetTechnique(isDeferred, universalRenderer.accurateGbufferNormals); } @@ -285,8 +286,7 @@ internal DecalTechnique GetTechnique(ScriptableRenderer renderer) return DecalTechnique.Invalid; } - bool isDeferred = universalRenderer.renderingModeActual == RenderingMode.Deferred; - return GetTechnique(isDeferred, universalRenderer.accurateGbufferNormals); + return GetTechnique(universalRenderer.usesDeferredLighting, universalRenderer.accurateGbufferNormals); } internal DecalTechnique GetTechnique(bool isDeferred, bool needsGBufferAccurateNormals, bool checkForInvalidTechniques = true) @@ -422,7 +422,7 @@ private bool RecreateSystemsIfNeeded(ScriptableRenderer renderer, in CameraData { // the RenderPassEvent needs to be RenderPassEvent.AfterRenderingPrePasses + 1, so we are sure that if depth priming is enabled // this copy happens after the primed depth is copied, so the depth texture is available - m_CopyDepthPass = new DBufferCopyDepthPass(RenderPassEvent.AfterRenderingPrePasses + 1, rendererShaders.copyDepthPS, false, universalRenderer.renderingModeActual != RenderingMode.Deferred); + m_CopyDepthPass = new DBufferCopyDepthPass(RenderPassEvent.AfterRenderingPrePasses + 1, rendererShaders.copyDepthPS, false, !universalRenderer.usesDeferredLighting); m_DecalDrawDBufferSystem = new DecalDrawDBufferSystem(m_DecalEntityManager); m_DBufferRenderPass = new DBufferRenderPass(m_DBufferClearMaterial, m_DBufferSettings, m_DecalDrawDBufferSystem, m_Settings.decalLayers); @@ -502,7 +502,7 @@ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingD if (m_Technique == DecalTechnique.DBuffer) { var universalRenderer = renderer as UniversalRenderer; - if (universalRenderer.renderingModeActual == RenderingMode.Deferred) + if (universalRenderer.usesDeferredLighting) { m_CopyDepthPass.CopyToDepth = false; } @@ -549,7 +549,7 @@ public override void SetupRenderPasses(ScriptableRenderer renderer, in Rendering m_DBufferRenderPass.Setup(renderingData.cameraData); var universalRenderer = renderer as UniversalRenderer; - if (universalRenderer.renderingModeActual == RenderingMode.Deferred) + if (universalRenderer.usesDeferredLighting) { m_DBufferRenderPass.Setup(renderingData.cameraData, renderer.cameraDepthTargetHandle); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/ScreenSpaceShadows.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/ScreenSpaceShadows.cs index 079ac60537c..12f480fef01 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/ScreenSpaceShadows.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/ScreenSpaceShadows.cs @@ -65,9 +65,9 @@ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingD if (shouldEnqueue) { - bool isDeferredRenderingMode = renderer is UniversalRenderer && ((UniversalRenderer)renderer).renderingModeRequested == RenderingMode.Deferred; + bool usesDeferredLighting = renderer is UniversalRenderer { usesDeferredLighting: true }; - m_SSShadowsPass.renderPassEvent = isDeferredRenderingMode + m_SSShadowsPass.renderPassEvent = usesDeferredLighting ? RenderPassEvent.AfterRenderingGbuffer : RenderPassEvent.AfterRenderingPrePasses + 1; // We add 1 to ensure this happens after depth priming depth copy pass that might be scheduled diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs index f71303af750..b50d7ea9ffe 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs @@ -55,7 +55,7 @@ internal static bool RequireRenderingLayers(List rend combinedEvent = Event.Opaque; combinedMaskSize = MaskSize.Bits8; - bool isDeferred = renderingMode == RenderingMode.Deferred; + bool isDeferred = renderingMode == RenderingMode.Deferred || renderingMode == RenderingMode.DeferredPlus; bool result = false; foreach (var rendererFeature in rendererFeatures) { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index cdd8c28b636..fd3133b1128 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -1642,7 +1642,8 @@ static void ClearRenderingState(IBaseCommandBuffer cmd) cmd.SetKeyword(ShaderGlobalKeywords.MainLightShadowCascades, false); cmd.SetKeyword(ShaderGlobalKeywords.AdditionalLightsVertex, false); cmd.SetKeyword(ShaderGlobalKeywords.AdditionalLightsPixel, false); - cmd.SetKeyword(ShaderGlobalKeywords.ForwardPlus, false); + cmd.SetKeyword(ShaderGlobalKeywords.ClusterLightLoop, false); + cmd.SetKeyword(ShaderGlobalKeywords.ForwardPlus, false); // Backward compatibility. Deprecated in 6.1. cmd.SetKeyword(ShaderGlobalKeywords.AdditionalLightShadows, false); cmd.SetKeyword(ShaderGlobalKeywords.ReflectionProbeBlending, false); cmd.SetKeyword(ShaderGlobalKeywords.ReflectionProbeBoxProjection, false); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs index 4612f9afec9..7e2fa431602 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs @@ -943,7 +943,7 @@ internal static class ShaderGlobalKeywords public static GlobalKeyword CastingPunctualLightShadow; public static GlobalKeyword AdditionalLightsVertex; public static GlobalKeyword AdditionalLightsPixel; - public static GlobalKeyword ForwardPlus; + public static GlobalKeyword ClusterLightLoop; public static GlobalKeyword AdditionalLightShadows; public static GlobalKeyword ReflectionProbeBoxProjection; public static GlobalKeyword ReflectionProbeBlending; @@ -1015,6 +1015,7 @@ internal static class ShaderGlobalKeywords public static GlobalKeyword _OUTPUT_DEPTH; public static GlobalKeyword LinearToSRGBConversion; public static GlobalKeyword _ENABLE_ALPHA_OUTPUT; + public static GlobalKeyword ForwardPlus; // Backward compatibility. Deprecated in 6.1. // TODO: Move following keywords to Local keywords? // https://docs.unity3d.com/ScriptReference/Rendering.LocalKeyword.html @@ -1053,7 +1054,7 @@ public static void InitializeShaderGlobalKeywords() ShaderGlobalKeywords.CastingPunctualLightShadow = GlobalKeyword.Create(ShaderKeywordStrings.CastingPunctualLightShadow); ShaderGlobalKeywords.AdditionalLightsVertex = GlobalKeyword.Create(ShaderKeywordStrings.AdditionalLightsVertex); ShaderGlobalKeywords.AdditionalLightsPixel = GlobalKeyword.Create(ShaderKeywordStrings.AdditionalLightsPixel); - ShaderGlobalKeywords.ForwardPlus = GlobalKeyword.Create(ShaderKeywordStrings.ForwardPlus); + ShaderGlobalKeywords.ClusterLightLoop = GlobalKeyword.Create(ShaderKeywordStrings.ClusterLightLoop); ShaderGlobalKeywords.AdditionalLightShadows = GlobalKeyword.Create(ShaderKeywordStrings.AdditionalLightShadows); ShaderGlobalKeywords.ReflectionProbeBoxProjection = GlobalKeyword.Create(ShaderKeywordStrings.ReflectionProbeBoxProjection); ShaderGlobalKeywords.ReflectionProbeBlending = GlobalKeyword.Create(ShaderKeywordStrings.ReflectionProbeBlending); @@ -1124,6 +1125,7 @@ public static void InitializeShaderGlobalKeywords() ShaderGlobalKeywords._OUTPUT_DEPTH = GlobalKeyword.Create(ShaderKeywordStrings._OUTPUT_DEPTH); ShaderGlobalKeywords.LinearToSRGBConversion = GlobalKeyword.Create(ShaderKeywordStrings.LinearToSRGBConversion); ShaderGlobalKeywords._ENABLE_ALPHA_OUTPUT = GlobalKeyword.Create(ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT); + ShaderGlobalKeywords.ForwardPlus = GlobalKeyword.Create(ShaderKeywordStrings.ForwardPlus); // Backward compatibility. Deprecated in 6.1. } } @@ -1150,8 +1152,8 @@ public static class ShaderKeywordStrings /// Keyword used for per pixel additional lights. public const string AdditionalLightsPixel = "_ADDITIONAL_LIGHTS"; - /// Keyword used for Forward+. - internal const string ForwardPlus = "_FORWARD_PLUS"; + /// Keyword used for Forward+ & Deferred+. + internal const string ClusterLightLoop = "_CLUSTER_LIGHT_LOOP"; /// Keyword used for shadows on additional lights. public const string AdditionalLightShadows = "_ADDITIONAL_LIGHT_SHADOWS"; @@ -1443,6 +1445,9 @@ public static class ShaderKeywordStrings /// Keyword used for enable alpha output. Used in post processing. public const string _ENABLE_ALPHA_OUTPUT = "_ENABLE_ALPHA_OUTPUT"; + + /// Deprecated keyword. Use ClusterLightLoop instead. + internal const string ForwardPlus = "_FORWARD_PLUS"; // Backward compatibility. Deprecated in 6.1. } public sealed partial class UniversalRenderPipeline diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index 076e5eef2f2..47f86cd0561 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -16,7 +16,10 @@ public enum RenderingMode [InspectorName("Forward+")] ForwardPlus = 2, /// Render all objects first in a g-buffer pass, then apply all lighting in a separate pass using deferred shading. - Deferred = 1 + Deferred = 1, + /// Render all objects first in a g-buffer pass, then apply all lighting in a separate pass using deferred shading. Use a clustered data structure to access lighting data where possible. + [InspectorName("Deferred+")] + DeferredPlus = 3, }; /// @@ -79,6 +82,7 @@ public override int SupportedCameraStackingTypes() case RenderingMode.ForwardPlus: return 1 << (int)CameraRenderType.Base | 1 << (int)CameraRenderType.Overlay; case RenderingMode.Deferred: + case RenderingMode.DeferredPlus: return 1 << (int)CameraRenderType.Base; default: return 0; @@ -95,12 +99,38 @@ protected internal override bool SupportsMotionVectors() // Rendering mode setup from UI. The final rendering mode used can be different. See renderingModeActual. internal RenderingMode renderingModeRequested => m_RenderingMode; + private bool deferredModeUnsupported => GL.wireframe || + (DebugHandler != null && DebugHandler.IsActiveModeUnsupportedForDeferred) || + m_DeferredLights == null || + !m_DeferredLights.IsRuntimeSupportedThisFrame(); + // Actual rendering mode, which may be different (ex: wireframe rendering, hardware not capable of deferred rendering). - internal RenderingMode renderingModeActual => renderingModeRequested == RenderingMode.Deferred && (GL.wireframe || (DebugHandler != null && DebugHandler.IsActiveModeUnsupportedForDeferred) || m_DeferredLights == null || !m_DeferredLights.IsRuntimeSupportedThisFrame() || m_DeferredLights.IsOverlay) - ? RenderingMode.Forward - : this.renderingModeRequested; + internal RenderingMode renderingModeActual { + get + { + switch (renderingModeRequested) + { + case RenderingMode.Deferred: + return deferredModeUnsupported ? RenderingMode.Forward : RenderingMode.Deferred; + + case RenderingMode.DeferredPlus: + if (GraphicsSettings.GetRenderPipelineSettings().enableRenderCompatibilityMode) + { + return RenderingMode.ForwardPlus; + } + return deferredModeUnsupported ? RenderingMode.ForwardPlus : RenderingMode.DeferredPlus; - bool m_Clustering; + case RenderingMode.Forward: + case RenderingMode.ForwardPlus: + default: + return renderingModeRequested; + } + } + } + + internal bool usesDeferredLighting => renderingModeActual == RenderingMode.Deferred || renderingModeActual == RenderingMode.DeferredPlus; + + internal bool usesClusterLightLoop => renderingModeActual == RenderingMode.ForwardPlus || renderingModeActual == RenderingMode.DeferredPlus; internal bool accurateGbufferNormals => m_DeferredLights != null ? m_DeferredLights.AccurateGbufferNormals : false; @@ -180,6 +210,7 @@ protected internal override bool SupportsMotionVectors() Material m_BlitHDRMaterial = null; Material m_SamplingMaterial = null; Material m_StencilDeferredMaterial = null; + Material m_ClusterDeferredMaterial = null; Material m_CameraMotionVecMaterial = null; PostProcessPasses m_PostProcessPasses; @@ -224,10 +255,11 @@ public UniversalRenderer(UniversalRendererData data) : base(data) { copyDephPS = universalRendererShaders.copyDepthPS; m_StencilDeferredMaterial = CoreUtils.CreateEngineMaterial(universalRendererShaders.stencilDeferredPS); + m_ClusterDeferredMaterial = CoreUtils.CreateEngineMaterial(universalRendererShaders.clusterDeferred); m_CameraMotionVecMaterial = CoreUtils.CreateEngineMaterial(universalRendererShaders.cameraMotionVector); m_StencilCrossFadeRenderPass = new StencilCrossFadeRenderPass(universalRendererShaders.stencilDitherMaskSeedPS); - } + } StencilStateData stencilData = data.defaultStencilState; m_DefaultStencilState = StencilState.defaultValue; @@ -265,8 +297,7 @@ public UniversalRenderer(UniversalRendererData data) : base(data) ForwardLights.InitParams forwardInitParams; forwardInitParams.lightCookieManager = m_LightCookieManager; - forwardInitParams.forwardPlus = data.renderingMode == RenderingMode.ForwardPlus; - m_Clustering = data.renderingMode == RenderingMode.ForwardPlus; + forwardInitParams.forwardPlus = data.renderingMode == RenderingMode.DeferredPlus || data.renderingMode == RenderingMode.ForwardPlus; m_ForwardLights = new ForwardLights(forwardInitParams); //m_DeferredLights.LightCulling = data.lightCulling; this.m_RenderingMode = data.renderingMode; @@ -300,11 +331,13 @@ public UniversalRenderer(UniversalRendererData data) : base(data) m_PrimedDepthCopyPass = new CopyDepthPass(RenderPassEvent.AfterRenderingPrePasses, copyDephPS, true, true); } - if (this.renderingModeRequested == RenderingMode.Deferred) + if (renderingModeRequested == RenderingMode.Deferred || renderingModeRequested == RenderingMode.DeferredPlus) { var deferredInitParams = new DeferredLights.InitParams(); deferredInitParams.stencilDeferredMaterial = m_StencilDeferredMaterial; + deferredInitParams.clusterDeferredMaterial = m_ClusterDeferredMaterial; deferredInitParams.lightCookieManager = m_LightCookieManager; + deferredInitParams.deferredPlus = renderingModeRequested == RenderingMode.DeferredPlus; m_DeferredLights = new DeferredLights(deferredInitParams, useRenderPassEnabled); m_DeferredLights.AccurateGbufferNormals = data.accurateGbufferNormals; @@ -392,7 +425,7 @@ public UniversalRenderer(UniversalRendererData data) : base(data) supportedRenderingFeatures = new RenderingFeatures(); - if (this.renderingModeRequested == RenderingMode.Deferred) + if (renderingModeRequested == RenderingMode.Deferred || renderingModeRequested == RenderingMode.DeferredPlus) { // Deferred rendering does not support MSAA. this.supportedRenderingFeatures.msaa = false; @@ -440,6 +473,7 @@ protected override void Dispose(bool disposing) CoreUtils.Destroy(m_BlitHDRMaterial); CoreUtils.Destroy(m_SamplingMaterial); CoreUtils.Destroy(m_StencilDeferredMaterial); + CoreUtils.Destroy(m_ClusterDeferredMaterial); CoreUtils.Destroy(m_CameraMotionVecMaterial); CleanupRenderGraphResources(); @@ -479,7 +513,7 @@ private void SetupFinalPassDebug(UniversalCameraData cameraData) if ((DebugHandler != null) && DebugHandler.IsActiveForCamera(cameraData.isPreviewCamera)) { if (DebugHandler.TryGetFullscreenDebugMode(out DebugFullScreenMode fullScreenDebugMode, out int textureHeightPercent) && - (fullScreenDebugMode != DebugFullScreenMode.ReflectionProbeAtlas || m_Clustering)) + (fullScreenDebugMode != DebugFullScreenMode.ReflectionProbeAtlas || usesClusterLightLoop)) { Camera camera = cameraData.camera; float screenWidth = camera.pixelWidth; @@ -733,7 +767,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re // Assign the camera color target early in case it is needed during AddRenderPasses. bool isPreviewCamera = cameraData.isPreviewCamera; var createColorTexture = ((HasActiveRenderFeatures() && m_IntermediateTextureMode == IntermediateTextureMode.Always) && !isPreviewCamera) || - (Application.isEditor && m_Clustering); + (Application.isEditor && usesClusterLightLoop); createColorTexture |= HasPassesRequiringIntermediateTexture(); // Gather render pass history requests and update history textures. @@ -752,9 +786,10 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re if (IsGLDevice()) requiresRenderingLayer = false; + bool deferredLighting = usesDeferredLighting; bool renderingLayerProvidesByDepthNormalPass = false; bool renderingLayerProvidesRenderObjectPass = false; - if (requiresRenderingLayer && renderingModeActual != RenderingMode.Deferred) + if (requiresRenderingLayer && !deferredLighting) { switch (renderingLayersEvent) { @@ -788,7 +823,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re m_DeferredLights.HasNormalPrepass = renderPassInputs.requiresNormalsTexture; m_DeferredLights.ResolveMixedLightingMode(lightData); - m_DeferredLights.IsOverlay = cameraData.renderType == CameraRenderType.Overlay; + if (m_DeferredLights.UseFramebufferFetch) { // At this point we only have injected renderer features in the queue and can do assumptions on whether we'll need Framebuffer Fetch @@ -848,7 +883,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re // DepthNormal prepass will render: // - forward-only geometry when deferred renderer is enabled // - all geometry when forward renderer is enabled - if (requiresDepthPrepass && this.renderingModeActual == RenderingMode.Deferred && !renderPassInputs.requiresNormalsTexture) + if (requiresDepthPrepass && deferredLighting && !renderPassInputs.requiresNormalsTexture) requiresDepthPrepass = false; requiresDepthPrepass |= useDepthPriming; @@ -896,7 +931,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re bool createDepthTexture = (requiresDepthTexture || cameraHasPostProcessingWithDepth) && !requiresDepthPrepass; createDepthTexture |= !cameraData.resolveFinalTarget; // Deferred renderer always need to access depth buffer. - createDepthTexture |= (this.renderingModeActual == RenderingMode.Deferred && !useRenderPassEnabled); + createDepthTexture |= (deferredLighting && !useRenderPassEnabled); // Some render cases (e.g. Material previews) have shown we need to create a depth texture when we're forcing a prepass. createDepthTexture |= useDepthPriming; // Todo seems like with mrt depth is not taken from first target @@ -1054,17 +1089,17 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re cameraData.renderer.useDepthPriming = useDepthPriming; - if (this.renderingModeActual == RenderingMode.Deferred) + if (deferredLighting) { if (m_DeferredLights.UseFramebufferFetch && (RenderPassEvent.AfterRenderingGbuffer == renderPassInputs.requiresDepthNormalAtEvent || !useRenderPassEnabled)) m_DeferredLights.DisableFramebufferFetchInput(); } // Allocate m_DepthTexture if used - if ((this.renderingModeActual == RenderingMode.Deferred && !this.useRenderPassEnabled) || requiresDepthPrepass || requiresDepthCopyPass) + if ((deferredLighting && !this.useRenderPassEnabled) || requiresDepthPrepass || requiresDepthCopyPass) { var depthDescriptor = cameraTargetDescriptor; - if (requiresDepthPrepass && this.renderingModeActual != RenderingMode.Deferred) + if (requiresDepthPrepass && !deferredLighting) { depthDescriptor.graphicsFormat = GraphicsFormat.None; depthDescriptor.depthStencilFormat = cameraDepthTextureFormat; @@ -1083,12 +1118,14 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re cmd.Clear(); } - if (requiresRenderingLayer || (renderingModeActual == RenderingMode.Deferred && m_DeferredLights.UseRenderingLayers)) + bool renderingLayerAsGBuffer = deferredLighting && m_DeferredLights.UseRenderingLayers; + + if (requiresRenderingLayer || renderingLayerAsGBuffer) { ref var renderingLayersTexture = ref m_DecalLayersTexture; string renderingLayersTextureName = "_CameraRenderingLayersTexture"; - if (renderingModeActual == RenderingMode.Deferred && m_DeferredLights.UseRenderingLayers) + if (renderingLayerAsGBuffer) { renderingLayersTexture = ref m_DeferredLights.GbufferAttachments[(int)m_DeferredLights.GBufferRenderingLayers]; renderingLayersTextureName = renderingLayersTexture.name; @@ -1102,12 +1139,12 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re // Find compatible render-target format for storing normals. // Shader code outputs normals in signed format to be compatible with deferred gbuffer layout. // Deferred gbuffer format is signed so that normals can be blended for terrain geometry. - if (renderingModeActual == RenderingMode.Deferred && m_DeferredLights.UseRenderingLayers) + if (renderingLayerAsGBuffer) renderingLayersDescriptor.graphicsFormat = m_DeferredLights.GetGBufferFormat(m_DeferredLights.GBufferRenderingLayers); // the one used by the gbuffer. else renderingLayersDescriptor.graphicsFormat = RenderingLayerUtils.GetFormat(renderingLayerMaskSize); - if (renderingModeActual == RenderingMode.Deferred && m_DeferredLights.UseRenderingLayers) + if (renderingLayerAsGBuffer) { m_DeferredLights.ReAllocateGBufferIfNeeded(renderingLayersDescriptor, (int)m_DeferredLights.GBufferRenderingLayers); } @@ -1118,7 +1155,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re cmd.SetGlobalTexture(renderingLayersTexture.name, renderingLayersTexture.nameID); RenderingLayerUtils.SetupProperties(CommandBufferHelpers.GetRasterCommandBuffer(cmd), renderingLayerMaskSize); - if (renderingModeActual == RenderingMode.Deferred) // As this is requested by render pass we still want to set it + if (deferredLighting) // As this is requested by render pass we still want to set it cmd.SetGlobalTexture("_CameraRenderingLayersTexture", renderingLayersTexture.nameID); context.ExecuteCommandBuffer(cmd); cmd.Clear(); @@ -1128,9 +1165,9 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re if (requiresDepthPrepass && renderPassInputs.requiresNormalsTexture) { ref var normalsTexture = ref m_NormalsTexture; - string normalsTextureName = "_CameraNormalsTexture"; + string normalsTextureName = DepthNormalOnlyPass.k_CameraNormalsTextureName; - if (this.renderingModeActual == RenderingMode.Deferred) + if (deferredLighting) { normalsTexture = ref m_DeferredLights.GbufferAttachments[(int)m_DeferredLights.GBufferNormalSmoothnessIndex]; normalsTextureName = normalsTexture.name; @@ -1143,12 +1180,12 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re // Find compatible render-target format for storing normals. // Shader code outputs normals in signed format to be compatible with deferred gbuffer layout. // Deferred gbuffer format is signed so that normals can be blended for terrain geometry. - if (this.renderingModeActual == RenderingMode.Deferred) + if (deferredLighting) normalDescriptor.graphicsFormat = m_DeferredLights.GetGBufferFormat(m_DeferredLights.GBufferNormalSmoothnessIndex); // the one used by the gbuffer. else normalDescriptor.graphicsFormat = DepthNormalOnlyPass.GetGraphicsFormat(); - if (this.renderingModeActual == RenderingMode.Deferred) + if (deferredLighting) { m_DeferredLights.ReAllocateGBufferIfNeeded(normalDescriptor, (int)m_DeferredLights.GBufferNormalSmoothnessIndex); } @@ -1158,8 +1195,8 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re } cmd.SetGlobalTexture(normalsTexture.name, normalsTexture.nameID); - if (this.renderingModeActual == RenderingMode.Deferred) // As this is requested by render pass we still want to set it - cmd.SetGlobalTexture("_CameraNormalsTexture", normalsTexture.nameID); + if (deferredLighting) // As this is requested by render pass we still want to set it + cmd.SetGlobalTexture(DepthNormalOnlyPass.k_CameraNormalsTextureName, normalsTexture.nameID); context.ExecuteCommandBuffer(cmd); cmd.Clear(); } @@ -1168,7 +1205,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re { if (renderPassInputs.requiresNormalsTexture) { - if (this.renderingModeActual == RenderingMode.Deferred) + if (deferredLighting) { // In deferred mode, depth-normal prepass does really primes the depth and normal buffers, instead of creating a copy. // It is necessary because we need to render depth&normal for forward-only geometry and it is the only way @@ -1199,8 +1236,8 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re } else { - // Deferred renderer does not require a depth-prepass to generate samplable depth texture. - if (this.renderingModeActual != RenderingMode.Deferred) + // Deferred renderers does not require a depth-prepass to generate samplable depth texture. + if (!deferredLighting) { m_DepthPrepass.Setup(cameraTargetDescriptor, m_DepthTexture); EnqueuePass(m_DepthPrepass); @@ -1231,7 +1268,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re bool lastCameraInTheStack = cameraData.resolveFinalTarget; - if (this.renderingModeActual == RenderingMode.Deferred) + if (deferredLighting) { if (m_DeferredLights.UseFramebufferFetch && (RenderPassEvent.AfterRenderingGbuffer == renderPassInputs.requiresDepthNormalAtEvent || !useRenderPassEnabled)) m_DeferredLights.DisableFramebufferFetchInput(); @@ -1318,7 +1355,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re // If a depth texture was created we necessarily need to copy it, otherwise we could have render it to a renderbuffer. // Also skip if Deferred+RenderPass as CameraDepthTexture is used and filled by the GBufferPass // however we might need the depth texture with Forward-only pass rendered to it, so enable the copy depth in that case - if (requiresDepthCopyPass && !(this.renderingModeActual == RenderingMode.Deferred && useRenderPassEnabled && !renderPassInputs.requiresDepthTexture)) + if (requiresDepthCopyPass && !(deferredLighting && useRenderPassEnabled && !renderPassInputs.requiresDepthTexture)) { m_CopyDepthPass.Setup(m_ActiveCameraDepthAttachment, m_DepthTexture); EnqueuePass(m_CopyDepthPass); @@ -1347,7 +1384,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re { var colorDesc = cameraTargetDescriptor; colorDesc.graphicsFormat = MotionVectorRenderPass.k_TargetFormat; - colorDesc.depthStencilFormat = GraphicsFormat.None; + colorDesc.depthStencilFormat = GraphicsFormat.None; colorDesc.msaaSamples = 1; // Disable MSAA, consider a pixel resolve for half left velocity and half right velocity --> no velocity, which is untrue. RenderingUtils.ReAllocateHandleIfNeeded(ref m_MotionVectorColor, colorDesc, FilterMode.Point, TextureWrapMode.Clamp, name: MotionVectorRenderPass.k_MotionVectorTextureName); @@ -1634,7 +1671,7 @@ public override void SetupLights(ScriptableRenderContext context, ref RenderingD m_ForwardLights.SetupLights(CommandBufferHelpers.GetUnsafeCommandBuffer(renderingData.commandBuffer), universalRenderingData, cameraData, lightData); - if (this.renderingModeActual == RenderingMode.Deferred) + if (usesDeferredLighting) m_DeferredLights.SetupLights(renderingData.commandBuffer, cameraData, new Vector2Int(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height), lightData); } @@ -1645,7 +1682,7 @@ public override void SetupCullingParameters(ref ScriptableCullingParameters cull // TODO: PerObjectCulling also affect reflection probes. Enabling it for now. // if (asset.additionalLightsRenderingMode == LightRenderingMode.Disabled || // asset.maxAdditionalLightsCount == 0) - if (renderingModeActual == RenderingMode.ForwardPlus && UniversalRenderPipeline.asset.reflectionProbeBlending) + if (usesClusterLightLoop && UniversalRenderPipeline.asset.reflectionProbeBlending) { cullingParameters.cullingOptions |= CullingOptions.DisablePerObjectCulling; } @@ -1659,15 +1696,17 @@ public override void SetupCullingParameters(ref ScriptableCullingParameters cull cullingParameters.cullingOptions &= ~CullingOptions.ShadowCasters; } - if (this.renderingModeActual == RenderingMode.Deferred) - cullingParameters.maximumVisibleLights = 0xFFFF; - else if (this.renderingModeActual == RenderingMode.ForwardPlus) + if (usesClusterLightLoop) { // We don't add one to the maximum light because mainlight is treated as any other light. cullingParameters.maximumVisibleLights = UniversalRenderPipeline.maxVisibleAdditionalLights; // Do not sort reflection probe from engine it will come in reverse order from what we need. cullingParameters.reflectionProbeSortingCriteria = ReflectionProbeSortingCriteria.None; } + else if (renderingModeActual == RenderingMode.Deferred) + { + cullingParameters.maximumVisibleLights = 0xFFFF; + } else { // We set the number of maximum visible lights allowed and we add one for the mainlight... @@ -1897,7 +1936,7 @@ bool RequiresIntermediateColorTexture(UniversalCameraData cameraData, ref Render // Gbuffer pass will not be y-flipped because it is MRT (see ScriptableRenderContext implementation), // while deferred pass will be y-flipped, which breaks rendering. // This incurs an extra blit into at the end of rendering. - if (this.renderingModeActual == RenderingMode.Deferred) + if (usesDeferredLighting) return true; bool isSceneViewCamera = cameraData.isSceneViewCamera; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs index b7239aa513d..a004e8dda5c 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs @@ -30,13 +30,15 @@ public enum CopyDepthMode public enum RenderPathCompatibility { /// Forward Rendering Path - Forward = 1 << 0, + Forward = 1 << 0, /// Deferred Rendering Path - Deferred = 1 << 1, + Deferred = 1 << 1, /// Forward+ Rendering Path - ForwardPlus = 1 << 2, + ForwardPlus = 1 << 2, + /// Forward+ Rendering Path + DeferredPlus = 1 << 3, /// All Rendering Paths - All = Forward | Deferred | ForwardPlus + All = Forward | Deferred | ForwardPlus | DeferredPlus } [AttributeUsage(AttributeTargets.Field)] @@ -146,7 +148,9 @@ static void CreateUniversalRendererData() [ShaderKeywordFilter.ApplyRulesIfNotGraphicsAPI(GraphicsDeviceType.Vulkan)] [ShaderKeywordFilter.RemoveIf(false, keywordNames: ShaderKeywordStrings._GBUFFER_NORMALS_OCT)] #endif - [SerializeField] bool m_AccurateGbufferNormals = false; + [SerializeField] + bool m_AccurateGbufferNormals = false; + [SerializeField] IntermediateTextureMode m_IntermediateTextureMode = IntermediateTextureMode.Always; /// @@ -327,6 +331,20 @@ public IntermediateTextureMode intermediateTextureMode } } + /// + /// Returns true if the renderer uses a deferred lighting pass and GBuffers. + /// This is true for the Deferred and Deferred+ rendering paths. + /// + public bool usesDeferredLighting => m_RenderingMode == RenderingMode.Deferred || + m_RenderingMode == RenderingMode.DeferredPlus; + + /// + /// Returns true if the renderer uses a spatially clustered/tiled light list. + /// This is true for the Forward+ and Deferred+ rendering paths. + /// + public bool usesClusterLightLoop => m_RenderingMode == RenderingMode.ForwardPlus || + m_RenderingMode == RenderingMode.DeferredPlus; + /// protected override void OnEnable() { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererDebug.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererDebug.cs index cffa5f180c4..8e477509dfe 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererDebug.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererDebug.cs @@ -72,7 +72,7 @@ private void SetupRenderGraphFinalPassDebug(RenderGraph renderGraph, ContextCont if ((DebugHandler != null) && DebugHandler.IsActiveForCamera(cameraData.isPreviewCamera)) { if (DebugHandler.TryGetFullscreenDebugMode(out DebugFullScreenMode fullScreenDebugMode, out int textureHeightPercent) && - (fullScreenDebugMode != DebugFullScreenMode.ReflectionProbeAtlas || m_Clustering) && + (fullScreenDebugMode != DebugFullScreenMode.ReflectionProbeAtlas || usesClusterLightLoop) && (fullScreenDebugMode != DebugFullScreenMode.STP)) { float screenWidth = cameraData.pixelWidth; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs index 7cee7e234e0..1d84f3775ba 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs @@ -290,7 +290,7 @@ bool RequiresIntermediateAttachments(UniversalCameraData cameraData, ref RenderP var requireColorTexture = HasActiveRenderFeatures() && m_IntermediateTextureMode == IntermediateTextureMode.Always; requireColorTexture |= HasPassesRequiringIntermediateTexture(); - requireColorTexture |= Application.isEditor && m_Clustering; + requireColorTexture |= Application.isEditor && usesClusterLightLoop; requireColorTexture |= RequiresIntermediateColorTexture(cameraData, ref renderPassInputs); var requireDepthTexture = RequireDepthTexture(cameraData, requiresDepthPrepass, ref renderPassInputs); @@ -599,7 +599,7 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera resourceData.activeColorID = UniversalResourceData.ActiveID.BackBuffer; } - bool depthTextureIsDepthFormat = RequireDepthPrepass(cameraData, ref renderPassInputs) && (renderingModeActual != RenderingMode.Deferred); + bool depthTextureIsDepthFormat = RequireDepthPrepass(cameraData, ref renderPassInputs) && !usesDeferredLighting; if (m_RequiresIntermediateAttachments) { @@ -675,7 +675,7 @@ void SetupRenderingLayers(int msaaSamples) internal void SetupRenderGraphLights(RenderGraph renderGraph, UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData) { m_ForwardLights.SetupRenderGraphLights(renderGraph, renderingData, cameraData, lightData); - if (this.renderingModeActual == RenderingMode.Deferred) + if (usesDeferredLighting) { m_DeferredLights.UseFramebufferFetch = renderGraph.nativeRenderPassesEnabled; m_DeferredLights.SetupRenderGraphLights(renderGraph, cameraData, lightData); @@ -813,7 +813,7 @@ public override void OnEndRenderGraphFrame() internal override void OnFinishRenderGraphRendering(CommandBuffer cmd) { - if (this.renderingModeActual == RenderingMode.Deferred) + if (usesDeferredLighting) m_DeferredPass.OnCameraCleanup(cmd); m_CopyDepthPass.OnCameraCleanup(cmd); @@ -842,7 +842,7 @@ public override bool supportsGPUOcclusion m_IssuedGPUOcclusionUnsupportedMsg = true; } - return (m_RenderingMode != RenderingMode.Deferred) && isGpuSupported; + return isGpuSupported; } } @@ -904,6 +904,14 @@ private void OnBeforeRendering(RenderGraph renderGraph) } } + private enum OccluderPass + { + None, + DepthPrepass, + ForwardOpaque, + GBuffer + } + private void UpdateInstanceOccluders(RenderGraph renderGraph, UniversalCameraData cameraData, TextureHandle depthTexture) { int scaledWidth = (int)(cameraData.pixelWidth * cameraData.renderScale); @@ -1021,7 +1029,7 @@ private DepthCopySchedule CalculateDepthCopySchedule(RenderPassEvent earliestDep if ((earliestDepthReadEvent < RenderPassEvent.AfterRenderingOpaques) || (m_CopyDepthMode == CopyDepthMode.ForcePrepass)) { // The forward path never needs to copy depth this early in the frame unless we're using depth priming. - Debug.Assert((renderingModeActual == RenderingMode.Deferred) || useDepthPriming); + Debug.Assert(usesDeferredLighting || useDepthPriming); if (hasFullPrepass) { @@ -1153,8 +1161,6 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co renderPassInputs.requiresNormalsTexture = true; #endif - bool isDeferred = this.renderingModeActual == RenderingMode.Deferred; - bool requiresDepthPrepass = RequireDepthPrepass(cameraData, ref renderPassInputs); bool isDepthOnlyPrepass = requiresDepthPrepass && !renderPassInputs.requiresNormalsTexture; bool isDepthNormalPrepass = requiresDepthPrepass && renderPassInputs.requiresNormalsTexture; @@ -1162,11 +1168,30 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co // The depth prepass is considered "full" (renders the entire scene, not a partial subset), when we either: // - Have a depth only prepass (URP always renders the full scene in depth only mode) // - Have a depth normals prepass that does not allow the partial prepass optimization - bool hasFullPrepass = isDepthOnlyPrepass || (isDepthNormalPrepass && !AllowPartialDepthNormalsPrepass(isDeferred, renderPassInputs.requiresDepthNormalAtEvent)); + bool hasFullPrepass = isDepthOnlyPrepass || (isDepthNormalPrepass && !AllowPartialDepthNormalsPrepass(usesDeferredLighting, renderPassInputs.requiresDepthNormalAtEvent)); + + TextureCopySchedules copySchedules = CalculateTextureCopySchedules(cameraData, renderPassInputs, usesDeferredLighting, requiresDepthPrepass, hasFullPrepass); - TextureCopySchedules copySchedules = CalculateTextureCopySchedules(cameraData, renderPassInputs, isDeferred, requiresDepthPrepass, hasFullPrepass); + // Decide if & when to use GPU Occlusion Culling. + // In deferred, do it during gbuffer laydown unless we are forced to do a *full* prepass by a render pass. + // In forward, if there's a depth prepass, we prefer to do it there, otherwise we do it during the opaque pass. + bool requiresDepthAfterGbuffer = RenderPassEvent.AfterRenderingGbuffer <= renderPassInputs.requiresDepthNormalAtEvent + && renderPassInputs.requiresDepthNormalAtEvent <= RenderPassEvent.BeforeRenderingOpaques; + bool occlusionTestDuringPrepass = requiresDepthPrepass && (!usesDeferredLighting || !requiresDepthAfterGbuffer); - bool needsOccluderUpdate = cameraData.useGPUOcclusionCulling; + OccluderPass occluderPass = OccluderPass.None; + + if (cameraData.useGPUOcclusionCulling) + { + if (occlusionTestDuringPrepass) + { + occluderPass = OccluderPass.DepthPrepass; + } + else + { + occluderPass = usesDeferredLighting ? OccluderPass.GBuffer : OccluderPass.ForwardOpaque; + } + } #if ENABLE_VR && ENABLE_XR_MODULE if (cameraData.xr.enabled && cameraData.xr.hasMotionVectorPass) @@ -1184,12 +1209,13 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co // If we're in deferred mode, prepasses always render directly to the depth attachment rather than the camera depth texture. // In non-deferred mode, we only render to the depth attachment directly when depth priming is enabled and we're starting with an empty depth buffer. bool isDepthPrimingTarget = (useDepthPriming && (cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth)); - bool renderToAttachment = (isDeferred || isDepthPrimingTarget); + bool renderToAttachment = (usesDeferredLighting || isDepthPrimingTarget); TextureHandle depthTarget = renderToAttachment ? resourceData.activeDepthTexture : resourceData.cameraDepthTexture; // Prepare stencil buffer for stencil-based cross-fade lod in depth normal prepass. Depth prepass doesn't use stencil test (same as shadow). if (renderingData.stencilLodCrossFadeEnabled && isDepthNormalPrepass && !renderToAttachment) m_StencilCrossFadeRenderPass.Render(renderGraph, context, resourceData.cameraDepthTexture); + bool needsOccluderUpdate = occluderPass == OccluderPass.DepthPrepass; var passCount = needsOccluderUpdate ? 2 : 1; for (int passIndex = 0; passIndex < passCount; ++passIndex) { @@ -1213,7 +1239,7 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co // There's no special copy logic for the camera normals texture, so we can set the global as long as we're not performing a partial prepass. // In the case of a partial prepass, the global will be set later by the gbuffer pass once it completes the data in the texture. - bool setGlobalTextures = isLastPass && (!isDeferred || hasFullPrepass); + bool setGlobalTextures = isLastPass && (!usesDeferredLighting || hasFullPrepass); if (isDepthNormalPrepass) DepthNormalPrepassRender(renderGraph, renderPassInputs, depthTarget, batchLayerMask, setGlobalDepth, setGlobalTextures); @@ -1229,7 +1255,6 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co InstanceOcclusionTest(renderGraph, cameraData, OcclusionTest.TestAll); } } - needsOccluderUpdate = false; } // After the prepass completes, we should copy depth if necessary and also render motion vectors. (they're expected to be available whenever depth is) @@ -1247,7 +1272,7 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co m_XROcclusionMeshPass.Render(renderGraph, frameData, resourceData.activeColorTexture, resourceData.activeDepthTexture); #endif - if (isDeferred) + if (usesDeferredLighting) { m_DeferredLights.Setup(m_AdditionalLightsShadowCasterPass); @@ -1256,14 +1281,37 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co m_DeferredLights.HasNormalPrepass = isDepthNormalPrepass; m_DeferredLights.HasDepthPrepass = requiresDepthPrepass; m_DeferredLights.ResolveMixedLightingMode(lightData); - m_DeferredLights.IsOverlay = cameraData.renderType == CameraRenderType.Overlay; RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.BeforeRenderingGbuffer); - // When we have a partial depth normals prepass, we must wait until the gbuffer pass to set global textures. - // In this case, the incoming global texture data is incomplete and the gbuffer pass is required to complete it. - bool setGlobalTextures = isDepthNormalPrepass && !hasFullPrepass; - m_GBufferPass.Render(renderGraph, frameData, resourceData.activeColorTexture, resourceData.activeDepthTexture, setGlobalTextures); + bool needsOccluderUpdate = occluderPass == OccluderPass.GBuffer; + var passCount = needsOccluderUpdate ? 2 : 1; + for (int passIndex = 0; passIndex < passCount; ++passIndex) + { + uint batchLayerMask = uint.MaxValue; + if (needsOccluderUpdate) + { + // first pass: test everything against previous frame final depth pyramid + // second pass: re-test culled against current frame intermediate depth pyramid + OcclusionTest occlusionTest = (passIndex) == 0 ? OcclusionTest.TestAll : OcclusionTest.TestCulled; + InstanceOcclusionTest(renderGraph, cameraData, occlusionTest); + batchLayerMask = occlusionTest.GetBatchLayerMask(); + } + + // When we have a partial depth normals prepass, we must wait until the gbuffer pass to set global textures. + // In this case, the incoming global texture data is incomplete and the gbuffer pass is required to complete it. + bool setGlobalTextures = isDepthNormalPrepass && !hasFullPrepass; + m_GBufferPass.Render(renderGraph, frameData, resourceData.activeColorTexture, resourceData.activeDepthTexture, setGlobalTextures, batchLayerMask); + + if (needsOccluderUpdate) + { + // first pass: make current frame intermediate depth pyramid + // second pass: make current frame final depth pyramid, set occlusion test results for later passes + UpdateInstanceOccluders(renderGraph, cameraData, resourceData.activeDepthTexture); + if (passIndex != 0) + InstanceOcclusionTest(renderGraph, cameraData, OcclusionTest.TestAll); + } + } // In addition to regularly scheduled depth copies here, we also need to copy depth when native render passes aren't available. // This is required because deferred lighting must read depth as a texture, but it must also bind depth as a depth write attachment at the same time. @@ -1287,6 +1335,7 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co { RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.BeforeRenderingGbuffer, RenderPassEvent.BeforeRenderingOpaques); + bool needsOccluderUpdate = occluderPass == OccluderPass.ForwardOpaque; var passCount = needsOccluderUpdate ? 2 : 1; for (int passIndex = 0; passIndex < passCount; ++passIndex) { @@ -1335,7 +1384,6 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co InstanceOcclusionTest(renderGraph, cameraData, OcclusionTest.TestAll); } } - needsOccluderUpdate = false; } if (copySchedules.depth == DepthCopySchedule.AfterOpaques) @@ -1679,7 +1727,7 @@ bool RequireDepthTexture(UniversalCameraData cameraData, bool requiresDepthPrepa var createDepthTexture = (requiresDepthTexture || cameraHasPostProcessingWithDepth) && !requiresDepthPrepass; createDepthTexture |= !cameraData.resolveFinalTarget; // Deferred renderer always need to access depth buffer. - createDepthTexture |= (renderingModeActual == RenderingMode.Deferred && !useRenderPassEnabled); + createDepthTexture |= (usesDeferredLighting && !useRenderPassEnabled); // An intermediate depth target is required when depth priming is enabled because we can't copy out of backbuffer depth if it's needed later createDepthTexture |= depthPrimingEnabled; // TODO: seems like with mrt depth is not taken from first target. Investigate if this is needed @@ -1694,7 +1742,7 @@ internal void SetRenderingLayersGlobalTextures(RenderGraph renderGraph) { UniversalResourceData resourceData = frameData.Get(); - if (resourceData.renderingLayersTexture.IsValid() && renderingModeActual != RenderingMode.Deferred) + if (resourceData.renderingLayersTexture.IsValid() && !usesDeferredLighting) RenderGraphUtils.SetGlobalTexture(renderGraph, Shader.PropertyToID(m_RenderingLayersTextureName), resourceData.renderingLayersTexture, "Set Global Rendering Layers Texture"); } @@ -1746,8 +1794,10 @@ void CreateCameraNormalsTexture(RenderGraph renderGraph, RenderTextureDescriptor // Find compatible render-target format for storing normals. // Shader code outputs normals in signed format to be compatible with deferred gbuffer layout. // Deferred gbuffer format is signed so that normals can be blended for terrain geometry. - var normalsName = this.renderingModeActual != RenderingMode.Deferred ? "_CameraNormalsTexture" : DeferredLights.k_GBufferNames[m_DeferredLights.GBufferNormalSmoothnessIndex]; - normalDescriptor.graphicsFormat = this.renderingModeActual != RenderingMode.Deferred ? DepthNormalOnlyPass.GetGraphicsFormat() : m_DeferredLights.GetGBufferFormat(m_DeferredLights.GBufferNormalSmoothnessIndex); + var normalsName = !usesDeferredLighting ? + DepthNormalOnlyPass.k_CameraNormalsTextureName : DeferredLights.k_GBufferNames[m_DeferredLights.GBufferNormalSmoothnessIndex]; + normalDescriptor.graphicsFormat = !usesDeferredLighting ? + DepthNormalOnlyPass.GetGraphicsFormat() : m_DeferredLights.GetGBufferFormat(m_DeferredLights.GBufferNormalSmoothnessIndex); resourceData.cameraNormalsTexture = CreateRenderGraphTexture(renderGraph, normalDescriptor, normalsName, true); } @@ -1760,7 +1810,7 @@ void CreateRenderingLayersTexture(RenderGraph renderGraph, RenderTextureDescript m_RenderingLayersTextureName = "_CameraRenderingLayersTexture"; // TODO RENDERGRAPH: deferred optimization - if (renderingModeActual == RenderingMode.Deferred && m_DeferredLights.UseRenderingLayers) + if (usesDeferredLighting && m_DeferredLights.UseRenderingLayers) m_RenderingLayersTextureName = DeferredLights.k_GBufferNames[m_DeferredLights.GBufferRenderingLayers]; RenderTextureDescriptor renderingLayersDescriptor = descriptor; @@ -1771,7 +1821,7 @@ void CreateRenderingLayersTexture(RenderGraph renderGraph, RenderTextureDescript // Find compatible render-target format for storing normals. // Shader code outputs normals in signed format to be compatible with deferred gbuffer layout. // Deferred gbuffer format is signed so that normals can be blended for terrain geometry. - if (renderingModeActual == RenderingMode.Deferred && m_RequiresRenderingLayer) + if (usesDeferredLighting && m_RequiresRenderingLayer) renderingLayersDescriptor.graphicsFormat = m_DeferredLights.GetGBufferFormat(m_DeferredLights.GBufferRenderingLayers); // the one used by the gbuffer. else renderingLayersDescriptor.graphicsFormat = RenderingLayerUtils.GetFormat(m_RenderingLayersMaskSize); @@ -1802,7 +1852,7 @@ void DepthNormalPrepassRender(RenderGraph renderGraph, RenderPassInputSummary re m_DepthNormalPrepass.enableRenderingLayers = false; } - if (renderingModeActual == RenderingMode.Deferred) + if (usesDeferredLighting) { // Only render forward-only geometry, as standard geometry will be rendered as normal into the gbuffer. if (AllowPartialDepthNormalsPrepass(true, renderPassInputs.requiresDepthNormalAtEvent)) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXLit.hlsl b/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXLit.hlsl index f92f1d60ec3..acad5ad40ff 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXLit.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXLit.hlsl @@ -8,7 +8,7 @@ #include "Packages/com.unity.visualeffectgraph/Shaders/SixWay/VFXSixWayCommon.hlsl" #else #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #endif float3 VFXGetPositionRWS(VFX_VARYING_PS_INPUTS i) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl b/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl index d958451b9d4..6ebb2594251 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl @@ -60,7 +60,7 @@ float4 VFXGetPixelOutputForwardShaderGraph(const VFX_VARYING_PS_INPUTS i, Surfac #elif (SHADERPASS == SHADERPASS_GBUFFER) #ifndef VFX_SHADERGRAPH -void VFXComputePixelOutputToGBuffer(const VFX_VARYING_PS_INPUTS i, const float3 normalWS, const VFXUVData uvData, out FragmentOutput gBuffer) +void VFXComputePixelOutputToGBuffer(const VFX_VARYING_PS_INPUTS i, const float3 normalWS, const VFXUVData uvData, out GBufferFragOutput gBuffer) { SurfaceData surfaceData; InputData inputData; @@ -69,12 +69,15 @@ void VFXComputePixelOutputToGBuffer(const VFX_VARYING_PS_INPUTS i, const float3 BRDFData brdfData; InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData); - half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); - gBuffer = BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); + half3 color = GlobalIllumination(brdfData, (BRDFData)0, 0, + inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, + inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); + + gBuffer = PackGBuffersBRDFData(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); } #else -void VFXComputePixelOutputToGBufferShaderGraph(const VFX_VARYING_PS_INPUTS i, SurfaceData surfaceData, const float3 normalWS, out FragmentOutput gBuffer) +void VFXComputePixelOutputToGBufferShaderGraph(const VFX_VARYING_PS_INPUTS i, SurfaceData surfaceData, const float3 normalWS, out GBufferFragOutput gBuffer) { float3 posRWS = VFXGetPositionRWS(i); float4 posSS = i.VFX_VARYING_POSCS; @@ -86,8 +89,11 @@ void VFXComputePixelOutputToGBufferShaderGraph(const VFX_VARYING_PS_INPUTS i, Su BRDFData brdfData; InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData); - half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); - gBuffer = BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); + half3 color = GlobalIllumination(brdfData, (BRDFData)0, 0, + inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, + inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); + + gBuffer = PackGBuffersBRDFData(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); } #endif diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Clustering.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Clustering.hlsl index afafec039b5..923a0fb5081 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Clustering.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Clustering.hlsl @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" -#if USE_FORWARD_PLUS +#if USE_CLUSTER_LIGHT_LOOP #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl index 761386188bf..f678633c9a8 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl @@ -5,12 +5,17 @@ // node work by falling to regular texture sampling. #define FORCE_VIRTUAL_TEXTURING_OFF 1 -#if defined(_FORWARD_PLUS) +// _FORWARD_PLUS keyword deprecated in 6.1 +// We will emit a warning and define _CLUSTER_LIGHT_LOOP for backwards compatibility. +// This block will be removed in a future release. +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl" + +#if defined(_CLUSTER_LIGHT_LOOP) #define _ADDITIONAL_LIGHTS 1 #undef _ADDITIONAL_LIGHTS_VERTEX -#define USE_FORWARD_PLUS 1 +#define USE_CLUSTER_LIGHT_LOOP 1 #else -#define USE_FORWARD_PLUS 0 +#define USE_CLUSTER_LIGHT_LOOP 0 #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl index ba4d53899a9..67ee29a43fe 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl @@ -251,7 +251,7 @@ half3 CalculateDebugShadowCascadeColor(in InputData inputData) half4 CalculateDebugLightingComplexityColor(in InputData inputData, in SurfaceData surfaceData) { -#if USE_FORWARD_PLUS +#if USE_CLUSTER_LIGHT_LOOP int numLights = URP_FP_DIRECTIONAL_LIGHTS_COUNT; uint entityIndex; ClusterIterator it = ClusterInit(inputData.normalizedScreenSpaceUV, inputData.positionWS, 0); diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl new file mode 100644 index 00000000000..58c2af3795e --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl @@ -0,0 +1,15 @@ +#ifndef UNIVERSAL_FORWARD_PLUS_KEYWORD_DEPRECATED_INCLUDED +#define UNIVERSAL_FORWARD_PLUS_KEYWORD_DEPRECATED_INCLUDED + +// _FORWARD_PLUS keyword deprecated in 6.1 +// We will emit a warning and define _CLUSTER_LIGHT_LOOP for backwards compatibility. +// This block will be removed in a future release. +#if defined(_FORWARD_PLUS_KEYWORD_DECLARED) || defined(_FORWARD_PLUS) +#warning _FORWARD_PLUS shader keyword has been deprecated. Please update your shaders to use _CLUSTER_LIGHT_LOOP shader keyword instead, otherwise shader compilation times may be negatively affected. +#endif + +#if defined(_FORWARD_PLUS) && !defined(_CLUSTER_LIGHT_LOOP) +#define _CLUSTER_LIGHT_LOOP 1 +#endif + +#endif diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl.meta b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl.meta new file mode 100644 index 00000000000..99b3dfb53c4 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7e363e809b854c74b30d5945820534d4 +timeCreated: 1732640206 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl new file mode 100644 index 00000000000..637da45e90f --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl @@ -0,0 +1,144 @@ +// This file contains common functionality used for URP GBuffer passes. +// This should not be included directly, instead include GBufferInput.hlsl or GBufferOutput.hlsl. +#ifndef UNIVERSAL_GBUFFERCOMMON_INCLUDED +#define UNIVERSAL_GBUFFERCOMMON_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" + +// Material flags: + +#define kMaterialFlagReceiveShadowsOff 1 // Does not receive dynamic shadows +#define kMaterialFlagSpecularHighlightsOff 2 // Does not receive specular +#define kMaterialFlagSubtractiveMixedLighting 4 // The geometry uses subtractive mixed lighting +#define kMaterialFlagSpecularSetup 8 // Lit material use specular setup instead of metallic setup + +// GBuffer feature macros. Deduced from active keywords: + +#if defined(_RENDER_PASS_ENABLED) + #define GBUFFER_FBFETCH_AVAILABLE 1 +#endif + +#if defined(GBUFFER_FBFETCH_AVAILABLE) + #define GBUFFER_FEATURE_DEPTH 1 +#endif + +#if !defined(LIGHTMAP_ON) && defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) + #define GBUFFER_FEATURE_SHADOWMASK 1 +#elif defined(SHADOWS_SHADOWMASK) + #define GBUFFER_FEATURE_SHADOWMASK 1 +#elif defined(_DEFERRED_MIXED_LIGHTING) + #define GBUFFER_FEATURE_SHADOWMASK 1 +#endif + +#if (defined(_WRITE_RENDERING_LAYERS) || defined(_LIGHT_LAYERS)) + #define GBUFFER_FEATURE_RENDERING_LAYERS 1 +#endif + +// Setup static GBuffer index macros: + +#define GBUFFER_IDX_RGB_BASECOLOR_A_FLAGS 0 +#define GBUFFER_IDX_RGB_SPECULAR_R_METALLIC_A_OCCLUSION 1 +#define GBUFFER_IDX_RGB_NORMALS_A_SMOOTHNESS 2 + +// Helper macro to get GBuffer index + 1 +#define GBUFFER_IDX_AFTER(x) GBUFFER_IDX_AFTER_ ## x +#define GBUFFER_IDX_AFTER_0 1 +#define GBUFFER_IDX_AFTER_1 2 +#define GBUFFER_IDX_AFTER_2 3 +#define GBUFFER_IDX_AFTER_3 4 +#define GBUFFER_IDX_AFTER_4 5 +#define GBUFFER_IDX_AFTER_5 6 +#define GBUFFER_IDX_AFTER_6 7 +#define GBUFFER_IDX_AFTER_7 8 + +// Setup dynamic GBuffer index macros. +// These are extra GBuffers that may be used depending on which features are enabled. +// Index is dynamically assigned for each combination of enabled/disabled features. +// Possible features: [GBUFFER_FEATURE_DEPTH, GBUFFER_FEATURE_SHADOWMASK, GBUFFER_FEATURE_RENDERING_LAYERS] +#if defined(GBUFFER_FEATURE_DEPTH) + // [1, 0, 0] + #define GBUFFER_IDX_R_DEPTH GBUFFER_IDX_AFTER(GBUFFER_IDX_RGB_NORMALS_A_SMOOTHNESS) + #if defined(GBUFFER_FEATURE_SHADOWMASK) + // [1, 1, 0] + #define GBUFFER_IDX_RGBA_SHADOWMASK GBUFFER_IDX_AFTER(GBUFFER_IDX_R_DEPTH) + #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) + // [1, 1, 1] + #define GBUFFER_IDX_R_RENDERING_LAYERS GBUFFER_IDX_AFTER(GBUFFER_IDX_RGBA_SHADOWMASK) + #endif + #elif defined(GBUFFER_FEATURE_RENDERING_LAYERS) + // [1, 0, 1] + #define GBUFFER_IDX_R_RENDERING_LAYERS GBUFFER_IDX_AFTER(GBUFFER_IDX_R_DEPTH) + #endif +#elif defined(GBUFFER_FEATURE_SHADOWMASK) + // [0, 1, 0] + #define GBUFFER_IDX_RGBA_SHADOWMASK GBUFFER_IDX_AFTER(GBUFFER_IDX_RGB_NORMALS_A_SMOOTHNESS) + #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) + // [0, 1, 1] + #define GBUFFER_IDX_R_RENDERING_LAYERS GBUFFER_IDX_AFTER(GBUFFER_IDX_RGBA_SHADOWMASK) + #endif +#elif defined(GBUFFER_FEATURE_RENDERING_LAYERS) + // [0, 0, 1] + #define GBUFFER_IDX_R_RENDERING_LAYERS GBUFFER_IDX_AFTER(GBUFFER_IDX_RGB_NORMALS_A_SMOOTHNESS) +#endif + +// Unpacked URP GBuffer data. +struct GBufferData +{ + half3 baseColor; + half smoothness; + // For Lit materials, if !(materialFlags & kMaterialFlagSpecularSetup) then specularColor.r contains metallic. + half3 specularColor; + half occlusion; + float3 normalWS; + uint materialFlags; + float depth; + + // Only assigned if GBUFFER_FEATURE_SHADOWMASK is defined! + // Otherwise, defaults to (1, 1, 1, 1) + half4 shadowMask; + + // Only assigned if GBUFFER_FEATURE_RENDERING_LAYERS is defined! + // Otherwise, defaults to 0xFFFF (Everything) + uint meshRenderingLayers; +}; + +// GBuffer utility functions: + +float PackGBufferMaterialFlags(uint materialFlags) +{ + return materialFlags * (half(1.0) / half(255.0)); +} + +uint UnpackGBufferMaterialFlags(float packedMaterialFlags) +{ + return uint((packedMaterialFlags * half(255.0)) + half(0.5)); +} + +#if defined(_GBUFFER_NORMALS_OCT) + +half3 PackGBufferNormal(half3 normalWS) +{ + float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms. + float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, +1] + return half3(PackFloat2To888(remappedOctNormalWS)); // values between [ 0, +1] +} + +half3 UnpackGBufferNormal(half3 packedNormalWS) +{ + half2 remappedOctNormalWS = half2(Unpack888ToFloat2(packedNormalWS));// values between [ 0, +1] + half2 octNormalWS = remappedOctNormalWS.xy * half(2.0) - half(1.0); // values between [-1, +1] + return half3(UnpackNormalOctQuadEncode(octNormalWS)); // values between [-1, +1] +} + +#else + +half3 PackGBufferNormal(half3 normalWS) +{ return normalWS; } // values between [-1, +1] + +half3 UnpackGBufferNormal(half3 packedNormalWS) +{ return packedNormalWS; } // values between [-1, +1] + +#endif + +#endif diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl.meta b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl.meta new file mode 100644 index 00000000000..dfd524abb7b --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: bc7fdf95b149455c88d444108d74601c +timeCreated: 1730904473 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl new file mode 100644 index 00000000000..3c1715154f0 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl @@ -0,0 +1,196 @@ +// This file contains functionality for reading the contents of URP GBuffers. +// Shaders using these functions must execute after the GBuffer pass, or else GBuffers will be invalid. +#ifndef UNIVERSAL_GBUFFERINPUT_INCLUDED +#define UNIVERSAL_GBUFFERINPUT_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/BRDF.hlsl" + +#if defined(GBUFFER_FBFETCH_AVAILABLE) +// Native render pass / framebuffer fetch available! +// Use framebuffer input. + +// Static index GBuffers: +FRAMEBUFFER_INPUT_X_HALF(GBUFFER_IDX_RGB_BASECOLOR_A_FLAGS); +FRAMEBUFFER_INPUT_X_HALF(GBUFFER_IDX_RGB_SPECULAR_R_METALLIC_A_OCCLUSION); +FRAMEBUFFER_INPUT_X_HALF(GBUFFER_IDX_RGB_NORMALS_A_SMOOTHNESS); +FRAMEBUFFER_INPUT_X_FLOAT(GBUFFER_IDX_R_DEPTH); + +// Dynamic index GBuffer: Shadow mask +#if defined(GBUFFER_FEATURE_SHADOWMASK) +FRAMEBUFFER_INPUT_X_HALF(GBUFFER_IDX_RGBA_SHADOWMASK); +#endif + +// Dynamic index GBuffer: Rendering layers +#if defined(GBUFFER_FEATURE_RENDERING_LAYERS) +FRAMEBUFFER_INPUT_X_HALF(GBUFFER_IDX_R_RENDERING_LAYERS); +#endif + +#else +// Native render pass / framebuffer fetch is not available. +// Fall back to regular texture bindings. + +// Helper macro to convert GBuffer index macro to texture slot name. +#define GBUFFER_TEX2D_NAME(index) _GBuffer##index + +// Static index GBuffers: +TEXTURE2D_X_HALF(GBUFFER_TEX2D_NAME(GBUFFER_IDX_RGB_BASECOLOR_A_FLAGS)); +TEXTURE2D_X_HALF(GBUFFER_TEX2D_NAME(GBUFFER_IDX_RGB_SPECULAR_R_METALLIC_A_OCCLUSION)); +TEXTURE2D_X_HALF(GBUFFER_TEX2D_NAME(GBUFFER_IDX_RGB_NORMALS_A_SMOOTHNESS)); + +// We never bind GBUFFER_TEX2D_NAME(GBUFFER_IDX_R_DEPTH), instead we expect the depth to be bound to the _CameraDepthTexture slot. +TEXTURE2D_X_FLOAT(_CameraDepthTexture); + +// Dynamic index GBuffer: Shadow mask +#if defined(GBUFFER_FEATURE_SHADOWMASK) +TEXTURE2D_X_HALF(GBUFFER_TEX2D_NAME(GBUFFER_IDX_AFTER(GBUFFER_IDX_RGBA_SHADOWMASK))); +#endif + +// Dynamic index GBuffer: Rendering layers +#if defined(GBUFFER_FEATURE_RENDERING_LAYERS) +TEXTURE2D_X_HALF(GBUFFER_TEX2D_NAME(GBUFFER_IDX_AFTER(GBUFFER_IDX_R_RENDERING_LAYERS))); +#endif + +#endif + +// Load raw GBuffer data. +// Use this if overriding data in the GBuffers, otherwise use UnpackGBuffers(). +// If shadow mask is not used, shadowMask defaults to (1, 1, 1, 1). +// If rendering layers is not used, renderingLayers defaults to 1. +// Note that unCoord2 is in pixel coordinates, not screen UVs. +void LoadGBuffers(uint2 unCoord2, out half4 gBuffer0, out half4 gBuffer1, out half4 gBuffer2, out float depth, + out float renderingLayers, out half4 shadowMask) +{ + renderingLayers = 1; + shadowMask = half4(1, 1, 1, 1); + + #if defined(GBUFFER_FBFETCH_AVAILABLE) + + depth = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER_IDX_R_DEPTH, unCoord2).x; + gBuffer0 = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER_IDX_RGB_BASECOLOR_A_FLAGS, unCoord2); + gBuffer1 = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER_IDX_RGB_SPECULAR_R_METALLIC_A_OCCLUSION, unCoord2); + gBuffer2 = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER_IDX_RGB_NORMALS_A_SMOOTHNESS, unCoord2); + + #if defined(GBUFFER_FEATURE_SHADOWMASK) + shadowMask = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER_IDX_RGBA_SHADOWMASK, unCoord2); + #endif + + #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) + renderingLayers = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER_IDX_R_RENDERING_LAYERS, unCoord2).x; + #endif + + #else + + depth = LOAD_TEXTURE2D_X(_CameraDepthTexture, unCoord2).x; + gBuffer0 = LOAD_TEXTURE2D_X(GBUFFER_TEX2D_NAME(GBUFFER_IDX_RGB_BASECOLOR_A_FLAGS), unCoord2); + gBuffer1 = LOAD_TEXTURE2D_X(GBUFFER_TEX2D_NAME(GBUFFER_IDX_RGB_SPECULAR_R_METALLIC_A_OCCLUSION), unCoord2); + gBuffer2 = LOAD_TEXTURE2D_X(GBUFFER_TEX2D_NAME(GBUFFER_IDX_RGB_NORMALS_A_SMOOTHNESS), unCoord2); + + #if defined(GBUFFER_FEATURE_SHADOWMASK) + shadowMask = LOAD_TEXTURE2D_X(GBUFFER_TEX2D_NAME(GBUFFER_IDX_AFTER(GBUFFER_IDX_RGBA_SHADOWMASK)), unCoord2); + #endif + + #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) + renderingLayers = LOAD_TEXTURE2D_X(GBUFFER_TEX2D_NAME(GBUFFER_IDX_AFTER(GBUFFER_IDX_R_RENDERING_LAYERS)), unCoord2).x; + #endif + + #endif +} + +// Load raw GBuffer content and unpack into GBufferData. +// Note that unCoord2 is in pixel coordinates, not screen UVs. +GBufferData UnpackGBuffers(uint2 unCoord2) +{ + half4 gBuffer0; + half4 gBuffer1; + half4 gBuffer2; + float depth; + float renderingLayers; + half4 shadowMask; + + LoadGBuffers(unCoord2, gBuffer0, gBuffer1, gBuffer2, depth, renderingLayers, shadowMask); + + GBufferData gBufferData; + ZERO_INITIALIZE(GBufferData, gBufferData); + + gBufferData.baseColor = gBuffer0.rgb; + gBufferData.materialFlags = UnpackGBufferMaterialFlags(gBuffer0.a); + gBufferData.specularColor = gBuffer1.rgb; + gBufferData.occlusion = gBuffer1.a; + gBufferData.normalWS = normalize(UnpackGBufferNormal(gBuffer2.rgb)); + gBufferData.smoothness = gBuffer2.a; + gBufferData.depth = depth; + gBufferData.shadowMask = shadowMask; + + #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) + gBufferData.meshRenderingLayers = DecodeMeshRenderingLayer(renderingLayers); + #else + gBufferData.meshRenderingLayers = 0xFFFF; + #endif + + return gBufferData; +} + +// Interpret SurfaceData from GBufferData. +// Used by SimpleLit materials. +SurfaceData GBufferDataToSurfaceData(GBufferData gBufferData) +{ + SurfaceData surfaceData = (SurfaceData)0; + + surfaceData.albedo = gBufferData.baseColor; + surfaceData.occlusion = 0.0; + surfaceData.specular = gBufferData.specularColor; + surfaceData.metallic = 0.0; // Not used by SimpleLit material. + surfaceData.alpha = 1.0; // GBuffer only contains opaque materials + surfaceData.smoothness = gBufferData.smoothness; + + return surfaceData; +} + +// Interpret BRDFData from GBufferData. +// Used by Lit materials. +BRDFData GBufferDataToBRDFData(GBufferData gBufferData) +{ + half3 albedo = gBufferData.baseColor; + half3 specular = gBufferData.specularColor; + uint materialFlags = gBufferData.materialFlags; + half smoothness = gBufferData.smoothness; + + BRDFData brdfData = (BRDFData)0; + half alpha = half(1.0); // NOTE: alpha can get modfied, forward writes it out (_ALPHAPREMULTIPLY_ON). + + half3 brdfDiffuse; + half3 brdfSpecular; + half reflectivity; + half oneMinusReflectivity; + + UNITY_BRANCH if ((materialFlags & kMaterialFlagSpecularSetup) != 0) + { + // Specular setup + reflectivity = ReflectivitySpecular(specular); + oneMinusReflectivity = half(1.0) - reflectivity; + brdfDiffuse = albedo * oneMinusReflectivity; + brdfSpecular = specular; + } + else + { + // Metallic setup + reflectivity = specular.r; + oneMinusReflectivity = 1.0 - reflectivity; + half metallic = MetallicFromReflectivity(reflectivity); + brdfDiffuse = albedo * oneMinusReflectivity; + brdfSpecular = lerp(kDielectricSpec.rgb, albedo, metallic); + } + + InitializeBRDFDataDirect(albedo, brdfDiffuse, brdfSpecular, reflectivity, oneMinusReflectivity, smoothness, alpha, brdfData); + + return brdfData; +} + +#ifdef GBUFFER_TEX2D_NAME +#undef GBUFFER_TEX2D_NAME +#endif + +#endif diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl.meta b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl.meta new file mode 100644 index 00000000000..93a0e0157d7 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 2b30f99b47dd40adaf41fd8e6573daa4 +timeCreated: 1731066745 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl new file mode 100644 index 00000000000..04993588582 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl @@ -0,0 +1,131 @@ +// This file contains functionality for writing contents of URP GBuffers. +// The functionality provided here is intended to be used during in the material GBuffer pass. +#ifndef UNIVERSAL_GBUFFEROUTPUT_INCLUDED +#define UNIVERSAL_GBUFFEROUTPUT_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferCommon.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + +#define DECL_SV_TARGET(idx) SV_Target##idx +#define DECL_OPT_GBUFFER_TARGET(type, name, idx) type name : DECL_SV_TARGET(GBUFFER_IDX_AFTER(idx)) + +// URP GBuffer pass fragment shader output struct. +struct GBufferFragOutput +{ + half4 gBuffer0 : SV_Target0; + half4 gBuffer1 : SV_Target1; + half4 gBuffer2 : SV_Target2; + half4 color : SV_Target3; // Camera color attachment, used for GI during GBuffer laydown + + #if defined(GBUFFER_FEATURE_DEPTH) + DECL_OPT_GBUFFER_TARGET(float, depth, GBUFFER_IDX_R_DEPTH); + #endif + + #if defined(GBUFFER_FEATURE_SHADOWMASK) + DECL_OPT_GBUFFER_TARGET(half4, shadowMask, GBUFFER_IDX_RGBA_SHADOWMASK); + #endif + + #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) + DECL_OPT_GBUFFER_TARGET(half4, meshRenderingLayers, GBUFFER_IDX_R_RENDERING_LAYERS); + #endif +}; + +#undef DECL_SV_TARGET +#undef DECL_OPT_GBUFFER_TARGET + +// Pack SurfaceData into GBuffers. +GBufferFragOutput PackGBuffersSurfaceData(SurfaceData surfaceData, InputData inputData, half3 globalIllumination) +{ + half3 packedNormalWS = PackGBufferNormal(inputData.normalWS); + + uint materialFlags = 0; + + // SimpleLit does not use _SPECULARHIGHLIGHTS_OFF to disable specular highlights. + + #ifdef _RECEIVE_SHADOWS_OFF + materialFlags |= kMaterialFlagReceiveShadowsOff; + #endif + + #if defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE) + materialFlags |= kMaterialFlagSubtractiveMixedLighting; + #endif + + GBufferFragOutput output; + output.gBuffer0 = half4(surfaceData.albedo.rgb, PackGBufferMaterialFlags(materialFlags)); // albedo albedo albedo materialFlags (sRGB rendertarget) + output.gBuffer1 = half4(surfaceData.specular.rgb, surfaceData.occlusion); // specular specular specular occlusion + output.gBuffer2 = half4(packedNormalWS, surfaceData.smoothness); // encoded-normal encoded-normal encoded-normal smoothness + output.color = half4(globalIllumination, 1); // GI GI GI unused (lighting buffer) + + #if defined(GBUFFER_FEATURE_DEPTH) + output.depth = inputData.positionCS.z; + #endif + + #if defined(GBUFFER_FEATURE_SHADOWMASK) + output.shadowMask = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) + #endif + + #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) + uint renderingLayers = GetMeshRenderingLayer(); + output.meshRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0.0, 0.0, 0.0); + #endif + + return output; +} + +// Pack BRDFData into GBuffers. +GBufferFragOutput PackGBuffersBRDFData(BRDFData brdfData, InputData inputData, half smoothness, half3 globalIllumination, half occlusion = 1.0) +{ + half3 packedNormalWS = PackGBufferNormal(inputData.normalWS); + + uint materialFlags = 0; + + #ifdef _RECEIVE_SHADOWS_OFF + materialFlags |= kMaterialFlagReceiveShadowsOff; + #endif + + half3 packedSpecular; + + #ifdef _SPECULAR_SETUP + materialFlags |= kMaterialFlagSpecularSetup; + packedSpecular = brdfData.specular.rgb; + #else + packedSpecular.r = brdfData.reflectivity; + packedSpecular.gb = 0.0; + #endif + + #ifdef _SPECULARHIGHLIGHTS_OFF + // During the next deferred shading pass, we don't use a shader variant to disable specular calculations. + // Instead, we can either silence specular contribution when writing the gbuffer, and/or reserve a bit in the gbuffer + // and use this during shading to skip computations via dynamic branching. Fastest option depends on platforms. + materialFlags |= kMaterialFlagSpecularHighlightsOff; + packedSpecular = 0.0.xxx; + #endif + + #if defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE) + materialFlags |= kMaterialFlagSubtractiveMixedLighting; + #endif + + GBufferFragOutput output; + output.gBuffer0 = half4(brdfData.albedo.rgb, PackGBufferMaterialFlags(materialFlags)); // diffuse diffuse diffuse materialFlags (sRGB rendertarget) + output.gBuffer1 = half4(packedSpecular, occlusion); // metallic/specular specular specular occlusion + output.gBuffer2 = half4(packedNormalWS, smoothness); // encoded-normal encoded-normal encoded-normal smoothness + output.color = half4(globalIllumination, 1); // GI GI GI unused (lighting buffer) + + #if defined(GBUFFER_FEATURE_DEPTH) + output.depth = inputData.positionCS.z; + #endif + + #if defined(GBUFFER_FEATURE_SHADOWMASK) + output.shadowMask = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) + #endif + + #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) + uint renderingLayers = GetMeshRenderingLayer(); + output.meshRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0.0, 0.0, 0.0); + #endif + + return output; +} + +#endif // UNIVERSAL_GBUFFERUTIL_INCLUDED diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/Deferred.hlsl.meta b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl.meta similarity index 80% rename from Packages/com.unity.render-pipelines.universal/Shaders/Utils/Deferred.hlsl.meta rename to Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl.meta index ec7828e3563..43c5a5a0f51 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/Deferred.hlsl.meta +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: cfc329b92a1d36c48ae176d31d46cbf5 +guid: db51e39af1b3c01449a3e6b1ce782a48 ShaderImporter: externalObjects: {} defaultTextures: [] diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl index 9ec19923a89..23b5f125c5b 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl @@ -12,7 +12,7 @@ #if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) #include "Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.hlsl" #endif -#if USE_FORWARD_PLUS +#if USE_CLUSTER_LIGHT_LOOP #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" #endif @@ -249,7 +249,7 @@ half3 CalculateIrradianceFromReflectionProbes(half3 reflectVector, float3 positi { half3 irradiance = half3(0.0h, 0.0h, 0.0h); half mip = PerceptualRoughnessToMipmapLevel(perceptualRoughness); -#if USE_FORWARD_PLUS +#if USE_CLUSTER_LIGHT_LOOP float totalWeight = 0.0f; uint probeIndex; ClusterIterator it = ClusterInit(normalizedScreenSpaceUV, positionWS, 1); @@ -365,7 +365,7 @@ half3 GlossyEnvironmentReflection(half3 reflectVector, float3 positionWS, half p #endif // _ENVIRONMENTREFLECTIONS_OFF } -#if !USE_FORWARD_PLUS +#if !USE_CLUSTER_LIGHT_LOOP half3 GlossyEnvironmentReflection(half3 reflectVector, float3 positionWS, half perceptualRoughness, half occlusion) { return GlossyEnvironmentReflection(reflectVector, positionWS, perceptualRoughness, occlusion, float2(0.0f, 0.0f)); @@ -449,7 +449,7 @@ half3 GlobalIllumination(BRDFData brdfData, BRDFData brdfDataClearCoat, float cl #endif } -#if !USE_FORWARD_PLUS +#if !USE_CLUSTER_LIGHT_LOOP half3 GlobalIllumination(BRDFData brdfData, BRDFData brdfDataClearCoat, float clearCoatMask, half3 bakedGI, half occlusion, float3 positionWS, half3 normalWS, half3 viewDirectionWS) diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl index e584771b1eb..9613010de64 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl @@ -136,7 +136,7 @@ float4 _ScreenSizeOverride; uint _EnableProbeVolumes; -#if USE_FORWARD_PLUS +#if USE_CLUSTER_LIGHT_LOOP float4 _FPParams0; float4 _FPParams1; float4 _FPParams2; @@ -178,7 +178,7 @@ CBUFFER_END #endif #endif -#if USE_FORWARD_PLUS +#if USE_CLUSTER_LIGHT_LOOP CBUFFER_START(urp_ZBinBuffer) float4 urp_ZBins[MAX_ZBIN_VEC4S]; diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl index 8c0f13c9d84..cb0c01640fd 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl @@ -313,10 +313,10 @@ half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData) #if defined(_ADDITIONAL_LIGHTS) uint pixelLightCount = GetAdditionalLightsCount(); - #if USE_FORWARD_PLUS + #if USE_CLUSTER_LIGHT_LOOP [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { - FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); @@ -411,10 +411,10 @@ half4 UniversalFragmentBlinnPhong(InputData inputData, SurfaceData surfaceData) #if defined(_ADDITIONAL_LIGHTS) uint pixelLightCount = GetAdditionalLightsCount(); - #if USE_FORWARD_PLUS + #if USE_CLUSTER_LIGHT_LOOP [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { - FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); #ifdef _LIGHT_LAYERS diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl index ddbababa9d3..dc48050be86 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl @@ -18,19 +18,24 @@ struct Light uint layerMask; }; -#if USE_FORWARD_PLUS && defined(LIGHTMAP_ON) && defined(LIGHTMAP_SHADOW_MIXING) -#define FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK if (_AdditionalLightsColor[lightIndex].a > 0.0h) continue; +#if USE_CLUSTER_LIGHT_LOOP && defined(LIGHTMAP_ON) && defined(LIGHTMAP_SHADOW_MIXING) +#define CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK if (_AdditionalLightsColor[lightIndex].a > 0.0h) continue; #else -#define FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK +#define CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK #endif -#if USE_FORWARD_PLUS +// _FORWARD_PLUS keyword deprecated in 6.1 +// FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK is only defined for backwards compatibility. +// This define will be removed in a future release. +#define FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK + +#if USE_CLUSTER_LIGHT_LOOP #define LIGHT_LOOP_BEGIN(lightCount) { \ uint lightIndex; \ ClusterIterator _urp_internal_clusterIterator = ClusterInit(inputData.normalizedScreenSpaceUV, inputData.positionWS, 0); \ [loop] while (ClusterNext(_urp_internal_clusterIterator, lightIndex)) { \ lightIndex += URP_FP_DIRECTIONAL_LIGHTS_COUNT; \ - FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK #define LIGHT_LOOP_END } } #else #define LIGHT_LOOP_BEGIN(lightCount) \ @@ -82,7 +87,7 @@ Light GetMainLight() { Light light; light.direction = half3(_MainLightPosition.xyz); -#if USE_FORWARD_PLUS +#if USE_CLUSTER_LIGHT_LOOP #if defined(LIGHTMAP_ON) && defined(LIGHTMAP_SHADOW_MIXING) light.distanceAttenuation = _MainLightColor.a; #else @@ -223,7 +228,7 @@ int GetPerObjectLightIndex(uint index) // index to a perObjectLightIndex Light GetAdditionalLight(uint i, float3 positionWS) { -#if USE_FORWARD_PLUS +#if USE_CLUSTER_LIGHT_LOOP int lightIndex = i; #else int lightIndex = GetPerObjectLightIndex(i); @@ -233,7 +238,7 @@ Light GetAdditionalLight(uint i, float3 positionWS) Light GetAdditionalLight(uint i, float3 positionWS, half4 shadowMask) { -#if USE_FORWARD_PLUS +#if USE_CLUSTER_LIGHT_LOOP int lightIndex = i; #else int lightIndex = GetPerObjectLightIndex(i); @@ -270,7 +275,7 @@ Light GetAdditionalLight(uint i, InputData inputData, half4 shadowMask, AmbientO int GetAdditionalLightsCount() { -#if USE_FORWARD_PLUS +#if USE_CLUSTER_LIGHT_LOOP // Counting the number of lights in clustered requires traversing the bit list, and is not needed up front. return 0; #else diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl index 616d4fd7588..aa1e314bd5f 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl @@ -85,7 +85,7 @@ float3 shadergraph_LWBakedGI(float3 positionWS, float3 normalWS, uint2 positionS float3 shadergraph_LWReflectionProbe(float3 viewDir, float3 normalOS, float lod) { float3 reflectVec = reflect(-viewDir, normalOS); -#if USE_FORWARD_PLUS +#if USE_CLUSTER_LIGHT_LOOP return SAMPLE_TEXTURECUBE_LOD(_GlossyEnvironmentCubeMap, sampler_GlossyEnvironmentCubeMap, reflectVec, lod).rgb; #else return DecodeHDREnvironment(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVec, lod), unity_SpecCube0_HDR); diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl index 29ad709b227..019d2102198 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl @@ -5,6 +5,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GlobalSamplers.hlsl" #include "Core.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Shadows.deprecated.hlsl" #define MAX_SHADOW_CASCADES 4 diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl index 96f61a7ae42..46cb7b1e9e1 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl @@ -143,10 +143,10 @@ half4 UniversalFragmentSixWay(InputData inputData, SixWaySurfaceData surfaceData #if defined(_ADDITIONAL_LIGHTS) uint pixelLightCount = GetAdditionalLightsCount(); - #if USE_FORWARD_PLUS + #if USE_CLUSTER_LIGHT_LOOP for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { - FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor); diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.deprecated.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.deprecated.hlsl new file mode 100644 index 00000000000..6ddb5c59996 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.deprecated.hlsl @@ -0,0 +1,158 @@ +// Deprecated. Include GBufferInput.hlsl or GBufferOutput.hlsl instead. +#ifndef UNIVERSAL_GBUFFERUTIL_INCLUDED +#define UNIVERSAL_GBUFFERUTIL_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" + +// Deprecated. +#define kLightingInvalid -1 + +// Deprecated. +#define kLightingLit 1 + +// Deprecated. +#define kLightingSimpleLit 2 + +#define DECL_SV_TARGET(idx) SV_Target##idx +#define DECL_OPT_GBUFFER_TARGET(type, name, idx) type name : DECL_SV_TARGET(GBUFFER_IDX_AFTER(idx)) + +// Deprecated. Please upgrade your shaders to use GBufferFragOutput instead. +struct FragmentOutput +{ + half4 GBuffer0 : SV_Target0; + half4 GBuffer1 : SV_Target1; + half4 GBuffer2 : SV_Target2; + half4 GBuffer3 : SV_Target3; // Camera color attachment + + #if defined(GBUFFER_FEATURE_DEPTH) + DECL_OPT_GBUFFER_TARGET(float, GBuffer4, GBUFFER_IDX_R_DEPTH); + #endif + + #if defined(GBUFFER_FEATURE_SHADOWMASK) + DECL_OPT_GBUFFER_TARGET(half4, GBuffer5, GBUFFER_IDX_RGBA_SHADOWMASK); + #endif + + #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) + DECL_OPT_GBUFFER_TARGET(half4, GBuffer6, GBUFFER_IDX_R_RENDERING_LAYERS); + #endif +}; + +#undef DECL_SV_TARGET +#undef DECL_OPT_GBUFFER_TARGET + +// Deprecated. Please upgrade your shaders to use PackGBuffersSurfaceData() instead. +GBufferFragOutput SurfaceDataToGbuffer(SurfaceData surfaceData, InputData inputData, half3 globalIllumination, int lightingMode) +{ + return PackGBuffersSurfaceData(surfaceData, inputData, globalIllumination); +} + +// Deprecated. Please upgrade your shaders to use PackGBuffersBRDFData() instead. +GBufferFragOutput BRDFDataToGbuffer(BRDFData brdfData, InputData inputData, half smoothness, half3 globalIllumination, half occlusion = 1.0) +{ + return PackGBuffersBRDFData(brdfData, inputData, smoothness, globalIllumination, occlusion); +} + +// Deprecated. Please upgrade your shaders to use UnpackGBuffers() & GBufferDataToSurfaceData() instead (include GBufferInput.hlsl). +SurfaceData SurfaceDataFromGbuffer(half4 gbuffer0, half4 gbuffer1, half4 gbuffer2, int lightingMode) +{ + SurfaceData surfaceData; + + surfaceData.albedo = gbuffer0.rgb; + uint materialFlags = UnpackGBufferMaterialFlags(gbuffer0.a); + surfaceData.occlusion = 1.0; // Not used by SimpleLit material. + surfaceData.specular = gbuffer1.rgb; + half smoothness = gbuffer2.a; + + surfaceData.metallic = 0.0; // Not used by SimpleLit material. + surfaceData.alpha = 1.0; // gbuffer only contains opaque materials + surfaceData.smoothness = smoothness; + + surfaceData.emission = (half3)0; // Note: this is not made available at lighting pass in this renderer - emission contribution is included (with GI) in the value GBuffer3.rgb, that is used as a renderTarget during lighting + surfaceData.normalTS = (half3)0; // Note: does this normalTS member need to be in SurfaceData? It looks like an intermediate value + + return surfaceData; +} + +// Deprecated. Please upgrade your shaders to use UnpackGBuffers() & GBufferDataToBRDFData() instead (include GBufferInput.hlsl). +BRDFData BRDFDataFromGbuffer(half4 gbuffer0, half4 gbuffer1, half4 gbuffer2) +{ + half3 albedo = gbuffer0.rgb; + half3 specular = gbuffer1.rgb; + uint materialFlags = UnpackGBufferMaterialFlags(gbuffer0.a); + half smoothness = gbuffer2.a; + + BRDFData brdfData = (BRDFData)0; + half alpha = half(1.0); // NOTE: alpha can get modfied, forward writes it out (_ALPHAPREMULTIPLY_ON). + + half3 brdfDiffuse; + half3 brdfSpecular; + half reflectivity; + half oneMinusReflectivity; + + if ((materialFlags & kMaterialFlagSpecularSetup) != 0) + { + // Specular setup + reflectivity = ReflectivitySpecular(specular); + oneMinusReflectivity = half(1.0) - reflectivity; + brdfDiffuse = albedo * oneMinusReflectivity; + brdfSpecular = specular; + } + else + { + // Metallic setup + reflectivity = specular.r; + oneMinusReflectivity = 1.0 - reflectivity; + half metallic = MetallicFromReflectivity(reflectivity); + brdfDiffuse = albedo * oneMinusReflectivity; + brdfSpecular = lerp(kDielectricSpec.rgb, albedo, metallic); + } + InitializeBRDFDataDirect(albedo, brdfDiffuse, brdfSpecular, reflectivity, oneMinusReflectivity, smoothness, alpha, brdfData); + + return brdfData; +} + +// Deprecated. +InputData InputDataFromGbufferAndWorldPosition(half4 gbuffer2, float3 wsPos) +{ + InputData inputData = (InputData)0; + + inputData.positionWS = wsPos; + inputData.normalWS = normalize(UnpackGBufferNormal(gbuffer2.xyz)); // normalize() is required because terrain shaders use additive blending for normals (not unit-length anymore) + + inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(wsPos.xyz); + + // TODO: pass this info? + inputData.shadowCoord = (float4)0; + inputData.fogCoord = (half )0; + inputData.vertexLighting = (half3 )0; + + inputData.bakedGI = (half3)0; // Note: this is not made available at lighting pass in this renderer - bakedGI contribution is included (with emission) in the value GBuffer3.rgb, that is used as a renderTarget during lighting + + return inputData; +} + +// Deprecated. Please upgrade your shaders to use PackGBufferMaterialFlags() instead. +float PackMaterialFlags(uint materialFlags) +{ + return PackGBufferMaterialFlags(materialFlags); +} + +// Deprecated. Please upgrade your shaders to use UnpackGBufferMaterialFlags() instead. +uint UnpackMaterialFlags(float packedMaterialFlags) +{ + return UnpackGBufferMaterialFlags(packedMaterialFlags); +} + +// Deprecated. Please upgrade your shaders to use PackGBufferNormal() instead. +half3 PackNormal(half3 n) +{ + return PackGBufferNormal(n); +} + +// Deprecated. Please upgrade your shaders to use UnpackGBufferNormal() instead. +half3 UnpackNormal(half3 pn) +{ + return UnpackGBufferNormal(pn); +} + +#endif diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.deprecated.hlsl.meta b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.deprecated.hlsl.meta new file mode 100644 index 00000000000..879788522e3 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.deprecated.hlsl.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 726f208616c14aa6a29cfa28e9f028dd +timeCreated: 1732632604 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl index a2bc3e6dd25..f0c2d4177ad 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl @@ -1,282 +1,2 @@ -#ifndef UNIVERSAL_GBUFFERUTIL_INCLUDED -#define UNIVERSAL_GBUFFERUTIL_INCLUDED - -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - -// inspired from [builtin_shaders]/CGIncludes/UnityGBuffer.cginc - -// Non-static meshes with real-time lighting need to write shadow mask, which in that case stores per-object occlusion probe values. -#if !defined(LIGHTMAP_ON) && defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) -#define OUTPUT_SHADOWMASK 1 // subtractive -#elif defined(SHADOWS_SHADOWMASK) -#define OUTPUT_SHADOWMASK 2 // shadow mask -#elif defined(_DEFERRED_MIXED_LIGHTING) -#define OUTPUT_SHADOWMASK 3 // we don't know if it's subtractive or just shadowMap (from deferred lighting shader, LIGHTMAP_ON does not need to be defined) -#else -#endif - -#if _RENDER_PASS_ENABLED - #define GBUFFER_OPTIONAL_SLOT_1 GBuffer4 - #define GBUFFER_OPTIONAL_SLOT_1_TYPE float - #if OUTPUT_SHADOWMASK && (defined(_WRITE_RENDERING_LAYERS) || defined(_LIGHT_LAYERS)) - #define GBUFFER_OPTIONAL_SLOT_2 GBuffer5 - #define GBUFFER_OPTIONAL_SLOT_3 GBuffer6 - #define GBUFFER_LIGHT_LAYERS GBuffer5 - #define GBUFFER_SHADOWMASK GBuffer6 - #elif OUTPUT_SHADOWMASK - #define GBUFFER_OPTIONAL_SLOT_2 GBuffer5 - #define GBUFFER_SHADOWMASK GBuffer5 - #elif (defined(_WRITE_RENDERING_LAYERS) || defined(_LIGHT_LAYERS)) - #define GBUFFER_OPTIONAL_SLOT_2 GBuffer5 - #define GBUFFER_LIGHT_LAYERS GBuffer5 - #endif //#if OUTPUT_SHADOWMASK && defined(_WRITE_RENDERING_LAYERS) -#else - #define GBUFFER_OPTIONAL_SLOT_1_TYPE half4 - #if OUTPUT_SHADOWMASK && (defined(_WRITE_RENDERING_LAYERS) || defined(_LIGHT_LAYERS)) - #define GBUFFER_OPTIONAL_SLOT_1 GBuffer4 - #define GBUFFER_OPTIONAL_SLOT_2 GBuffer5 - #define GBUFFER_LIGHT_LAYERS GBuffer4 - #define GBUFFER_SHADOWMASK GBuffer5 - #elif OUTPUT_SHADOWMASK - #define GBUFFER_OPTIONAL_SLOT_1 GBuffer4 - #define GBUFFER_SHADOWMASK GBuffer4 - #elif (defined(_WRITE_RENDERING_LAYERS) || defined(_LIGHT_LAYERS)) - #define GBUFFER_OPTIONAL_SLOT_1 GBuffer4 - #define GBUFFER_LIGHT_LAYERS GBuffer4 - #endif //#if OUTPUT_SHADOWMASK && defined(_WRITE_RENDERING_LAYERS) -#endif //#if _RENDER_PASS_ENABLED -#define kLightingInvalid -1 // No dynamic lighting: can aliase any other material type as they are skipped using stencil -#define kLightingLit 1 // lit shader -#define kLightingSimpleLit 2 // Simple lit shader -// clearcoat 3 -// backscatter 4 -// skin 5 - -// Material flags -#define kMaterialFlagReceiveShadowsOff 1 // Does not receive dynamic shadows -#define kMaterialFlagSpecularHighlightsOff 2 // Does not receivce specular -#define kMaterialFlagSubtractiveMixedLighting 4 // The geometry uses subtractive mixed lighting -#define kMaterialFlagSpecularSetup 8 // Lit material use specular setup instead of metallic setup - -// Light flags. -#define kLightFlagSubtractiveMixedLighting 4 // The light uses subtractive mixed lighting. - -struct FragmentOutput -{ - half4 GBuffer0 : SV_Target0; - half4 GBuffer1 : SV_Target1; - half4 GBuffer2 : SV_Target2; - half4 GBuffer3 : SV_Target3; // Camera color attachment - - #ifdef GBUFFER_OPTIONAL_SLOT_1 - GBUFFER_OPTIONAL_SLOT_1_TYPE GBuffer4 : SV_Target4; - #endif - #ifdef GBUFFER_OPTIONAL_SLOT_2 - half4 GBuffer5 : SV_Target5; - #endif - #ifdef GBUFFER_OPTIONAL_SLOT_3 - half4 GBuffer6 : SV_Target6; - #endif -}; - -float PackMaterialFlags(uint materialFlags) -{ - return materialFlags * (1.0h / 255.0h); -} - -uint UnpackMaterialFlags(float packedMaterialFlags) -{ - return uint((packedMaterialFlags * 255.0h) + 0.5h); -} - -#ifdef _GBUFFER_NORMALS_OCT -half3 PackNormal(half3 n) -{ - float2 octNormalWS = PackNormalOctQuadEncode(n); // values between [-1, +1], must use fp32 on some platforms. - float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, +1] - return half3(PackFloat2To888(remappedOctNormalWS)); // values between [ 0, +1] -} - -half3 UnpackNormal(half3 pn) -{ - half2 remappedOctNormalWS = half2(Unpack888ToFloat2(pn)); // values between [ 0, +1] - half2 octNormalWS = remappedOctNormalWS.xy * half(2.0) - half(1.0);// values between [-1, +1] - return half3(UnpackNormalOctQuadEncode(octNormalWS)); // values between [-1, +1] -} - -#else -half3 PackNormal(half3 n) -{ return n; } // values between [-1, +1] - -half3 UnpackNormal(half3 pn) -{ return pn; } // values between [-1, +1] -#endif - -// This will encode SurfaceData into GBuffer -FragmentOutput SurfaceDataToGbuffer(SurfaceData surfaceData, InputData inputData, half3 globalIllumination, int lightingMode) -{ - half3 packedNormalWS = PackNormal(inputData.normalWS); - - uint materialFlags = 0; - - // SimpleLit does not use _SPECULARHIGHLIGHTS_OFF to disable specular highlights. - - #ifdef _RECEIVE_SHADOWS_OFF - materialFlags |= kMaterialFlagReceiveShadowsOff; - #endif - - #if defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE) - materialFlags |= kMaterialFlagSubtractiveMixedLighting; - #endif - - FragmentOutput output; - output.GBuffer0 = half4(surfaceData.albedo.rgb, PackMaterialFlags(materialFlags)); // albedo albedo albedo materialFlags (sRGB rendertarget) - output.GBuffer1 = half4(surfaceData.specular.rgb, surfaceData.occlusion); // specular specular specular occlusion - output.GBuffer2 = half4(packedNormalWS, surfaceData.smoothness); // encoded-normal encoded-normal encoded-normal smoothness - output.GBuffer3 = half4(globalIllumination, 1); // GI GI GI unused (lighting buffer) - #if _RENDER_PASS_ENABLED - output.GBuffer4 = inputData.positionCS.z; - #endif - #if OUTPUT_SHADOWMASK - output.GBUFFER_SHADOWMASK = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) - #endif - #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - output.GBUFFER_LIGHT_LAYERS = float4(EncodeMeshRenderingLayer(renderingLayers), 0.0, 0.0, 0.0); - #endif - - return output; -} - -// This decodes the Gbuffer into a SurfaceData struct -SurfaceData SurfaceDataFromGbuffer(half4 gbuffer0, half4 gbuffer1, half4 gbuffer2, int lightingMode) -{ - SurfaceData surfaceData; - - surfaceData.albedo = gbuffer0.rgb; - uint materialFlags = UnpackMaterialFlags(gbuffer0.a); - surfaceData.occlusion = 1.0; // Not used by SimpleLit material. - surfaceData.specular = gbuffer1.rgb; - half smoothness = gbuffer2.a; - - surfaceData.metallic = 0.0; // Not used by SimpleLit material. - surfaceData.alpha = 1.0; // gbuffer only contains opaque materials - surfaceData.smoothness = smoothness; - - surfaceData.emission = (half3)0; // Note: this is not made available at lighting pass in this renderer - emission contribution is included (with GI) in the value GBuffer3.rgb, that is used as a renderTarget during lighting - surfaceData.normalTS = (half3)0; // Note: does this normalTS member need to be in SurfaceData? It looks like an intermediate value - - return surfaceData; -} - -// This will encode SurfaceData into GBuffer -FragmentOutput BRDFDataToGbuffer(BRDFData brdfData, InputData inputData, half smoothness, half3 globalIllumination, half occlusion = 1.0) -{ - half3 packedNormalWS = PackNormal(inputData.normalWS); - - uint materialFlags = 0; - - #ifdef _RECEIVE_SHADOWS_OFF - materialFlags |= kMaterialFlagReceiveShadowsOff; - #endif - - half3 packedSpecular; - - #ifdef _SPECULAR_SETUP - materialFlags |= kMaterialFlagSpecularSetup; - packedSpecular = brdfData.specular.rgb; - #else - packedSpecular.r = brdfData.reflectivity; - packedSpecular.gb = 0.0; - #endif - - #ifdef _SPECULARHIGHLIGHTS_OFF - // During the next deferred shading pass, we don't use a shader variant to disable specular calculations. - // Instead, we can either silence specular contribution when writing the gbuffer, and/or reserve a bit in the gbuffer - // and use this during shading to skip computations via dynamic branching. Fastest option depends on platforms. - materialFlags |= kMaterialFlagSpecularHighlightsOff; - packedSpecular = 0.0.xxx; - #endif - - #if defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE) - materialFlags |= kMaterialFlagSubtractiveMixedLighting; - #endif - - FragmentOutput output; - output.GBuffer0 = half4(brdfData.albedo.rgb, PackMaterialFlags(materialFlags)); // diffuse diffuse diffuse materialFlags (sRGB rendertarget) - output.GBuffer1 = half4(packedSpecular, occlusion); // metallic/specular specular specular occlusion - output.GBuffer2 = half4(packedNormalWS, smoothness); // encoded-normal encoded-normal encoded-normal smoothness - output.GBuffer3 = half4(globalIllumination, 1); // GI GI GI unused (lighting buffer) - #if _RENDER_PASS_ENABLED - output.GBuffer4 = inputData.positionCS.z; - #endif - #if OUTPUT_SHADOWMASK - output.GBUFFER_SHADOWMASK = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) - #endif - #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - output.GBUFFER_LIGHT_LAYERS = float4(EncodeMeshRenderingLayer(renderingLayers), 0.0, 0.0, 0.0); - #endif - - return output; -} - -// This decodes the Gbuffer into a SurfaceData struct -BRDFData BRDFDataFromGbuffer(half4 gbuffer0, half4 gbuffer1, half4 gbuffer2) -{ - half3 albedo = gbuffer0.rgb; - half3 specular = gbuffer1.rgb; - uint materialFlags = UnpackMaterialFlags(gbuffer0.a); - half smoothness = gbuffer2.a; - - BRDFData brdfData = (BRDFData)0; - half alpha = half(1.0); // NOTE: alpha can get modfied, forward writes it out (_ALPHAPREMULTIPLY_ON). - - half3 brdfDiffuse; - half3 brdfSpecular; - half reflectivity; - half oneMinusReflectivity; - - if ((materialFlags & kMaterialFlagSpecularSetup) != 0) - { - // Specular setup - reflectivity = ReflectivitySpecular(specular); - oneMinusReflectivity = half(1.0) - reflectivity; - brdfDiffuse = albedo * oneMinusReflectivity; - brdfSpecular = specular; - } - else - { - // Metallic setup - reflectivity = specular.r; - oneMinusReflectivity = 1.0 - reflectivity; - half metallic = MetallicFromReflectivity(reflectivity); - brdfDiffuse = albedo * oneMinusReflectivity; - brdfSpecular = lerp(kDielectricSpec.rgb, albedo, metallic); - } - InitializeBRDFDataDirect(albedo, brdfDiffuse, brdfSpecular, reflectivity, oneMinusReflectivity, smoothness, alpha, brdfData); - - return brdfData; -} - -InputData InputDataFromGbufferAndWorldPosition(half4 gbuffer2, float3 wsPos) -{ - InputData inputData = (InputData)0; - - inputData.positionWS = wsPos; - inputData.normalWS = normalize(UnpackNormal(gbuffer2.xyz)); // normalize() is required because terrain shaders use additive blending for normals (not unit-length anymore) - - inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(wsPos.xyz); - - // TODO: pass this info? - inputData.shadowCoord = (float4)0; - inputData.fogCoord = (half )0; - inputData.vertexLighting = (half3 )0; - - inputData.bakedGI = (half3)0; // Note: this is not made available at lighting pass in this renderer - bakedGI contribution is included (with emission) in the value GBuffer3.rgb, that is used as a renderTarget during lighting - - return inputData; -} - -#endif // UNIVERSAL_GBUFFERUTIL_INCLUDED +#warning "UnityGBuffer.hlsl" is deprecated in 6.1! Please upgrade your shaders to include "GBufferOutput.hlsl" or "GBufferInput.hlsl" instead! +#include "UnityGBuffer.deprecated.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl.meta b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl.meta index 43c5a5a0f51..6d8d28fa4b8 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl.meta +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl.meta @@ -1,9 +1,3 @@ fileFormatVersion: 2 -guid: db51e39af1b3c01449a3e6b1ce782a48 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: +guid: 688ed6f8ef8246529e7fdd721e43d639 +timeCreated: 1731422668 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader index e2998d5d3e5..20c2ae2b654 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader @@ -139,7 +139,7 @@ Shader "Universal Render Pipeline/Complex Lit" #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile _ _LIGHT_LAYERS - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION @@ -284,6 +284,7 @@ Shader "Universal Render Pipeline/Complex Lit" #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ------------------------------------- diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader index a07260c6f04..0bff2a97736 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader @@ -146,7 +146,7 @@ Shader "Universal Render Pipeline/Lit" #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _LIGHT_LAYERS - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" @@ -281,6 +281,8 @@ Shader "Universal Render Pipeline/Lit" #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ------------------------------------- diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl index dd7a06de3af..730b6594a9c 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/LitGBufferPass.hlsl @@ -2,7 +2,7 @@ #define UNIVERSAL_LIT_GBUFFER_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif @@ -194,7 +194,7 @@ Varyings LitGBufferPassVertex(Attributes input) } // Used in Standard (Physically Based) shader -FragmentOutput LitGBufferPassFragment(Varyings input) +GBufferFragOutput LitGBufferPassFragment(Varyings input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -235,9 +235,12 @@ FragmentOutput LitGBufferPassFragment(Varyings input) Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); - half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); - return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); + half3 color = GlobalIllumination(brdfData, (BRDFData)0, 0, + inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, + inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); + + return PackGBuffersBRDFData(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); } #endif diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader index 231fb5205e2..f9c086b657d 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader @@ -48,7 +48,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree7" #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _LIGHT_LAYERS - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Billboard.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Billboard.shader index 6595cde71e1..bf07ebea661 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Billboard.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Billboard.shader @@ -37,7 +37,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree7 Billboard" #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl index 684ff1a7a31..0e0b10b6c59 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl @@ -2,7 +2,7 @@ #define UNIVERSAL_SPEEDTREE7COMMON_PASSES_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl" #include "SpeedTreeUtility.hlsl" #if defined(LOD_FADE_CROSSFADE) @@ -142,7 +142,7 @@ void InitializeInputData(SpeedTreeVertexOutput input, half3 normalTS, out InputD } #ifdef GBUFFER -FragmentOutput SpeedTree7Frag(SpeedTreeVertexOutput input) +GBufferFragOutput SpeedTree7Frag(SpeedTreeVertexOutput input) #else half4 SpeedTree7Frag(SpeedTreeVertexOutput input) : SV_Target #endif @@ -216,7 +216,7 @@ half4 SpeedTree7Frag(SpeedTreeVertexOutput input) : SV_Target #ifdef GBUFFER half4 color = half4(inputData.bakedGI * diffuseColor.rgb, diffuse.a); surfaceData.occlusion = 1.0; - return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit); + return PackGBuffersSurfaceData(surfaceData, inputData, color.rgb); #else half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData); color.rgb = MixFog(color.rgb, inputData.fogCoord); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader index eb70226f136..1ce5e3e0c68 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader @@ -56,7 +56,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8" #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _LIGHT_LAYERS - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile LOD_FADE_PERCENTAGE #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING @@ -148,6 +148,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8" #pragma multi_compile LOD_FADE_PERCENTAGE #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl index 450d4bff059..e154a22d81c 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl @@ -2,7 +2,7 @@ #define UNIVERSAL_SPEEDTREE8_PASSES_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTreeCommon.hlsl" #include "SpeedTreeUtility.hlsl" #if defined(LOD_FADE_CROSSFADE) @@ -144,7 +144,7 @@ void InitializeData(inout SpeedTreeVertexInput input, float lodValue) // remove anchor position float3 anchor = float3(input.texcoord1.zw, input.texcoord2.w); windyPosition -= anchor; - + // leaf wind #if defined(_WINDQUALITY_FAST) || defined(_WINDQUALITY_BETTER) || defined(_WINDQUALITY_BEST) #ifdef _WINDQUALITY_BEST @@ -371,7 +371,7 @@ void InitializeInputData(SpeedTreeFragmentInput input, half3 normalTS, out Input } #ifdef GBUFFER -FragmentOutput SpeedTree8Frag(SpeedTreeFragmentInput input) +GBufferFragOutput SpeedTree8Frag(SpeedTreeFragmentInput input) #else half4 SpeedTree8Frag(SpeedTreeFragmentInput input) : SV_Target #endif @@ -468,9 +468,10 @@ half4 SpeedTree8Frag(SpeedTreeFragmentInput input) : SV_Target InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); - half3 color = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + half3 color = GlobalIllumination(brdfData, (BRDFData)0, 0, inputData.bakedGI, occlusion, inputData.positionWS, + inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); - return BRDFDataToGbuffer(brdfData, inputData, smoothness, emission + color, occlusion); + return PackGBuffersBRDFData(brdfData, inputData, smoothness, emission + color, occlusion); #else SurfaceData surfaceData; diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader index a95d51f4b4c..ec6bbe8afef 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader @@ -142,7 +142,7 @@ Shader "Universal Render Pipeline/Particles/Lit" #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_COOKIES - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" @@ -219,6 +219,7 @@ Shader "Universal Render Pipeline/Particles/Lit" #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP // ------------------------------------- // Unity defined keywords diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitGbufferPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitGbufferPass.hlsl index a1e7ffc43b2..d6990f8616e 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitGbufferPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitGbufferPass.hlsl @@ -2,7 +2,7 @@ #define UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData) { @@ -109,7 +109,7 @@ VaryingsParticle ParticlesGBufferVertex(AttributesParticle input) return output; } -FragmentOutput ParticlesGBufferFragment(VaryingsParticle input) +GBufferFragOutput ParticlesGBufferFragment(VaryingsParticle input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -140,9 +140,10 @@ FragmentOutput ParticlesGBufferFragment(VaryingsParticle input) Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); - half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + half3 color = GlobalIllumination(brdfData, (BRDFData)0, 0, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, + inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); - return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); + return PackGBuffersBRDFData(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); } #endif // UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader index 4b0cb19eaa3..b4e7d929480 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader @@ -143,7 +143,7 @@ Shader "Universal Render Pipeline/Particles/Simple Lit" #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_COOKIES - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl index 990018500fd..15991739e62 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl @@ -2,7 +2,7 @@ #define UNIVERSAL_PARTICLES_GBUFFER_SIMPLE_LIT_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl" void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData inputData) @@ -142,7 +142,7 @@ VaryingsParticle ParticlesLitGBufferVertex(AttributesParticle input) } -FragmentOutput ParticlesLitGBufferFragment(VaryingsParticle input) +GBufferFragOutput ParticlesLitGBufferFragment(VaryingsParticle input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -156,7 +156,7 @@ FragmentOutput ParticlesLitGBufferFragment(VaryingsParticle input) half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha); - return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit); + return PackGBuffersSurfaceData(surfaceData, inputData, color.rgb); } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader index 38f7b84542c..5ca70b37828 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader @@ -106,7 +106,7 @@ Shader "Universal Render Pipeline/Simple Lit" #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ _LIGHT_LAYERS - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl index b1d19d1d37d..2e0c6ca3ba1 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitGBufferPass.hlsl @@ -2,7 +2,7 @@ #define UNIVERSAL_SIMPLELIT_GBUFFER_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif @@ -174,10 +174,8 @@ Varyings LitPassVertexSimple(Attributes input) return output; } - - // Used for StandardSimpleLighting shader -FragmentOutput LitPassFragmentSimple(Varyings input) +GBufferFragOutput LitPassFragmentSimple(Varyings input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -203,7 +201,7 @@ FragmentOutput LitPassFragmentSimple(Varyings input) MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha); - return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit); + return PackGBuffersSurfaceData(surfaceData, inputData, color.rgb); }; #endif diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader index cd6df40382a..22cc161382d 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLit.shader @@ -27,7 +27,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_COOKIES - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" @@ -81,7 +81,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" - #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_ST; @@ -156,7 +156,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" return output; } - FragmentOutput Frag(Varyings input) + GBufferFragOutput Frag(Varyings input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -187,7 +187,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/Vertexlit" inputData.normalWS = input.NormalWS; inputData.positionCS = input.PositionCS; - return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingInvalid); + return PackGBuffersSurfaceData(surfaceData, inputData, color.rgb); } ENDHLSL } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl index 4a7ce2f0d57..26570604d91 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" struct Attributes @@ -197,7 +197,7 @@ half4 TerrainLitForwardFragment(Varyings input) : SV_Target return color; } -FragmentOutput TerrainLitGBufferFragment(Varyings input) +GBufferFragOutput TerrainLitGBufferFragment(Varyings input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -210,5 +210,5 @@ FragmentOutput TerrainLitGBufferFragment(Varyings input) InitializeSurfaceData(tex.rgb, tex.a, surfaceData); half4 color = UniversalTerrainLit(inputData, tex.rgb, tex.a); - return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingInvalid); + return PackGBuffersSurfaceData(surfaceData, inputData, color.rgb); } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader index 9def8f9df02..e5fc88e27fd 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader @@ -70,7 +70,7 @@ Shader "Universal Render Pipeline/Terrain/Lit" #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ _LIGHT_LAYERS - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING @@ -163,6 +163,7 @@ Shader "Universal Render Pipeline/Terrain/Lit" #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ------------------------------------- diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader index 722f64f41f2..b8ad5974f23 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader @@ -64,7 +64,7 @@ Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)" #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ _LIGHT_LAYERS - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH @@ -123,6 +123,7 @@ Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)" #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ------------------------------------- diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader index 0ec921c41ef..db9acdd10b0 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader @@ -41,9 +41,9 @@ Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)" #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING - #pragma multi_compile _ SHADOWS_SHADOWMASK + #pragma multi_compile _ SHADOWS_SHADOWMASKs #pragma multi_compile _ _LIGHT_LAYERS - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH @@ -128,6 +128,7 @@ Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)" #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" // ------------------------------------- diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl index 83287ebe170..8228e7413f1 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl @@ -3,7 +3,7 @@ #define UNIVERSAL_TERRAIN_LIT_PASSES_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" struct Attributes @@ -381,7 +381,7 @@ void ComputeMasks(out half4 masks[4], half4 hasMask, Varyings IN) // Used in Standard Terrain shader #ifdef TERRAIN_GBUFFER -FragmentOutput SplatmapFragment(Varyings IN) +GBufferFragOutput SplatmapFragment(Varyings IN) #else void SplatmapFragment( Varyings IN @@ -469,7 +469,8 @@ void SplatmapFragment( half4 color; Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); - color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); + color.rgb = GlobalIllumination(brdfData, (BRDFData)0, 0, inputData.bakedGI, occlusion, inputData.positionWS, + inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV); color.a = alpha; SplatmapFinalColor(color, inputData.fogCoord); @@ -483,7 +484,7 @@ void SplatmapFragment( inputData.normalWS = inputData.normalWS * alpha; smoothness *= alpha; - return BRDFDataToGbuffer(brdfData, inputData, smoothness, color.rgb, occlusion); + return PackGBuffersBRDFData(brdfData, inputData, smoothness, color.rgb, occlusion); #else diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader index 52ca7bded31..6ebb3822262 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader @@ -33,7 +33,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ _LIGHT_LAYERS - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader index 72b3914b4be..e50b8c3523c 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader @@ -34,7 +34,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK - #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl index 2cd6f125f9e..bdb459a4725 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl @@ -2,7 +2,7 @@ #define UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl" struct GrassVertexInput @@ -209,7 +209,7 @@ inline void InitializeSimpleLitSurfaceData(GrassVertexOutput input, out SurfaceD // Used for StandardSimpleLighting shader #ifdef TERRAIN_GBUFFER -FragmentOutput LitPassFragmentGrass(GrassVertexOutput input) +GBufferFragOutput LitPassFragmentGrass(GrassVertexOutput input) #else half4 LitPassFragmentGrass(GrassVertexOutput input) : SV_Target #endif @@ -226,7 +226,7 @@ half4 LitPassFragmentGrass(GrassVertexOutput input) : SV_Target #ifdef TERRAIN_GBUFFER half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha); - return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit); + return PackGBuffersSurfaceData(surfaceData, inputData, color.rgb); #else half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData); color.rgb = MixFog(color.rgb, inputData.fogCoord); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/UnlitGBufferPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/UnlitGBufferPass.hlsl index c0bff62a8bc..7905254a4f1 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/UnlitGBufferPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/UnlitGBufferPass.hlsl @@ -2,7 +2,7 @@ #define URP_UNLIT_GBUFFER_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif @@ -61,7 +61,7 @@ Varyings UnlitPassVertex(Attributes input) return output; } -FragmentOutput UnlitPassFragment(Varyings input) +GBufferFragOutput UnlitPassFragment(Varyings input) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); @@ -97,7 +97,7 @@ FragmentOutput UnlitPassFragment(Varyings input) surfaceData.occlusion = 1; #endif - return SurfaceDataToGbuffer(surfaceData, inputData, float3(0,0,0), kLightingInvalid); + return PackGBuffersSurfaceData(surfaceData, inputData, float3(0,0,0)); } #endif diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.hlsl new file mode 100644 index 00000000000..4260946b572 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.hlsl @@ -0,0 +1,190 @@ +#ifndef UNIVERSAL_CLUSTER_DEFERRED +#define UNIVERSAL_CLUSTER_DEFERRED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScaling.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl" + +struct Attributes +{ + float4 positionOS : POSITION; + uint vertexID : SV_VertexID; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct Varyings +{ + float4 positionCS : SV_POSITION; + float3 screenUV : TEXCOORD1; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO +}; + +Varyings VertexFullScreen(Attributes input) +{ + Varyings output = (Varyings)0; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 positionOS = input.positionOS.xyz; + output.positionCS = float4(positionOS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0); // Force triangle to be on zfar + + output.screenUV = output.positionCS.xyw; + #if UNITY_UV_STARTS_AT_TOP + output.screenUV.xy = output.screenUV.xy * float2(0.5, -0.5) + 0.5 * output.screenUV.z; + #else + output.screenUV.xy = output.screenUV.xy * 0.5 + 0.5 * output.screenUV.z; + #endif + + output.screenUV.xy = DynamicScalingApplyScaleBias(output.screenUV.xy, float4(_RTHandleScale.xy, 0.0f, 0.0f)); + + return output; +} + +float4x4 _ScreenToWorld[2]; + +half3 DeferredLightContribution(Light light, InputData inputData, GBufferData gBufferData) +{ + #if defined(_LIGHT_LAYERS) + UNITY_BRANCH if (!IsMatchingLightLayer(light.layerMask, gBufferData.meshRenderingLayers)) + return half3(0.0, 0.0, 0.0); + #endif + + #if defined(_SIMPLELIT) + { + SurfaceData surfaceData = GBufferDataToSurfaceData(gBufferData); + half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); + half3 diffuseColor = LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS); + half smoothness = exp2(10 * surfaceData.smoothness + 1); + half3 specularColor = LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, half4(surfaceData.specular, 1), smoothness); + + // TODO: if !defined(_SPECGLOSSMAP) && !defined(_SPECULAR_COLOR), force specularColor to 0 in gbuffer code + return half3(diffuseColor * surfaceData.albedo + specularColor); + } + #elif defined(_LIT) + { + #if SHADER_API_MOBILE || SHADER_API_SWITCH + // Specular highlights are still silenced by setting specular to 0.0 during gbuffer pass and GPU timing is still reduced. + bool materialSpecularHighlightsOff = false; + #else + bool materialSpecularHighlightsOff = (gBufferData.materialFlags & kMaterialFlagSpecularHighlightsOff); + #endif + + BRDFData brdfData = GBufferDataToBRDFData(gBufferData); + return half3(LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS, materialSpecularHighlightsOff)); + } + #endif + + return half3(0.0, 0.0, 0.0); +} + +half4 DeferredShadingClustered(Varyings input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + float2 screen_uv = (input.screenUV.xy / input.screenUV.z); + + #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + float2 undistorted_screen_uv = screen_uv; + UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + screen_uv = input.positionCS.xy * _ScreenSize.zw; + } + #endif + + GBufferData gBufferData = UnpackGBuffers(input.positionCS.xy); + + half3 color = 0.0; + half alpha = 1.0; + + #if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER) + { + input.positionCS.xy = undistorted_screen_uv * _ScreenSize.xy; + } + #endif + + float4 posWS = mul(_ScreenToWorld[SLICE_ARRAY_INDEX], float4(input.positionCS.xy, gBufferData.depth, 1.0)); + posWS.xyz *= rcp(posWS.w); + + InputData inputData = (InputData)0; + + inputData.positionWS = posWS.xyz; + inputData.normalWS = gBufferData.normalWS; + inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(posWS.xyz); + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + + AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(screen_uv); + + #if defined(_SCREEN_SPACE_OCCLUSION) + // What we want is really to apply the minimum occlusion value between the baked occlusion from surfaceDataOcclusion and real-time occlusion from SSAO. + // But we already applied the baked occlusion during gbuffer pass, so we have to cancel it out here. + // We must also avoid divide-by-0 that the reciprocal can generate. + half surfaceDataOcclusion = gBufferData.occlusion; + half occlusion = aoFactor.indirectAmbientOcclusion < surfaceDataOcclusion ? aoFactor.indirectAmbientOcclusion * rcp(surfaceDataOcclusion) : 1.0; + alpha = occlusion; + #endif + + // Main light + Light mainLight = GetMainLight(); + mainLight.distanceAttenuation = 1.0; + bool materialReceiveShadowsOff = (gBufferData.materialFlags & kMaterialFlagReceiveShadowsOff) != 0; + UNITY_BRANCH if (!materialReceiveShadowsOff) + { + #if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT) + float4 shadowCoord = float4(screen_uv, 0.0, 1.0); + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + float4 shadowCoord = TransformWorldToShadowCoord(posWS.xyz); + #else + float4 shadowCoord = float4(0, 0, 0, 0); + #endif + mainLight.shadowAttenuation = MainLightShadow(shadowCoord, posWS.xyz, gBufferData.shadowMask, _MainLightOcclusionProbes); + } + + #if defined(_LIGHT_COOKIES) + half3 cookieColor = SampleMainLightCookie(posWS.xyz); + mainLight.color *= half3(cookieColor); + #endif + + #if defined(_SCREEN_SPACE_OCCLUSION) + mainLight.shadowAttenuation *= aoFactor.directAmbientOcclusion; + #endif + + color += DeferredLightContribution(mainLight, inputData, gBufferData); + + // Additional light loop + // We do additional directional lights last because otherwise FXC complains... + uint pixelLightCount = GetAdditionalLightsCount(); + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLight(lightIndex, inputData, gBufferData.shadowMask, aoFactor); + + UNITY_BRANCH if (materialReceiveShadowsOff) + { + light.shadowAttenuation = 1.0; + } + + color += DeferredLightContribution(light, inputData, gBufferData); + LIGHT_LOOP_END + + UNITY_LOOP for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK + Light light = GetAdditionalLight(lightIndex, inputData, gBufferData.shadowMask, aoFactor); + + UNITY_BRANCH if (materialReceiveShadowsOff) + { + light.shadowAttenuation = 1.0; + } + + color += DeferredLightContribution(light, inputData, gBufferData); + } + + return half4(color, alpha); +} +#endif //UNIVERSAL_CLUSTER_DEFERRED diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.hlsl.meta b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.hlsl.meta new file mode 100644 index 00000000000..6dc3ba654f4 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.hlsl.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: affb8a852369435f8e6a36bf7893715f +timeCreated: 1729689981 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.shader new file mode 100644 index 00000000000..d94e88398b5 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.shader @@ -0,0 +1,187 @@ +Shader "Hidden/Universal Render Pipeline/ClusterDeferred" +{ + Properties { + _LitStencilRef ("LitStencilRef", Int) = 0 + _LitStencilReadMask ("LitStencilReadMask", Int) = 0 + _LitStencilWriteMask ("LitStencilWriteMask", Int) = 0 + + _SimpleLitStencilRef ("SimpleLitStencilRef", Int) = 0 + _SimpleLitStencilReadMask ("SimpleLitStencilReadMask", Int) = 0 + _SimpleLitStencilWriteMask ("SimpleLitStencilWriteMask", Int) = 0 + } + + SubShader + { + Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} + + // 0 - Clustered Lights - Lit + Pass + { + Name "Deferred Clustered Lights (Lit)" + + // ------------------------------------- + // Render State Commands + ZTest NotEqual + ZWrite Off + Cull Off + Blend One SrcAlpha, Zero One + + // ------------------------------------- + // Stencil Settings + Stencil { + Ref [_LitStencilRef] + ReadMask [_LitStencilReadMask] + WriteMask [_LitStencilWriteMask] + Comp Equal + Pass Keep + Fail Keep + ZFail Keep + } + + HLSLPROGRAM + #pragma target 4.5 + + // Deferred Rendering Path does not support the OpenGL-based graphics API: + // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0. + #pragma exclude_renderers gles3 glcore + + // ------------------------------------- + // Shader Stages + #pragma vertex VertexFullScreen + #pragma fragment DeferredShadingClustered + + // ------------------------------------- + // Defines + #define _CLUSTER_LIGHT_LOOP + #define _LIT + + // ------------------------------------- + // Universal Pipeline keywords + #pragma multi_compile_fragment _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _DEFERRED_MIXED_LIGHTING + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _LIGHT_LAYERS + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + + // ------------------------------------- + // Includes + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.hlsl" + + ENDHLSL + } + + // 1 - Clustered Lights - SimpleLit + Pass + { + Name "Deferred Clustered Lights (SimpleLit)" + + // ------------------------------------- + // Render State Commands + ZTest NotEqual + ZWrite Off + Cull Off + Blend One SrcAlpha, Zero One + + // ------------------------------------- + // Stencil Settings + Stencil { + Ref [_SimpleLitStencilRef] + ReadMask [_SimpleLitStencilReadMask] + WriteMask [_SimpleLitStencilWriteMask] + Comp Equal + Pass Keep + Fail Keep + ZFail Keep + } + + HLSLPROGRAM + #pragma target 4.5 + + // Deferred Rendering Path does not support the OpenGL-based graphics API: + // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0. + #pragma exclude_renderers gles3 glcore + + // ------------------------------------- + // Shader Stages + #pragma vertex VertexFullScreen + #pragma fragment DeferredShadingClustered + + // ------------------------------------- + // Defines + #define _CLUSTER_LIGHT_LOOP + #define _SIMPLELIT + + // ------------------------------------- + // Universal Pipeline keywords + #pragma multi_compile_fragment _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH + #pragma multi_compile_fragment _ LIGHTMAP_SHADOW_MIXING + #pragma multi_compile_fragment _ SHADOWS_SHADOWMASK + #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT + #pragma multi_compile_fragment _ _DEFERRED_MIXED_LIGHTING + #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #pragma multi_compile_fragment _ _LIGHT_COOKIES + #pragma multi_compile _ _LIGHT_LAYERS + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + + // ------------------------------------- + // Includes + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.hlsl" + + ENDHLSL + } + + // 2 - Legacy fog (reused from StencilDeferred) + Pass + { + Name "Fog" + + // ------------------------------------- + // Render State Commands + ZTest NotEqual + ZWrite Off + Cull Off + Blend OneMinusSrcAlpha SrcAlpha, Zero One + BlendOp Add, Add + + HLSLPROGRAM + #pragma target 4.5 + + // Deferred Rendering Path does not support the OpenGL-based graphics API: + // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0. + #pragma exclude_renderers gles3 glcore + + // ------------------------------------- + // Shader Stages + #pragma vertex Vertex + #pragma fragment Frag + + // ------------------------------------- + // Defines + #define _FOG + + // ------------------------------------- + // Universal Pipeline keywords + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" + #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" + + // ------------------------------------- + // Includes + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/FogDeferred.hlsl" + + ENDHLSL + } + } + + FallBack "Hidden/Universal Render Pipeline/FallbackError" +} diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.shader.meta b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.shader.meta new file mode 100644 index 00000000000..a71469f6129 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/ClusterDeferred.shader.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 222cce62363a44a380c36bf03b392608 +timeCreated: 1729684691 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/Deferred.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/Deferred.hlsl deleted file mode 100644 index 70284902e8a..00000000000 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/Deferred.hlsl +++ /dev/null @@ -1,55 +0,0 @@ -#ifndef UNIVERSAL_DEFERRED_INCLUDED -#define UNIVERSAL_DEFERRED_INCLUDED - -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" -#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" - -// This structure is used in StructuredBuffer. -// TODO move some of the properties to half storage (color, attenuation, spotDirection, flag to 16bits, occlusionProbeInfo) -struct PunctualLightData -{ - float3 posWS; - float radius2; // squared radius - float4 color; - float4 attenuation; // .xy are used by DistanceAttenuation - .zw are used by AngleAttenuation (for SpotLights) - float3 spotDirection; // spotLights support - int flags; // Light flags (enum kLightFlags and LightFlag in C# code) - float4 occlusionProbeInfo; - uint layerMask; // Optional light layer mask -}; - -Light UnityLightFromPunctualLightDataAndWorldSpacePosition(PunctualLightData punctualLightData, float3 positionWS, half4 shadowMask, int shadowLightIndex, bool materialFlagReceiveShadowsOff) -{ - // Keep in sync with GetAdditionalPerObjectLight in Lighting.hlsl - - half4 probesOcclusion = shadowMask; - - Light light; - - float3 lightVector = punctualLightData.posWS - positionWS.xyz; - float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN); - - half3 lightDirection = half3(lightVector * rsqrt(distanceSqr)); - - // full-float precision required on some platforms - float attenuation = DistanceAttenuation(distanceSqr, punctualLightData.attenuation.xy) * AngleAttenuation(punctualLightData.spotDirection.xyz, lightDirection, punctualLightData.attenuation.zw); - - light.direction = lightDirection; - light.color = punctualLightData.color.rgb; - - light.distanceAttenuation = attenuation; - - [branch] if (materialFlagReceiveShadowsOff) - light.shadowAttenuation = 1.0; - else - { - light.shadowAttenuation = AdditionalLightShadow(shadowLightIndex, positionWS, lightDirection, shadowMask, punctualLightData.occlusionProbeInfo); - } - - light.layerMask = punctualLightData.layerMask; - - return light; -} - -#endif diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FogDeferred.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FogDeferred.hlsl new file mode 100644 index 00000000000..57d621ac153 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FogDeferred.hlsl @@ -0,0 +1,49 @@ +// This file contains functionality to apply Fog as a deferred, full-screen post-processing pass. +// Requires depth texture as input. +#ifndef UNIVERSAL_FOG_DEFERRED +#define UNIVERSAL_FOG_DEFERRED +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl" + +struct Attributes +{ + float4 positionOS : POSITION; + uint vertexID : SV_VertexID; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct Varyings +{ + float4 positionCS : SV_POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO +}; + +Varyings Vertex(Attributes input) +{ + Varyings output = (Varyings)0; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float3 positionOS = input.positionOS.xyz; + output.positionCS = float4(positionOS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0); // Force triangle to be on zfar + + return output; +} + +half4 Frag(Varyings input) : SV_Target +{ + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + GBufferData gBufferData = UnpackGBuffers(input.positionCS.xy); + float viewZ = LinearEyeDepth(gBufferData.depth, _ZBufferParams); // TODO: This wont work for orthographic camera! + float nearToFarZ = max(viewZ - _ProjectionParams.y, 0); + half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ); + half fogIntensity = ComputeFogIntensity(fogFactor); + + return half4(unity_FogColor.rgb, fogIntensity); +} + +#endif diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FogDeferred.hlsl.meta b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FogDeferred.hlsl.meta new file mode 100644 index 00000000000..f75b5de0fba --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FogDeferred.hlsl.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0172f7cbd9e44e8b844a485dbd8e8349 +timeCreated: 1729870913 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl index 19f3d75fb12..6e6750fa3b5 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl @@ -2,10 +2,10 @@ #define UNIVERSAL_STENCIL_DEFERRED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" -#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Deferred.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScaling.hlsl" -#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" struct Attributes { @@ -79,53 +79,7 @@ Varyings Vertex(Attributes input) return output; } -TEXTURE2D_X(_CameraDepthTexture); -TEXTURE2D_X_HALF(_GBuffer0); -TEXTURE2D_X_HALF(_GBuffer1); -TEXTURE2D_X_HALF(_GBuffer2); - - -#if _RENDER_PASS_ENABLED - #define GBUFFER0 0 - #define GBUFFER1 1 - #define GBUFFER2 2 - #define GBUFFER3 3 - - FRAMEBUFFER_INPUT_X_HALF(GBUFFER0); - FRAMEBUFFER_INPUT_X_HALF(GBUFFER1); - FRAMEBUFFER_INPUT_X_HALF(GBUFFER2); - FRAMEBUFFER_INPUT_X_FLOAT(GBUFFER3); - - #if OUTPUT_SHADOWMASK && (defined(_WRITE_RENDERING_LAYERS) || defined(_LIGHT_LAYERS)) - #define GBUFFER4 4 - #define GBUFFER5 5 - TEXTURE2D_X_HALF(_GBuffer4); - TEXTURE2D_X_HALF(_GBuffer5); - FRAMEBUFFER_INPUT_X_HALF(GBUFFER4); - FRAMEBUFFER_INPUT_X_HALF(GBUFFER5); - #elif OUTPUT_SHADOWMASK || defined(_WRITE_RENDERING_LAYERS) || defined(_LIGHT_LAYERS) - #define GBUFFER4 4 - TEXTURE2D_X_HALF(_GBuffer4); - FRAMEBUFFER_INPUT_X_HALF(GBUFFER4); - #endif - -#else - #ifdef GBUFFER_OPTIONAL_SLOT_1 - TEXTURE2D_X_HALF(_GBuffer4); - #endif - - #ifdef GBUFFER_OPTIONAL_SLOT_2 - TEXTURE2D_X(_GBuffer5); - #endif -#endif - -#ifdef GBUFFER_OPTIONAL_SLOT_3 -TEXTURE2D_X(_GBuffer6); -#endif - float4x4 _ScreenToWorld[2]; -// 2023.3 Deprecated. This is for backwards compatibility. Remove in the future. -#define my_point_clamp_sampler sampler_PointClamp float3 _LightPosWS; half3 _LightColor; @@ -142,6 +96,53 @@ half4 FragWhite(Varyings input) : SV_Target return half4(1.0, 1.0, 1.0, 1.0); } +// This structure is used in StructuredBuffer. +// TODO move some of the properties to half storage (color, attenuation, spotDirection, flag to 16bits, occlusionProbeInfo) +struct PunctualLightData +{ + float3 posWS; + float radius2; // squared radius + float4 color; + float4 attenuation; // .xy are used by DistanceAttenuation - .zw are used by AngleAttenuation (for SpotLights) + float3 spotDirection; // spotLights support + int flags; // Light flags (enum kLightFlags and LightFlag in C# code) + float4 occlusionProbeInfo; + uint layerMask; // Optional light layer mask +}; + +Light UnityLightFromPunctualLightDataAndWorldSpacePosition(PunctualLightData punctualLightData, float3 positionWS, half4 shadowMask, int shadowLightIndex, bool materialFlagReceiveShadowsOff) +{ + // Keep in sync with GetAdditionalPerObjectLight in Lighting.hlsl + + half4 probesOcclusion = shadowMask; + + Light light; + + float3 lightVector = punctualLightData.posWS - positionWS.xyz; + float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN); + + half3 lightDirection = half3(lightVector * rsqrt(distanceSqr)); + + // full-float precision required on some platforms + float attenuation = DistanceAttenuation(distanceSqr, punctualLightData.attenuation.xy) * AngleAttenuation(punctualLightData.spotDirection.xyz, lightDirection, punctualLightData.attenuation.zw); + + light.direction = lightDirection; + light.color = punctualLightData.color.rgb; + + light.distanceAttenuation = attenuation; + + [branch] if (materialFlagReceiveShadowsOff) + light.shadowAttenuation = 1.0; + else + { + light.shadowAttenuation = AdditionalLightShadow(shadowLightIndex, positionWS, lightDirection, shadowMask, punctualLightData.occlusionProbeInfo); + } + + light.layerMask = punctualLightData.layerMask; + + return light; +} + half4 SampleAdditionalLightCookieDeferred(int perObjectLightIndex, float3 samplePositionWS) { float4 cookieUvRect = GetLightCookieAtlasUVRect(perObjectLightIndex); @@ -257,37 +258,14 @@ half4 DeferredShading(Varyings input) : SV_Target } #endif - half4 shadowMask = 1.0; - - #if _RENDER_PASS_ENABLED - float d = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, input.positionCS.xy).x; - half4 gbuffer0 = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER0, input.positionCS.xy); - half4 gbuffer1 = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER1, input.positionCS.xy); - half4 gbuffer2 = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER2, input.positionCS.xy); - #if defined(_DEFERRED_MIXED_LIGHTING) - shadowMask = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER4, input.positionCS.xy); - #endif - #else - // Using SAMPLE_TEXTURE2D is faster than using LOAD_TEXTURE2D on iOS platforms (5% faster shader). - // Possible reason: HLSLcc upcasts Load() operation to float, which doesn't happen for Sample()? - float d = SAMPLE_TEXTURE2D_X_LOD(_CameraDepthTexture, sampler_PointClamp, screen_uv, 0).x; // raw depth value has UNITY_REVERSED_Z applied on most platforms. - half4 gbuffer0 = SAMPLE_TEXTURE2D_X_LOD(_GBuffer0, sampler_PointClamp, screen_uv, 0); - half4 gbuffer1 = SAMPLE_TEXTURE2D_X_LOD(_GBuffer1, sampler_PointClamp, screen_uv, 0); - half4 gbuffer2 = SAMPLE_TEXTURE2D_X_LOD(_GBuffer2, sampler_PointClamp, screen_uv, 0); - #if defined(_DEFERRED_MIXED_LIGHTING) - shadowMask = SAMPLE_TEXTURE2D_X_LOD(MERGE_NAME(_, GBUFFER_SHADOWMASK), sampler_PointClamp, screen_uv, 0); - #endif - #endif - - half surfaceDataOcclusion = gbuffer1.a; - uint materialFlags = UnpackMaterialFlags(gbuffer0.a); + GBufferData gBufferData = UnpackGBuffers(input.positionCS.xy); - half3 color = 0.0.xxx; + half3 color = 0.0; half alpha = 1.0; - #if defined(_DEFERRED_MIXED_LIGHTING) + #if defined(GBUFFER_FEATURE_SHADOWMASK) // If both lights and geometry are static, then no realtime lighting to perform for this combination. - [branch] if ((_LightFlags & materialFlags) == kMaterialFlagSubtractiveMixedLighting) + [branch] if ((_LightFlags & gBufferData.materialFlags) == kMaterialFlagSubtractiveMixedLighting) return half4(color, alpha); // Cannot discard because stencil must be updated. #endif @@ -303,20 +281,14 @@ half4 DeferredShading(Varyings input) : SV_Target #else int eyeIndex = 0; #endif - float4 posWS = mul(_ScreenToWorld[eyeIndex], float4(input.positionCS.xy, d, 1.0)); + float4 posWS = mul(_ScreenToWorld[eyeIndex], float4(input.positionCS.xy, gBufferData.depth, 1.0)); posWS.xyz *= rcp(posWS.w); - Light unityLight = GetStencilLight(posWS.xyz, screen_uv, shadowMask, materialFlags); + Light unityLight = GetStencilLight(posWS.xyz, screen_uv, gBufferData.shadowMask, gBufferData.materialFlags); - #ifdef _LIGHT_LAYERS - #if _RENDER_PASS_ENABLED - float renderingLayers = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER4, input.positionCS.xy).x; - #else - float4 renderingLayers = SAMPLE_TEXTURE2D_X_LOD(MERGE_NAME(_, GBUFFER_LIGHT_LAYERS), sampler_PointClamp, screen_uv, 0); - #endif - uint meshRenderingLayers = DecodeMeshRenderingLayer(renderingLayers); - [branch] if (!IsMatchingLightLayer(unityLight.layerMask, meshRenderingLayers)) - return half4(color, alpha); // Cannot discard because stencil must be updated. + #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) + [branch] if (!IsMatchingLightLayer(unityLight.layerMask, gBufferData.meshRenderingLayers)) + return half4(color, alpha); // Cannot discard because stencil must be updated. #endif #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT) @@ -326,24 +298,28 @@ half4 DeferredShading(Varyings input) : SV_Target // What we want is really to apply the mininum occlusion value between the baked occlusion from surfaceDataOcclusion and real-time occlusion from SSAO. // But we already applied the baked occlusion during gbuffer pass, so we have to cancel it out here. // We must also avoid divide-by-0 that the reciprocal can generate. - half occlusion = aoFactor.indirectAmbientOcclusion < surfaceDataOcclusion ? aoFactor.indirectAmbientOcclusion * rcp(surfaceDataOcclusion) : 1.0; + half occlusion = aoFactor.indirectAmbientOcclusion < gBufferData.occlusion ? aoFactor.indirectAmbientOcclusion * rcp(gBufferData.occlusion) : 1.0; alpha = occlusion; #endif #endif - InputData inputData = InputDataFromGbufferAndWorldPosition(gbuffer2, posWS.xyz); + InputData inputData = (InputData)0; + + inputData.positionWS = posWS.xyz; + inputData.normalWS = gBufferData.normalWS; + inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(posWS.xyz); #if defined(_LIT) #if SHADER_API_MOBILE || SHADER_API_SWITCH // Specular highlights are still silenced by setting specular to 0.0 during gbuffer pass and GPU timing is still reduced. bool materialSpecularHighlightsOff = false; #else - bool materialSpecularHighlightsOff = (materialFlags & kMaterialFlagSpecularHighlightsOff); + bool materialSpecularHighlightsOff = (gBufferData.materialFlags & kMaterialFlagSpecularHighlightsOff); #endif - BRDFData brdfData = BRDFDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2); + BRDFData brdfData = GBufferDataToBRDFData(gBufferData); color = LightingPhysicallyBased(brdfData, unityLight, inputData.normalWS, inputData.viewDirectionWS, materialSpecularHighlightsOff); #elif defined(_SIMPLELIT) - SurfaceData surfaceData = SurfaceDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2, kLightingSimpleLit); + SurfaceData surfaceData = GBufferDataToSurfaceData(gBufferData); half3 attenuatedLightColor = unityLight.color * (unityLight.distanceAttenuation * unityLight.shadowAttenuation); half3 diffuseColor = LightingLambert(attenuatedLightColor, unityLight.direction, inputData.normalWS); half smoothness = exp2(10 * surfaceData.smoothness + 1); @@ -356,29 +332,13 @@ half4 DeferredShading(Varyings input) : SV_Target return half4(color, alpha); } -half4 FragFog(Varyings input) : SV_Target -{ - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); - - #if _RENDER_PASS_ENABLED - float d = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER3, input.positionCS.xy).x; - #else - float d = LOAD_TEXTURE2D_X(_CameraDepthTexture, input.positionCS.xy).x; - #endif - float eye_z = LinearEyeDepth(d, _ZBufferParams); - float clip_z = UNITY_MATRIX_P[2][2] * -eye_z + UNITY_MATRIX_P[2][3]; - half fogFactor = ComputeFogFactor(clip_z); - half fogIntensity = ComputeFogIntensity(fogFactor); - return half4(unity_FogColor.rgb, fogIntensity); -} - half4 FragSSAOOnly(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 screen_uv = (input.screenUV.xy / input.screenUV.z); AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(screen_uv); - half surfaceDataOcclusion = SAMPLE_TEXTURE2D_X_LOD(_GBuffer1, sampler_PointClamp, screen_uv, 0).a; + half surfaceDataOcclusion = UnpackGBuffers(input.positionCS.xy).occlusion; // What we want is really to apply the mininum occlusion value between the baked occlusion from surfaceDataOcclusion and real-time occlusion from SSAO. // But we already applied the baked occlusion during gbuffer pass, so we have to cancel it out here. // We must also avoid divide-by-0 that the reciprocal can generate. diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.shader index 1b3c2f596a2..eb4fdaf2499 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.shader @@ -72,10 +72,11 @@ Shader "Hidden/Universal Render Pipeline/StencilDeferred" // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile_vertex _ _SPOT + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" // ------------------------------------- // Includes - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" ENDHLSL } @@ -135,10 +136,11 @@ Shader "Hidden/Universal Render Pipeline/StencilDeferred" #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _LIGHT_LAYERS + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" // ------------------------------------- // Includes - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" ENDHLSL } @@ -198,10 +200,11 @@ Shader "Hidden/Universal Render Pipeline/StencilDeferred" #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _LIGHT_LAYERS + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" // ------------------------------------- // Includes - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" ENDHLSL } @@ -263,10 +266,11 @@ Shader "Hidden/Universal Render Pipeline/StencilDeferred" #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _LIGHT_LAYERS + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" // ------------------------------------- // Includes - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" ENDHLSL } @@ -328,10 +332,11 @@ Shader "Hidden/Universal Render Pipeline/StencilDeferred" #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile_fragment _ _LIGHT_COOKIES + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" // ------------------------------------- // Includes - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" ENDHLSL } @@ -359,7 +364,7 @@ Shader "Hidden/Universal Render Pipeline/StencilDeferred" // ------------------------------------- // Shader Stages #pragma vertex Vertex - #pragma fragment FragFog + #pragma fragment Frag // ------------------------------------- // Defines @@ -368,66 +373,17 @@ Shader "Hidden/Universal Render Pipeline/StencilDeferred" // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED - - // ------------------------------------- - // Includes + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" - - ENDHLSL - } - - // 6 - Clear stencil partial - // This pass clears stencil between camera stacks rendering. - // This is because deferred renderer encodes material properties in the 4 highest bits of the stencil buffer, - // but we don't want to keep this information between camera stacks. - Pass - { - Name "ClearStencilPartial" - - // ------------------------------------- - // Render State Commands - ColorMask 0 - ZTest NotEqual - ZWrite Off - Cull Off - - // ------------------------------------- - // Stencil Settings - Stencil { - Ref [_ClearStencilRef] - ReadMask [_ClearStencilReadMask] - WriteMask [_ClearStencilWriteMask] - Comp NotEqual - Pass Zero - Fail Keep - ZFail Keep - } - - HLSLPROGRAM - #pragma target 4.5 - - // Deferred Rendering Path does not support the OpenGL-based graphics API: - // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0. - #pragma exclude_renderers gles3 glcore - - // ------------------------------------- - // Shader Stages - #pragma vertex Vertex - #pragma fragment FragWhite - - // ------------------------------------- - // Defines - #define _CLEAR_STENCIL_PARTIAL // ------------------------------------- // Includes - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/FogDeferred.hlsl" ENDHLSL } - // 7 - SSAO Only + // 6 - SSAO Only // This pass only runs when there is no fullscreen deferred light rendered (no directional light). It will adjust indirect/baked lighting with realtime occlusion // by rendering just before deferred shading pass. // This pass is also completely discarded from vertex shader when SSAO renderer feature is not enabled. @@ -462,10 +418,11 @@ Shader "Hidden/Universal Render Pipeline/StencilDeferred" // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _SCREEN_SPACE_OCCLUSION + #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" // ------------------------------------- // Includes - #include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/StencilDeferred.hlsl" ENDHLSL } diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs index fc5f5f208ee..e3675463a1e 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderScriptableStripperTests.cs @@ -120,41 +120,42 @@ public void IsFalse(bool actual) * Strip Unused Shaders... *****************************************************/ - [TestCase(null, false, false)] - [TestCase("", false, false)] - [TestCase("Universal Render Pipeline/Lit", false, false)] - [TestCase("Universal Render Pipeline/Simple Lit", false, false)] - [TestCase("Universal Render Pipeline/Unlit", false, false)] - [TestCase("Universal Render Pipeline/Terrain/Lit", false, false)] - [TestCase("Universal Render Pipeline/Particles/Lit", false, false)] - [TestCase("Universal Render Pipeline/Particles/Simple Lit", false, false)] - [TestCase("Universal Render Pipeline/Particles/Unlit", false, false)] - [TestCase("Universal Render Pipeline/Baked Lit", false, false)] - [TestCase("Universal Render Pipeline/Nature/SpeedTree7", false, false)] - [TestCase("Universal Render Pipeline/Nature/SpeedTree7 Billboard", false, false)] - [TestCase("Universal Render Pipeline/Nature/SpeedTree8_PBRLit", false, false)] - [TestCase("Universal Render Pipeline/Complex Lit", false, false)] - [TestCase("Hidden/Universal Render Pipeline/BokehDepthOfField", false, false)] - [TestCase("Hidden/Universal Render Pipeline/GaussianDepthOfField", false, false)] - [TestCase("Hidden/Universal Render Pipeline/CameraMotionBlur", false, false)] - [TestCase("Hidden/Universal Render Pipeline/PaniniProjection", false, false)] - [TestCase("Hidden/Universal Render Pipeline/Bloom", false, false)] - [TestCase("Hidden/Universal Render Pipeline/StencilDeferred", true, false)] - [TestCase("Hidden/Universal Render Pipeline/UberPost", false, false)] - [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceShadows", false, false)] - [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion", false, false)] - [TestCase("Hidden/Universal Render Pipeline/DBufferClear", false, false)] - [TestCase("Hidden/Universal Render Pipeline/CameraMotionVectors", false, false)] - [TestCase("Hidden/Universal Render Pipeline/CopyDepth", false, false)] - [TestCase("Hidden/Universal Render Pipeline/SubpixelMorphologicalAntialiasing", false, false)] - public void TestStripUnusedShaders(string shaderName, bool expectedNoFeatures, bool expectedWithDeferredShading) + [TestCase(null, false, false, false)] + [TestCase("", false, false, false)] + [TestCase("Universal Render Pipeline/Lit", false, false, false)] + [TestCase("Universal Render Pipeline/Simple Lit", false, false, false)] + [TestCase("Universal Render Pipeline/Unlit", false, false, false)] + [TestCase("Universal Render Pipeline/Terrain/Lit", false, false, false)] + [TestCase("Universal Render Pipeline/Particles/Lit", false, false, false)] + [TestCase("Universal Render Pipeline/Particles/Simple Lit", false, false, false)] + [TestCase("Universal Render Pipeline/Particles/Unlit", false, false, false)] + [TestCase("Universal Render Pipeline/Baked Lit", false, false, false)] + [TestCase("Universal Render Pipeline/Nature/SpeedTree7", false, false, false)] + [TestCase("Universal Render Pipeline/Nature/SpeedTree7 Billboard", false, false, false)] + [TestCase("Universal Render Pipeline/Nature/SpeedTree8_PBRLit", false, false, false)] + [TestCase("Universal Render Pipeline/Complex Lit", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/BokehDepthOfField", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/GaussianDepthOfField", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/CameraMotionBlur", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/PaniniProjection", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/Bloom", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/StencilDeferred", true, false, true)] + [TestCase("Hidden/Universal Render Pipeline/ClusterDeferred", true, true, false)] + [TestCase("Hidden/Universal Render Pipeline/UberPost", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceShadows", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/DBufferClear", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/CameraMotionVectors", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/CopyDepth", false, false, false)] + [TestCase("Hidden/Universal Render Pipeline/SubpixelMorphologicalAntialiasing", false, false, false)] + public void TestStripUnusedShaders(string shaderName, bool expectedNoFeatures, bool expectedWithDeferredShading, bool expectedWithDeferredPlus) { TestHelper helper; Shader shader = Shader.Find(shaderName); ShaderScriptableStripper scriptableStripper = new(); // Test each individual function... - TestStripUnusedShaders_Deferred(shader, expectedNoFeatures, expectedWithDeferredShading); + TestStripUnusedShaders_Deferred(shader, expectedNoFeatures, expectedWithDeferredShading, expectedWithDeferredPlus); // Test the parent function... @@ -166,16 +167,21 @@ public void TestStripUnusedShaders(string shaderName, bool expectedNoFeatures, b helper.IsFalse(scriptableStripper.StripUnusedShaders(ref helper.data)); } - public void TestStripUnusedShaders_Deferred(Shader shader, bool expectedNoFeatures, bool expectedWithDeferredShading) + public void TestStripUnusedShaders_Deferred(Shader shader, bool expectedNoFeatures, bool expectedWithDeferredShading, bool expectedWithDeferredPlus) { TestHelper helper; - // Currently only StencilDeferred is stripped out (when deferred is not in use) + // When using Deferred, ClusterDeferred should be stripped + // When using DeferredPlus, StencilDeferred should be stripped + // If neither is used, both should be stripped helper = new TestHelper(shader, ShaderFeatures.None); helper.AreEqual(expectedNoFeatures, helper.stripper.StripUnusedShaders_Deferred(ref helper.data)); helper = new TestHelper(shader, ShaderFeatures.DeferredShading); helper.AreEqual(expectedWithDeferredShading, helper.stripper.StripUnusedShaders_Deferred(ref helper.data)); + + helper = new TestHelper(shader, ShaderFeatures.DeferredPlus); + helper.AreEqual(expectedWithDeferredPlus, helper.stripper.StripUnusedShaders_Deferred(ref helper.data)); } /***************************************************** @@ -202,6 +208,7 @@ public void TestStripUnusedShaders_Deferred(Shader shader, bool expectedNoFeatur [TestCase("Hidden/Universal Render Pipeline/PaniniProjection")] [TestCase("Hidden/Universal Render Pipeline/Bloom")] [TestCase("Hidden/Universal Render Pipeline/StencilDeferred")] + [TestCase("Hidden/Universal Render Pipeline/ClusterDeferred")] [TestCase("Hidden/Universal Render Pipeline/UberPost")] [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceShadows")] [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion")] @@ -448,6 +455,7 @@ public void TestStripUnusedPass_Decals(Shader shader) [TestCase("Hidden/Universal Render Pipeline/PaniniProjection", false, false, true)] [TestCase("Hidden/Universal Render Pipeline/Bloom", false, false, true)] [TestCase("Hidden/Universal Render Pipeline/StencilDeferred", false, false, true)] + [TestCase("Hidden/Universal Render Pipeline/ClusterDeferred", false, false, true)] [TestCase("Hidden/Universal Render Pipeline/UberPost", false, false, true)] [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceShadows", false, false, true)] [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion", false, false, true)] @@ -641,6 +649,7 @@ public void TestStripInvalidVariants_Shadows(Shader shader, bool expectedSoftSha [TestCase("Hidden/Universal Render Pipeline/PaniniProjection", true, true, true)] [TestCase("Hidden/Universal Render Pipeline/Bloom", true, true, true)] [TestCase("Hidden/Universal Render Pipeline/StencilDeferred", true, true, true)] + [TestCase("Hidden/Universal Render Pipeline/ClusterDeferred", true, true, true)] [TestCase("Hidden/Universal Render Pipeline/UberPost", true, true, true)] [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceShadows", true, true, true)] [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion", true, true, true)] @@ -719,6 +728,7 @@ public void StripUnsupportedVariants_EditorVisualization(Shader shader, bool exp [TestCase("Hidden/Universal Render Pipeline/PaniniProjection")] [TestCase("Hidden/Universal Render Pipeline/Bloom")] [TestCase("Hidden/Universal Render Pipeline/StencilDeferred")] + [TestCase("Hidden/Universal Render Pipeline/ClusterDeferred")] [TestCase("Hidden/Universal Render Pipeline/UberPost")] [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceShadows")] [TestCase("Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion")] @@ -748,8 +758,8 @@ public void TestStripUnusedFeatures(string shaderName) TestStripUnusedFeatures_UseFastSRGBLinearConversion(shader); TestStripUnusedFeatures_LightLayers(shader); TestStripUnusedFeatures_RenderPassEnabled(shader); + TestStripUnusedFeatures_ClusterLightLoop(shader); TestStripUnusedFeatures_ReflectionProbes(shader); - TestStripUnusedFeatures_ForwardPlus(shader); TestStripUnusedFeatures_AdditionalLights(shader); TestStripUnusedFeatures_ScreenSpaceOcclusion(shader); TestStripUnusedFeatures_DecalsDbuffer(shader); @@ -985,19 +995,15 @@ public void TestStripUnusedFeatures_DeferredRendering(Shader shader) { TestHelper helper; - helper = new TestHelper(shader, ShaderFeatures.None); - helper.data.passName = ShaderScriptableStripper.kPassNameUniversal2D; - helper.IsFalse(helper.stripper.StripUnusedFeatures_DeferredRendering(ref helper.data)); - helper = new TestHelper(shader, ShaderFeatures.None); helper.data.passName = ShaderScriptableStripper.kPassNameGBuffer; helper.IsTrue(helper.stripper.StripUnusedFeatures_DeferredRendering(ref helper.data)); helper = new TestHelper(shader, ShaderFeatures.DeferredShading); - helper.data.passName = ShaderScriptableStripper.kPassNameUniversal2D; + helper.data.passName = ShaderScriptableStripper.kPassNameGBuffer; helper.IsFalse(helper.stripper.StripUnusedFeatures_DeferredRendering(ref helper.data)); - helper = new TestHelper(shader, ShaderFeatures.DeferredShading); + helper = new TestHelper(shader, ShaderFeatures.DeferredPlus); helper.data.passName = ShaderScriptableStripper.kPassNameGBuffer; helper.IsFalse(helper.stripper.StripUnusedFeatures_DeferredRendering(ref helper.data)); } @@ -1384,6 +1390,38 @@ public void TestStripUnusedFeatures_RenderPassEnabled(Shader shader) helper.IsFalse(helper.stripper.StripUnusedFeatures_RenderPassEnabled(ref helper.featureStripTool)); } + public void TestStripUnusedFeatures_ClusterLightLoop(Shader shader) + { + TestHelper helper; + + helper = new TestHelper(shader, ShaderFeatures.None); + TestHelper.s_PassKeywords = new List() { ShaderKeywordStrings.ClusterLightLoop }; + helper.IsFalse(helper.stripper.StripUnusedFeatures_ClusterLightLoop(ref helper.data)); + + helper = new TestHelper(shader, ShaderFeatures.None); + TestHelper.s_EnabledKeywords = new List() { ShaderKeywordStrings.ClusterLightLoop }; + TestHelper.s_PassKeywords = new List() { ShaderKeywordStrings.ClusterLightLoop }; + helper.AreEqual(shader != null, helper.stripper.StripUnusedFeatures_ClusterLightLoop(ref helper.data)); + + helper = new TestHelper(shader, ShaderFeatures.ForwardPlus); + TestHelper.s_PassKeywords = new List() { ShaderKeywordStrings.ClusterLightLoop }; + helper.AreEqual(shader != null, helper.stripper.StripUnusedFeatures_ClusterLightLoop(ref helper.data)); + + helper = new TestHelper(shader, ShaderFeatures.ForwardPlus); + TestHelper.s_EnabledKeywords = new List() { ShaderKeywordStrings.ClusterLightLoop }; + TestHelper.s_PassKeywords = new List() { ShaderKeywordStrings.ClusterLightLoop }; + helper.IsFalse(helper.stripper.StripUnusedFeatures_ClusterLightLoop(ref helper.data)); + + helper = new TestHelper(shader, ShaderFeatures.DeferredPlus); + TestHelper.s_PassKeywords = new List() { ShaderKeywordStrings.ClusterLightLoop }; + helper.AreEqual(shader != null, helper.stripper.StripUnusedFeatures_ClusterLightLoop(ref helper.data)); + + helper = new TestHelper(shader, ShaderFeatures.DeferredPlus); + TestHelper.s_EnabledKeywords = new List() { ShaderKeywordStrings.ClusterLightLoop }; + TestHelper.s_PassKeywords = new List() { ShaderKeywordStrings.ClusterLightLoop }; + helper.IsFalse(helper.stripper.StripUnusedFeatures_ClusterLightLoop(ref helper.data)); + } + public void TestStripUnusedFeatures_ReflectionProbes(Shader shader) { TestHelper helper; @@ -1424,29 +1462,6 @@ public void TestStripUnusedFeatures_ReflectionProbes(Shader shader) helper.IsFalse(helper.stripper.StripUnusedFeatures_ReflectionProbes(ref helper.featureStripTool)); } - public void TestStripUnusedFeatures_ForwardPlus(Shader shader) - { - TestHelper helper; - - helper = new TestHelper(shader, ShaderFeatures.None); - TestHelper.s_PassKeywords = new List() { ShaderKeywordStrings.ForwardPlus }; - helper.IsFalse(helper.stripper.StripUnusedFeatures_ForwardPlus(ref helper.featureStripTool)); - - helper = new TestHelper(shader, ShaderFeatures.None); - TestHelper.s_EnabledKeywords = new List() { ShaderKeywordStrings.ForwardPlus }; - TestHelper.s_PassKeywords = new List() { ShaderKeywordStrings.ForwardPlus }; - helper.AreEqual(shader != null, helper.stripper.StripUnusedFeatures_ForwardPlus(ref helper.featureStripTool)); - - helper = new TestHelper(shader, ShaderFeatures.ForwardPlus); - TestHelper.s_PassKeywords = new List() { ShaderKeywordStrings.ForwardPlus }; - helper.AreEqual(shader != null, helper.stripper.StripUnusedFeatures_ForwardPlus(ref helper.featureStripTool)); - - helper = new TestHelper(shader, ShaderFeatures.ForwardPlus); - TestHelper.s_EnabledKeywords = new List() { ShaderKeywordStrings.ForwardPlus }; - TestHelper.s_PassKeywords = new List() { ShaderKeywordStrings.ForwardPlus }; - helper.IsFalse(helper.stripper.StripUnusedFeatures_ForwardPlus(ref helper.featureStripTool)); - } - public void TestStripUnusedFeatures_AdditionalLights(Shader shader) { TestHelper helper; diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/DeferredPlusRenderer.asset b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/DeferredPlusRenderer.asset new file mode 100644 index 00000000000..c0a50aa8614 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/DeferredPlusRenderer.asset @@ -0,0 +1,61 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 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b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/URPAssets/000_ForwardPlusURPAsset.asset @@ -18,6 +18,7 @@ MonoBehaviour: m_RendererData: {fileID: 0} m_RendererDataList: - {fileID: 11400000, guid: 7b5eb6f1732246743a7a683f78de9004, type: 2} + - {fileID: 11400000, guid: c75d99113f3f4457a9284db4faafa0ec, type: 2} m_DefaultRendererIndex: 0 m_RequireDepthTexture: 0 m_RequireOpaqueTexture: 0 @@ -36,7 +37,10 @@ MonoBehaviour: m_LightProbeSystem: 0 m_ProbeVolumeMemoryBudget: 1024 m_ProbeVolumeBlendingMemoryBudget: 128 - m_SupportProbeVolumeStreaming: 0 + m_SupportProbeVolumeGPUStreaming: 0 + m_SupportProbeVolumeDiskStreaming: 0 + m_SupportProbeVolumeScenarios: 0 + m_SupportProbeVolumeScenarioBlending: 0 m_ProbeVolumeSHBands: 1 m_MainLightRenderingMode: 1 m_MainLightShadowsSupported: 0 @@ -72,13 +76,16 @@ MonoBehaviour: m_SupportsLightLayers: 0 m_DebugLevel: 0 m_StoreActionsOptimization: 0 - m_EnableRenderGraph: 0 m_UseAdaptivePerformance: 1 m_ColorGradingMode: 0 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Assets/Scenes/010_AdditionalLightsSorted_Deferred.unity guid: 85cbe36f834a9444681d081748b85f9f + - enabled: 1 + path: Assets/Scenes/010_AdditionalLightsSorted_DeferredPlus.unity + guid: 83bd7131d49af4185bee78a6b2ad6d27 - enabled: 1 path: Assets/Scenes/011_PBS_EnvironmentBRDF_SpecularSpheres.unity guid: 5ea759cdcf4f74574bc818dbb61b1945 @@ -137,6 +143,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/050_Shader_Graphs_deferred_RenderPass.unity guid: 9b853a2e2268046e49558e61eac1350b + - enabled: 1 + path: Assets/Scenes/050_Shader_Graphs_deferredPlus.unity + guid: 8beb3a97254e550429b13e17f2865e2b - enabled: 1 path: Assets/Scenes/050_Shader_Graphs_Override.unity guid: 773767ac5b09198408c0c084dc243abc diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/ProjectSettings/QualitySettings.asset b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/ProjectSettings/QualitySettings.asset index 459972dc6c8..2fae92d4b4f 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/ProjectSettings/QualitySettings.asset +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/ProjectSettings/QualitySettings.asset @@ -854,9 +854,63 @@ QualitySettings: terrainFadeLength: 5 terrainMaxTrees: 50 excludedTargetPlatforms: [] + - serializedVersion: 4 + name: 16->DeferredPlusRenderer + pixelLightCount: 4 + shadows: 2 + shadowResolution: 2 + shadowProjection: 1 + shadowCascades: 4 + shadowDistance: 150 + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 1 + skinWeights: 4 + globalTextureMipmapLimit: 0 + textureMipmapLimitSettings: [] + anisotropicTextures: 2 + antiAliasing: 0 + softParticles: 1 + softVegetation: 1 + realtimeReflectionProbes: 1 + billboardsFaceCameraPosition: 1 + useLegacyDetailDistribution: 1 + adaptiveVsync: 0 + vSyncCount: 1 + realtimeGICPUUsage: 25 + adaptiveVsyncExtraA: 0 + adaptiveVsyncExtraB: 0 + lodBias: 2 + maximumLODLevel: 0 + enableLODCrossFade: 0 + streamingMipmapsActive: 0 + streamingMipmapsAddAllCameras: 1 + streamingMipmapsMemoryBudget: 512 + streamingMipmapsRenderersPerFrame: 512 + streamingMipmapsMaxLevelReduction: 2 + streamingMipmapsMaxFileIORequests: 1024 + particleRaycastBudget: 4096 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 4 + asyncUploadPersistentBuffer: 1 + resolutionScalingFixedDPIFactor: 1 + customRenderPipeline: {fileID: 11400000, guid: 4b6fbdaca1af9ab478fb765427f392cd, + type: 2} + terrainQualityOverrides: 0 + terrainPixelError: 1 + terrainDetailDensityScale: 1 + terrainBasemapDistance: 1000 + terrainDetailDistance: 80 + terrainTreeDistance: 5000 + terrainBillboardStart: 50 + terrainFadeLength: 5 + terrainMaxTrees: 50 + excludedTargetPlatforms: [] m_TextureMipmapLimitGroupNames: [] m_PerPlatformDefaultQuality: Android: 0 + LinuxHeadlessSimulation: 0 Nintendo 3DS: 0 Nintendo Switch: 0 PS4: 0 From 2ea3893a54e0021ed18791b61b4fbfda0ac913c3 Mon Sep 17 00:00:00 2001 From: Julien Amsellem Date: Sat, 7 Dec 2024 00:54:55 +0000 Subject: [PATCH 35/52] [VFX] [Doc] Added an example for VisualEffect.SetFloat Add a sample for VisualEffect.SetFloat --- .../Editor/Examples.meta | 8 ++++++++ .../Editor/Examples/SetFloatExample.cs | 16 ++++++++++++++++ .../Editor/Examples/SetFloatExample.cs.meta | 2 ++ 3 files changed, 26 insertions(+) create mode 100644 Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples.meta create mode 100644 Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples/SetFloatExample.cs create mode 100644 Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples/SetFloatExample.cs.meta diff --git a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples.meta b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples.meta new file mode 100644 index 00000000000..1489bd672dd --- /dev/null +++ b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 64816fa70e1d4264ba9a04a4f9665467 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples/SetFloatExample.cs b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples/SetFloatExample.cs new file mode 100644 index 00000000000..4e934fde337 --- /dev/null +++ b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples/SetFloatExample.cs @@ -0,0 +1,16 @@ +using UnityEngine; +using UnityEngine.VFX; + +class SetFloatExample : MonoBehaviour +{ + [SerializeField] VisualEffect m_Vfx; + [SerializeField] float m_Frequency = 1f; + [SerializeField] float m_Phase = 0f; + + static readonly int k_MyValuePropertyNameID = Shader.PropertyToID("MyValueProperty"); + + void Update() + { + m_Vfx.SetFloat(k_MyValuePropertyNameID, Mathf.Cos(Time.time * m_Frequency + m_Phase)); + } +} diff --git a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples/SetFloatExample.cs.meta b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples/SetFloatExample.cs.meta new file mode 100644 index 00000000000..6395eb9b0d4 --- /dev/null +++ b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Editor/Examples/SetFloatExample.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9994b758a49d6b54cbe0b854f7c611bc \ No newline at end of file From 94e446ffa8f96343a12110790829a1820791bd13 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Chapelain?= Date: Sat, 7 Dec 2024 00:55:01 +0000 Subject: [PATCH 36/52] [HDRP] Adding cave scene in water samples Following some discussions with users, we decided to add a small sample scene to use a bit more in depth the caustics and deformation texture. https://github.cds.internal.unity3d.com/unity/unity/assets/1764/8ae9c5df-511b-4230-9b9f-a0dcdda7d113 Here's the 3 showcases : ![image](https://github.cds.internal.unity3d.com/unity/unity/assets/1764/02e3bf9a-63bc-4358-a70b-96850eb61c15) This basically adds very little to the water sample in terms of size since there's no new mesh or textures. Before : 23.47mb After : 24.28mb --- .../Samples~/WaterSamples/Materials/Cave.meta | 8 + .../Materials/Cave/Rocks Tiled.mat | 281 + .../Materials/Cave/Rocks Tiled.mat.meta | 8 + .../Cave/SG_CustomPassTriplanarCaustics.mat | 72 + .../SG_CustomPassTriplanarCaustics.mat.meta | 8 + ...SG_CustomPassTriplanarCaustics.shadergraph | 8510 ++++++++++ ...stomPassTriplanarCaustics.shadergraph.meta | 10 + .../Materials/Cave/SG_DecalDeformation.mat | 98 + .../Cave/SG_DecalDeformation.mat.meta | 8 + .../Cave/SG_DecalDeformation.shadergraph | 3553 ++++ .../Cave/SG_DecalDeformation.shadergraph.meta | 10 + .../Cave/SG_LocalVolumetricFogCaustics.mat | 79 + .../SG_LocalVolumetricFogCaustics.mat.meta | 8 + .../SG_LocalVolumetricFogCaustics.shadergraph | 1555 ++ ...ocalVolumetricFogCaustics.shadergraph.meta | 10 + .../Materials/Cave/Water Drop.mat | 281 + .../Materials/Cave/Water Drop.mat.meta | 8 + .../Samples~/WaterSamples/Scenes/Cave.unity | 13982 ++++++++++++++++ .../WaterSamples/Scenes/Cave.unity.meta | 7 + .../CaveSampleDescription.json | 38 + .../CaveSampleDescription.json.meta | 7 + .../WaterSamples/Scripts/BindTexture.cs | 56 + .../WaterSamples/Scripts/BindTexture.cs.meta | 2 + .../WaterSamples/Scripts/DropsManager.cs | 69 + .../WaterSamples/Scripts/DropsManager.cs.meta | 2 + .../Settings/Cave Volume Profile.asset | 694 + .../Settings/Cave Volume Profile.asset.meta | 8 + .../Settings/Water Require Settings.asset | 9 + 28 files changed, 29381 insertions(+) create mode 100644 Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Materials/Cave.meta create mode 100644 Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Materials/Cave/Rocks Tiled.mat create mode 100644 Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Materials/Cave/Rocks Tiled.mat.meta create mode 100644 Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Materials/Cave/SG_CustomPassTriplanarCaustics.mat create mode 100644 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--git a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scenes/Scene Resources/CaveSampleDescription.json b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scenes/Scene Resources/CaveSampleDescription.json new file mode 100644 index 00000000000..d4e7c8c028f --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scenes/Scene Resources/CaveSampleDescription.json @@ -0,0 +1,38 @@ +{ + "introduction": + """Welcome to the Water System Samples. + The Water System allows you to add water to your scenes. + + This scene showcases the use of the Water Surface caustics texture using Shader Graph. + + To make sure the project is set up properly, use the HDRP Asset Settings Helper buttons at the top of this component, otherwise some features might not be visible. + +

Custom Pass Triplanar Caustics

+ +• The Custom Pass basically samples the caustics texture passed by the script on the Water Surface 3 times to project it in every axis (X, Y, Z) +• Then, the output is attenuated in the -Y direction, to avoid projecting caustics on flat surfaces facing up. +• Also, the absolute world position is used to avoid projecting caustics below the water surface since it's already taken care of by the water system. +• Lastly, to simulate range attenuation, a simple distance from a center point to mask caustics outside of this sphere + +You can open the Custom Pass Shader Graph for more details. + +

Custom Local Volumetric Fog

+ +• To simulate light rays bouncing on the water surface, a Local Volumetric Fog with a custom material is used. +• This shader, simply sample the caustics texture passed by the script on the Water Surface using absolute world position node. + +You can open the Local Volumetric Fog Shader Graph for more details. + +

Water Drops

+ +This example works only in play mode. + +• First, a simple animation script is attached to the WaterDrop gameobject animating a falling sphere. +• Once the sphere fall into the water, the Water Deformation gameobject is activated and propagate a deformation ripple on the water surface. +• Lastly, the Decal Projector uses the deformation and caustics texture from the water surface to project caustics on the wall. + +You can open the Decal Shader Graph for more details. + +""", + "samples": [] +} diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scenes/Scene Resources/CaveSampleDescription.json.meta b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scenes/Scene Resources/CaveSampleDescription.json.meta new file mode 100644 index 00000000000..3332bc2ad11 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scenes/Scene Resources/CaveSampleDescription.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d031329773fc409459ecdb6fd93b4098 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/BindTexture.cs b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/BindTexture.cs new file mode 100644 index 00000000000..b155647b2ba --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/BindTexture.cs @@ -0,0 +1,56 @@ +using UnityEngine; +using UnityEngine.Rendering.HighDefinition; + +[ExecuteInEditMode] +public class BindTexture : MonoBehaviour +{ + private WaterSurface waterSurface = null; + // Size of the region on the water surface from which the caustics effect is calculated + private float regionSize = 1.0f; + + // Material to apply the caustics effect + public Material CustomPassMaterial; + public Material localVolumetricFogMaterial; + public Material decalMaterial; + + void Start() + { + Init(); + } + + void OnEnable() + { + Init(); + } + + void Init() + { + if(waterSurface == null) + waterSurface = this.GetComponent(); + } + + void Update() + { + // Get the caustics buffer from the water surface. + Texture causticsBuffer = waterSurface.GetCausticsBuffer(out regionSize); + Texture deformationBuffer = waterSurface.GetDeformationBuffer(); + + // Assign some paramters to the materials. + CustomPassMaterial.SetColor("_TintColor", waterSurface.scatteringColor); + CustomPassMaterial.SetFloat("_WaterHeight", waterSurface.transform.position.y); + + if (deformationBuffer != null) + { + decalMaterial.SetTexture("_DeformationTexture", deformationBuffer); + } + + if (causticsBuffer != null) + { + // Apply the caustics buffer as a texture to the materials. + CustomPassMaterial.SetTexture("_CausticsTexture", causticsBuffer); + localVolumetricFogMaterial.SetTexture("_CausticsTexture", causticsBuffer); + decalMaterial.SetTexture("_CausticsTexture", causticsBuffer); + + } + } +} diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/BindTexture.cs.meta b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/BindTexture.cs.meta new file mode 100644 index 00000000000..58566e19179 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/BindTexture.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: dc0fb9e3888075241b6fe93326d63436 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/DropsManager.cs b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/DropsManager.cs new file mode 100644 index 00000000000..16476c7706a --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/DropsManager.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine.Rendering.HighDefinition; +using UnityEngine; + +public class DropsManager : MonoBehaviour +{ + + private float lastTime = 0; + + public WaterSurface waterSurface; + public DeformationManager deformationManager; + private float gravity = -9.81f; + private float lastSpeed = 0f; + private float speed = 0f; + private bool done = false; + + // Start is called before the first frame update + void OnEnable() + { + lastTime = Time.time; + lastSpeed = 0; + speed = 0; + this.transform.localPosition = Vector3.zero; + done = false; + } + + // Update is called once per frame + void Update() + { + // While the drop is falling. + if (!done) + { + float deltaTime = Time.time - lastTime; + speed = lastSpeed + gravity * deltaTime; + + float position = this.transform.localPosition.y; + position += (speed * deltaTime); + + this.transform.localPosition = new Vector3(0, position, 0); + } + + // If the drop goes past the water surface. + if(this.transform.position.y < waterSurface.transform.position.y && !done) + { + done = true; + this.transform.localPosition = Vector3.zero; + deformationManager.gameObject.SetActive(true); + StartCoroutine(WaitForAndInit(1f)); + } + else + { + lastTime = Time.time; + lastSpeed = speed; + } + + + + } + + IEnumerator WaitForAndInit(float seconds) + { + yield return new WaitForSeconds(seconds); + OnEnable(); + } + + + +} diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/DropsManager.cs.meta b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/DropsManager.cs.meta new file mode 100644 index 00000000000..d478a1f02b9 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/DropsManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4603b411441356044910d4b78b1bb0c6 diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Settings/Cave 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m_OverrideState: 0 + m_Value: 6 + thickness: + m_OverrideState: 0 + m_Value: 0.5 + ambientProbeDimmer: + m_OverrideState: 0 + m_Value: 1 + castShadows: + m_OverrideState: 0 + m_Value: 0 + layerB: + cloudMap: + m_OverrideState: 0 + m_Value: {fileID: 2800000, guid: 57a33fc2476a01644865bfde5f06e2f4, type: 3} + opacityR: + m_OverrideState: 0 + m_Value: 1 + opacityG: + m_OverrideState: 0 + m_Value: 0 + opacityB: + m_OverrideState: 0 + m_Value: 0 + opacityA: + m_OverrideState: 0 + m_Value: 0 + altitude: + m_OverrideState: 0 + m_Value: 2000 + rotation: + m_OverrideState: 0 + m_Value: 0 + tint: + m_OverrideState: 0 + m_Value: {r: 1, g: 1, b: 1, a: 1} + exposure: + m_OverrideState: 0 + m_Value: 0 + distortionMode: + m_OverrideState: 0 + m_Value: 0 + scrollOrientation: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 0 + additiveValue: 0 + multiplyValue: 1 + scrollSpeed: + m_OverrideState: 0 + m_Value: + mode: 1 + customValue: 100 + additiveValue: 0 + multiplyValue: 1 + flowmap: + m_OverrideState: 0 + m_Value: {fileID: 0} + lighting: + m_OverrideState: 0 + m_Value: 1 + steps: + m_OverrideState: 0 + m_Value: 6 + thickness: + m_OverrideState: 0 + m_Value: 0.5 + ambientProbeDimmer: + m_OverrideState: 0 + m_Value: 1 + castShadows: + m_OverrideState: 0 + m_Value: 0 +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: d7fd9488000d3734a9e00ee676215985, type: 3} + m_Name: Cave Volume Profile + m_EditorClassIdentifier: + components: + - {fileID: 1026335683080517725} + - {fileID: -8845446057161508543} + - {fileID: -1500151581380483390} + - {fileID: 7601432519373796537} + - {fileID: -1099682208748894048} + - {fileID: -1808542246849049698} + - {fileID: -9201141852458524168} + - {fileID: 2846086281549398540} +--- !u!114 &1026335683080517725 +MonoBehaviour: + 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m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a81bcacc415a1f743bfdf703afc52027, type: 3} + m_Name: GradientSky + m_EditorClassIdentifier: + active: 1 + rotation: + m_OverrideState: 0 + m_Value: 0 + skyIntensityMode: + m_OverrideState: 0 + m_Value: 0 + exposure: + m_OverrideState: 0 + m_Value: 0 + multiplier: + m_OverrideState: 0 + m_Value: 1 + upperHemisphereLuxValue: + m_OverrideState: 0 + m_Value: 1 + upperHemisphereLuxColor: + m_OverrideState: 0 + m_Value: {x: 0, y: 0, z: 0} + desiredLuxValue: + m_OverrideState: 0 + m_Value: 20000 + updateMode: + m_OverrideState: 0 + m_Value: 0 + updatePeriod: + m_OverrideState: 0 + m_Value: 0 + includeSunInBaking: + m_OverrideState: 0 + m_Value: 0 + top: + m_OverrideState: 1 + m_Value: {r: 0.06301003, g: 0, b: 0.06301003, a: 1} + middle: + m_OverrideState: 1 + m_Value: {r: 0, g: 0, b: 0, a: 1} + bottom: + m_OverrideState: 1 + m_Value: {r: 0.0627451, g: 0, b: 0.0627451, a: 1} + gradientDiffusion: + m_OverrideState: 0 + m_Value: 1 +--- !u!114 &7601432519373796537 +MonoBehaviour: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 384c4d03a551c44448145f4093304119, type: 3} + m_Name: ScreenSpaceReflection + m_EditorClassIdentifier: + active: 1 + quality: + m_OverrideState: 1 + m_Value: 2 + enabled: + m_OverrideState: 1 + m_Value: 1 + enabledTransparent: + m_OverrideState: 1 + m_Value: 1 + tracing: + m_OverrideState: 0 + m_Value: 1 + m_MinSmoothness: + m_OverrideState: 0 + m_Value: 0 + m_SmoothnessFadeStart: + m_OverrideState: 0 + m_Value: 0 + reflectSky: + m_OverrideState: 0 + m_Value: 1 + usedAlgorithm: + m_OverrideState: 0 + m_Value: 0 + depthBufferThickness: + m_OverrideState: 1 + m_Value: 0.05 + screenFadeDistance: + m_OverrideState: 0 + m_Value: 0.25 + accumulationFactor: + m_OverrideState: 0 + m_Value: 0.75 + biasFactor: + m_OverrideState: 0 + m_Value: 0.5 + speedRejectionParam: + m_OverrideState: 0 + m_Value: 0.5 + speedRejectionScalerFactor: + m_OverrideState: 0 + m_Value: 0.2 + speedSmoothReject: + m_OverrideState: 0 + m_Value: 0 + speedSurfaceOnly: + m_OverrideState: 0 + m_Value: 1 + speedTargetOnly: + m_OverrideState: 0 + m_Value: 1 + enableWorldSpeedRejection: + m_OverrideState: 0 + m_Value: 0 + m_RayMaxIterations: + m_OverrideState: 1 + m_Value: 64 + rayMiss: + m_OverrideState: 0 + m_Value: 3 + lastBounceFallbackHierarchy: + m_OverrideState: 0 + m_Value: 3 + ambientProbeDimmer: + m_OverrideState: 0 + m_Value: 1 + layerMask: + m_OverrideState: 0 + m_Value: + serializedVersion: 2 + m_Bits: 4294967295 + textureLodBias: + m_OverrideState: 0 + m_Value: 1 + m_RayLength: + m_OverrideState: 0 + m_Value: 50 + m_ClampValue: + m_OverrideState: 0 + m_Value: 1 + m_Denoise: + m_OverrideState: 0 + m_Value: 1 + m_DenoiserRadius: + m_OverrideState: 0 + m_Value: 8 + m_DenoiserAntiFlickeringStrength: + m_OverrideState: 0 + m_Value: 1 + mode: + m_OverrideState: 0 + m_Value: 2 + m_FullResolution: + m_OverrideState: 0 + m_Value: 0 + sampleCount: + m_OverrideState: 0 + m_Value: 1 + bounceCount: + m_OverrideState: 0 + m_Value: 1 + m_RayMaxIterationsRT: + m_OverrideState: 0 + m_Value: 48 diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Settings/Cave Volume Profile.asset.meta b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Settings/Cave Volume Profile.asset.meta new file mode 100644 index 00000000000..345ba34d3a9 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Settings/Cave Volume Profile.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a3d9da8440a018b4a9a86f6a0ebaa01f +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Settings/Water Require Settings.asset b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Settings/Water Require Settings.asset index 5ccb4cfce7e..83d8a07c813 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Settings/Water Require Settings.asset +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Settings/Water Require Settings.asset @@ -95,3 +95,12 @@ MonoBehaviour: validationType: 0 uiSectionInt: 32 uiSubSectionInt: 1 + - m_name: Volumetric Fog + m_description: Enable Volumetric Fog. + propertyPath: m_RenderPipelineSettings.supportVolumetrics + globalSettingsType: + valueType: 0 + targetValue: 1 + validationType: 0 + uiSectionInt: 32 + uiSubSectionInt: 1 From 309bdc0fdbf59addde8b45b2d2e4a45a070290e5 Mon Sep 17 00:00:00 2001 From: Yohann Vaast Date: Sat, 7 Dec 2024 02:58:53 +0000 Subject: [PATCH 37/52] Render Graph - Add CullContext with Culling APIs - Add CullContext with culling APIs --- .../Runtime/Utilities/CullContextData.cs | 59 ++++++ .../Runtime/Utilities/CullContextData.cs.meta | 2 + .../Runtime/UniversalRenderPipeline.cs | 10 + .../CullingRenderPassRendererFeature.cs | 131 +++++++++++++ .../Tests/Editor/RenderPassCullingTests.cs | 180 ++++++++++++++++++ .../Editor/RenderPassCullingTests.cs.meta | 2 + 6 files changed, 384 insertions(+) create mode 100644 Packages/com.unity.render-pipelines.core/Runtime/Utilities/CullContextData.cs create mode 100644 Packages/com.unity.render-pipelines.core/Runtime/Utilities/CullContextData.cs.meta create mode 100644 Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Culling/CullingRenderPassRendererFeature.cs create mode 100644 Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderPassCullingTests.cs create mode 100644 Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderPassCullingTests.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CullContextData.cs b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CullContextData.cs new file mode 100644 index 00000000000..dd6ce86c524 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CullContextData.cs @@ -0,0 +1,59 @@ +using System; +using Unity.Collections; + +namespace UnityEngine.Rendering.Universal +{ + /// + /// Class that holds data related to culling. + /// + public class CullContextData : ContextItem + { + internal ScriptableRenderContext? m_RenderContext; + + /// + public override void Reset() + { + m_RenderContext = null; + } + + /// + /// Assigns the render context once at initialization time. + /// + /// The render context to assign. + public void SetRenderContext(in ScriptableRenderContext renderContext) + { + m_RenderContext = renderContext; + } + + /// + /// Performs scene culling based on the provided parameters. + /// + /// The parameters used for the culling. + /// The culling results. + public CullingResults Cull(ref ScriptableCullingParameters parameters) + { + if (!m_RenderContext.HasValue) + { + throw new InvalidOperationException("The ScriptableRenderContext member is not set."); + } + + return m_RenderContext.Value.Cull(ref parameters); + } + + /// + /// Performs shadow casters culling based on the provided parameters. + /// + /// The scene culling results. + /// The shadow casters culling informations. + /// The parameters used for the shadow culling. + public void CullShadowCasters(CullingResults cullingResults, ShadowCastersCullingInfos shadowCastersCullingInfos) + { + if (!m_RenderContext.HasValue) + { + throw new InvalidOperationException("The ScriptableRenderContext member is not set."); + } + + m_RenderContext.Value.CullShadowCasters(cullingResults, shadowCastersCullingInfos); + } + } +} diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CullContextData.cs.meta b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CullContextData.cs.meta new file mode 100644 index 00000000000..981004646ba --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CullContextData.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fba8806c6dc73604d8243aebe488e60d \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 810ab80a71e..8454694278b 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -850,6 +850,8 @@ static void RenderSingleCamera(ScriptableRenderContext context, UniversalCameraD // Initialize all the data types required for rendering. UniversalLightData lightData; UniversalShadowData shadowData; + CullContextData cullData; + using (new ProfilingScope(Profiling.Pipeline.initializeRenderingData)) { CreateUniversalResourceData(frameData); @@ -857,6 +859,7 @@ static void RenderSingleCamera(ScriptableRenderContext context, UniversalCameraD shadowData = CreateShadowData(frameData, asset, isForwardPlus); CreatePostProcessingData(frameData, asset); CreateRenderingData(frameData, asset, cmd, isForwardPlus, cameraData.renderer); + cullData = CreateCullContextData(frameData, context); } RenderingData legacyRenderingData = new RenderingData(frameData); @@ -1765,6 +1768,13 @@ static UniversalShadowData CreateShadowData(ContextContainer frameData, Universa return shadowData; } + static CullContextData CreateCullContextData(ContextContainer frameData, ScriptableRenderContext context) + { + var cullData = frameData.Create(); + cullData.SetRenderContext(context); + return cullData; + } + private static Vector3 GetMainLightCascadeSplit(int mainLightShadowCascadesCount, UniversalRenderPipelineAsset urpAsset) { switch (mainLightShadowCascadesCount) diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Culling/CullingRenderPassRendererFeature.cs b/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Culling/CullingRenderPassRendererFeature.cs new file mode 100644 index 00000000000..e80ab5380eb --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Culling/CullingRenderPassRendererFeature.cs @@ -0,0 +1,131 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.RenderGraphModule; +using UnityEngine.Rendering.Universal; + +public class CullingRenderPassRendererFeature : ScriptableRendererFeature +{ + // Layer mask used to filter objects to put in the renderer list. + public LayerMask m_LayerMask; + + private CullingRenderPass m_CullingRenderPass; + + public override void Create() + { + m_CullingRenderPass = new CullingRenderPass(m_LayerMask); + + // Configures where the render pass should be injected. + m_CullingRenderPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques; + } + + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) + { + renderer.EnqueuePass(m_CullingRenderPass); + } + + protected override void Dispose(bool disposing) + { + m_CullingRenderPass = null; + } +} + +public class CullingRenderPass : ScriptableRenderPass +{ + private LayerMask m_LayerMask; + + // List of shader tags used to build the renderer list. + private List m_ShaderTagIdList = new List(); + + public CullingRenderPass(LayerMask layerMask) + { + m_LayerMask = layerMask; + } + + class PassData + { + public RendererListHandle rendererListHandle; + } + + public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) + { + var passName = "RenderList Render Pass from Culling"; + + // This simple pass clears the current active color texture, then renders the scene geometry associated to the m_LayerMask layer using the culling results. + // Add scene geometry to your own custom layers and experiment switching the layer mask in the render feature UI. + // You can use the frame debugger to inspect the pass output. + using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler)) + { + // UniversalResourceData contains all the texture handles used by the renderer, including the active color and depth textures. + // The active color and depth textures are the main color and depth buffers that the camera renders into. + UniversalResourceData resourceData = frameData.Get(); + + var cameraData = frameData.Get(); + + // CullContextData contains the culling APIs. + var cullContextData = frameData.Get(); + + // Retrieve the culling parameters for the camera used. + cameraData.camera.TryGetCullingParameters(false, out var cullingParameters); + + // Perform culling using the CullContextData API. + var cullingResults = cullContextData.Cull(ref cullingParameters); + + // Fill up the passData with the data needed by the pass + InitRendererLists(cullingResults, frameData, ref passData, renderGraph); + + // Make sure the renderer list is valid + if (!passData.rendererListHandle.IsValid()) + return; + + // We declare the RendererList we just created as an input dependency to this pass, via UseRendererList(). + builder.UseRendererList(passData.rendererListHandle); + + // Setup as a render target via UseTextureFragment and UseTextureFragmentDepth, which are the equivalent of using the old cmd.SetRenderTarget(color,depth). + builder.SetRenderAttachment(resourceData.activeColorTexture, 0); + builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Write); + + // Assign the ExecutePass function to the render pass delegate, which will be called by the render graph when executing the pass. + builder.SetRenderFunc((PassData data, RasterGraphContext context) => ExecutePass(data, context)); + } + } + + // This static method is used to execute the pass and passed as the RenderFunc delegate to the RenderGraph render pass. + static void ExecutePass(PassData data, RasterGraphContext context) + { + context.cmd.ClearRenderTarget(RTClearFlags.Color, Color.green, 1, 0); + + context.cmd.DrawRendererList(data.rendererListHandle); + } + + // Sample utility method that showcases how to create a renderer list via the RenderGraph API. + private void InitRendererLists(CullingResults cullResults, ContextContainer frameData, ref PassData passData, RenderGraph renderGraph) + { + // Access the relevant frame data from the Universal Render Pipeline + var universalRenderingData = frameData.Get(); + var cameraData = frameData.Get(); + var lightData = frameData.Get(); + + var sortFlags = cameraData.defaultOpaqueSortFlags; + var renderQueueRange = RenderQueueRange.opaque; + var filterSettings = new FilteringSettings(renderQueueRange, m_LayerMask); + + var forwardOnlyShaderTagIds = new ShaderTagId[] + { + new ShaderTagId("UniversalForwardOnly"), + new ShaderTagId("UniversalForward"), + new ShaderTagId("SRPDefaultUnlit"), // Legacy shaders (do not have a gbuffer pass) are considered forward-only for backward compatibility. + new ShaderTagId("LightweightForward") // Legacy shaders (do not have a gbuffer pass) are considered forward-only for backward compatibility. + }; + + m_ShaderTagIdList.Clear(); + + foreach (ShaderTagId sid in forwardOnlyShaderTagIds) + m_ShaderTagIdList.Add(sid); + + var drawSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, universalRenderingData, cameraData, lightData, sortFlags); + + var param = new RendererListParams(cullResults, drawSettings, filterSettings); + passData.rendererListHandle = renderGraph.CreateRendererList(param); + } +} diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderPassCullingTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderPassCullingTests.cs new file mode 100644 index 00000000000..911e861cb7b --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderPassCullingTests.cs @@ -0,0 +1,180 @@ +using System; +using System.Collections.Generic; +using NUnit.Framework; +using UnityEngine.Profiling; +using UnityEngine.Rendering.RenderGraphModule; +using UnityEngine.Rendering.Universal; + +namespace UnityEngine.Rendering.Tests +{ + class CullingTestRenderPass : ScriptableRenderPass + { + /// + public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) + { + var cameraData = frameData.Get(); + var cullContextData = frameData.Get(); + + Assert.IsTrue(cameraData != null); + Assert.IsTrue(cullContextData != null); + + cameraData.camera.TryGetCullingParameters(false, out var cullingParameters); + + var cullingResults = cullContextData.Cull(ref cullingParameters); + + Assert.IsTrue(cullingResults != null); + Assert.IsTrue(cullingResults.visibleLights.Length != 0); + } + + /// + [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) + { + // This path does not implement the CullContextData. + } + } + + class RenderGraphTests + { + static Recorder gcAllocRecorder = Recorder.Get("GC.Alloc"); + + const int kLightCount = 3; + + CullingTestRenderPass m_TestRenderPass; + ScriptableRenderContext? m_RenderContext; + + [SetUp] + public void Setup() + { + m_TestRenderPass = new CullingTestRenderPass(); + RenderPipelineManager.beginCameraRendering += OnBeginCamera; + m_RenderContext = null; + } + + [TearDown] + public void TearDown() + { + m_TestRenderPass = null; + m_RenderContext = null; + RenderPipelineManager.beginCameraRendering -= OnBeginCamera; + } + + [Test] + public void RenderPassCullingAPIWorks() + { + if (DisableTestWhenExecutedOnNonURPProject()) + return; + + // We need a real ScriptableRenderContext and a camera to execute the render graph + // add the default camera + var cameraGO = new GameObject("Culling_GameObject") + { + hideFlags = HideFlags.HideAndDontSave + }; + cameraGO.tag = "MainCamera"; + var camera = cameraGO.AddComponent(); + + var goToRemove = new List(); + goToRemove.Add(cameraGO); + + for (int i = 0; i < kLightCount; ++i) + { + var lightGO = new GameObject("Light_GameObject" + i) + { + hideFlags = HideFlags.HideAndDontSave + }; + + var light = lightGO.AddComponent(); + light.type = LightType.Point; + + goToRemove.Add(lightGO); + } + + SubmitCameraRenderRequest(camera); + + foreach (var obj in goToRemove) + { + GameObject.DestroyImmediate(obj); + } + } + + [Test] + public void RenderPassCullingAPIDoesNotAlloc() + { + if (DisableTestWhenExecutedOnNonURPProject()) + return; + + // We need a real ScriptableRenderContext and a camera to execute the render graph + // add the default camera + var cameraGO = new GameObject("Culling_GameObject") + { + hideFlags = HideFlags.HideAndDontSave + }; + cameraGO.tag = "MainCamera"; + var camera = cameraGO.AddComponent(); + + SubmitCameraRenderRequest(camera); + + Assert.IsTrue(m_RenderContext != null); + + var contextContainer = new ContextContainer(); + var cullData = contextContainer.Create(); + + ValidateNoGCAllocs(() => + { + cullData.SetRenderContext(m_RenderContext.Value); + }); + + GameObject.DestroyImmediate(cameraGO); + } + + bool DisableTestWhenExecutedOnNonURPProject() + { + return !(GraphicsSettings.currentRenderPipeline is UniversalRenderPipelineAsset); + } + + void OnBeginCamera(ScriptableRenderContext context, Camera cam) + { + m_RenderContext = context; + + // Use the EnqueuePass method to inject a custom render pass + cam.GetUniversalAdditionalCameraData().scriptableRenderer.EnqueuePass(m_TestRenderPass); + } + + void SubmitCameraRenderRequest(Camera camera) + { + var request = new RenderPipeline.StandardRequest(); + var desc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight, RenderTextureFormat.Default, 32); + request.destination = RenderTexture.GetTemporary(desc); + + // Check if the active render pipeline supports the render request + if (RenderPipeline.SupportsRenderRequest(camera, request)) + { + RenderPipeline.SubmitRenderRequest(camera, request); + } + RenderTexture.ReleaseTemporary(request.destination); + } + + void ValidateNoGCAllocs(Action action) + { + // Warmup - this will catch static c'tors etc. + CountGCAllocs(action); + + // Actual test. + var count = CountGCAllocs(action); + if (count != 0) + throw new AssertionException($"Expected 0 GC allocations but there were {count}"); + } + + int CountGCAllocs(Action action) + { + gcAllocRecorder.FilterToCurrentThread(); + gcAllocRecorder.enabled = true; + + action(); + + gcAllocRecorder.enabled = false; + return gcAllocRecorder.sampleBlockCount; + } + } +} diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderPassCullingTests.cs.meta b/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderPassCullingTests.cs.meta new file mode 100644 index 00000000000..8bd1e335ef3 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderPassCullingTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: da9d116cbd3a95840aeb4f28ba5146da \ No newline at end of file From 283d12513e82f0e55e79cd009cff77afdae61af4 Mon Sep 17 00:00:00 2001 From: Erik Hakala Date: Mon, 9 Dec 2024 23:00:16 +0000 Subject: [PATCH 38/52] Variable Rate Shading Custom Pass support for HDRP. Variable Rate Shading (VRS) Tier2 support for the HDRP CustomPasses. Variable Rate Shading is supported only in CustomPasses and on DX12 and Vulkan graphics APIs. VRS also requires support from the target device/GPU. HDRP VRS integration includes a pre-built custom pass, called VrsCustomPass, for converting a color image into variable rate shading texture for per pixel shading rate control. The pre-built DrawRenderersCustomPass can use the VRS texture to draw with VRS when enabled. **Jira**: https://jira.unity3d.com/browse/PLATGRAPH-3329 **POI**: https://jira.unity3d.com/browse/POI-1041 --- .../Runtime/Vrs/Vrs.cs | 115 ++ .../DrawRenderersCustomPassDrawer.cs | 12 + .../CustomPass/VrsCustomPassDrawer.cs | 49 + .../CustomPass/VrsCustomPassDrawer.cs.meta | 3 + .../RenderPipeline/HDRenderPipelineUI.Skin.cs | 1 + .../RenderPipeline/HDRenderPipelineUI.cs | 4 + .../SerializedRenderPipelineSettings.cs | 2 + .../Runtime/RenderPipeline/Camera/HDCamera.cs | 4 + .../Camera/HDCameraFrameHistoryType.cs | 2 + .../HDRenderPipeline.Prepass.cs | 3 + .../HDRenderPipeline.RenderGraph.cs | 1 + .../RenderPipeline/HDRenderPipeline.Vrs.cs | 73 + .../HDRenderPipeline.Vrs.cs.meta | 3 + .../RenderPipeline/HDRenderPipeline.cs | 4 + .../RenderPass/CustomPass/CustomPass.cs | 35 +- .../CustomPass/CustomPassContext.cs | 7 + .../RenderPass/DrawRenderersCustomPass.cs | 10 + .../RenderPass/VrsCustomPass.cs | 110 ++ .../RenderPass/VrsCustomPass.cs.meta | 3 + .../RenderPipeline/Settings/FrameSettings.cs | 7 + .../Settings/FrameSettingsDefaults.cs | 1 + .../Settings/RenderPipelineSettings.cs | 3 + .../Editor/HDAnalyticsTests_Defaults.txt | 1 + .../Scenes/9x_Other/9704_CustomPass_VRS.meta | 8 + .../Scenes/9x_Other/9704_CustomPass_VRS.unity | 1326 +++++++++++++++++ .../9x_Other/9704_CustomPass_VRS.unity.meta | 7 + .../9704_UnlitUVChecker.mat | 290 ++++ .../9704_UnlitUVChecker.mat.meta | 8 + .../CustomVrsColorMask.png | Bin 0 -> 2401 bytes .../CustomVrsColorMask.png.meta | 143 ++ .../9704_CustomPass_VRS/VrsDebugTestPass.cs | 61 + .../VrsDebugTestPass.cs.meta | 3 + .../9704_CustomPass_VRS/VrsTestPass.cs | 125 ++ .../9704_CustomPass_VRS/VrsTestPass.cs.meta | 11 + .../Tests/TestFilters/TestCaseFilters.asset | 20 + .../ProjectSettings/EditorBuildSettings.asset | 3 + 36 files changed, 2455 insertions(+), 3 deletions(-) create mode 100644 Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/VrsCustomPassDrawer.cs create mode 100644 Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/VrsCustomPassDrawer.cs.meta create mode 100644 Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Vrs.cs create mode 100644 Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Vrs.cs.meta create mode 100644 Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/VrsCustomPass.cs create mode 100644 Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/VrsCustomPass.cs.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS.unity create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS.unity.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/9704_UnlitUVChecker.mat create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/9704_UnlitUVChecker.mat.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/CustomVrsColorMask.png create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/CustomVrsColorMask.png.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsDebugTestPass.cs create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsDebugTestPass.cs.meta create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsTestPass.cs create mode 100644 Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsTestPass.cs.meta diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Vrs.cs b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Vrs.cs index 2499e2574fa..56992b91b3c 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Vrs.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Vrs.cs @@ -273,5 +273,120 @@ static void ConversionDispatch(ComputeCommandBuffer cmd, ConversionPassData conv cmd.DispatchCompute(conversionPassData.computeShader, conversionPassData.kernelIndex, conversionPassData.dispatchSize.x, conversionPassData.dispatchSize.y, 1); } + + /// + /// Converts a color mask texture to a shading rate image. + /// Use this function to perform the conversion without the RenderGraph. + /// + /// CommandBuffer used for the compute dispatch. + /// Shading rate images to convert to. + /// Texture to convert from. + /// True if shading rate image should be generated flipped. + public static void ColorMaskTextureToShadingRateImageDispatch(CommandBuffer cmd, RTHandle sriDestination, Texture colorMaskSource, bool yFlip = true) + { + if (sriDestination == null) + { + Debug.LogError("ColorMaskTextureToShadingRateImageDispatch: VRS destination shading rate texture is null."); + return; + } + + if (colorMaskSource == null) + { + Debug.LogError("ColorMaskTextureToShadingRateImageDispatch: VRS source color texture is null."); + return; + } + + if (!IsInitialized()) + { + Debug.LogError("ColorMaskTextureToShadingRateImageDispatch: VRS is not initialized."); + return; + } + + var computeShader = s_VrsResources.textureComputeShader; + var kernelIndex = s_VrsResources.textureReduceKernel; + var colorLutBuffer = s_VrsResources.conversionLutBuffer; + var validatedShadingRateFragmentSizeBuffer = s_VrsResources.validatedShadingRateFragmentSizeBuffer; + + int sriDestWidth = sriDestination.rt.width; + int sriDestHeight = sriDestination.rt.height; + var scaleBias = new Vector4() + { + x = 1.0f / (sriDestWidth * s_VrsResources.tileSize.x), + y = 1.0f / (sriDestHeight * s_VrsResources.tileSize.y), + z = sriDestWidth, + w = sriDestHeight, + }; + + var dispatchSize = new Vector2Int(sriDestWidth, sriDestHeight); + + var disableTexture2dXArray = new LocalKeyword(computeShader, VrsShaders.k_DisableTexture2dXArray); + if (colorMaskSource?.dimension == TextureDimension.Tex2DArray) + cmd.DisableKeyword(computeShader, disableTexture2dXArray); + else + cmd.EnableKeyword(computeShader, disableTexture2dXArray); + + var yFlipKeyword = new LocalKeyword(computeShader, VrsShaders.k_YFlip); + if (yFlip) + cmd.EnableKeyword(computeShader, yFlipKeyword); + else + cmd.DisableKeyword(computeShader, yFlipKeyword); + + cmd.SetComputeTextureParam(computeShader, kernelIndex, VrsShaders.s_MainTex, colorMaskSource); + cmd.SetComputeBufferParam(computeShader, kernelIndex, VrsShaders.s_MainTexLut, colorLutBuffer); + cmd.SetComputeBufferParam(computeShader, kernelIndex, VrsShaders.s_ShadingRateNativeValues, validatedShadingRateFragmentSizeBuffer); + cmd.SetComputeTextureParam(computeShader, kernelIndex, VrsShaders.s_ShadingRateImage, sriDestination); + cmd.SetComputeVectorParam(computeShader, VrsShaders.s_ScaleBias, scaleBias); + + cmd.DispatchCompute(computeShader, kernelIndex, dispatchSize.x, dispatchSize.y, 1); + } + + /// + /// Converts a shading rate image to a color mask texture. + /// Use this function to perform the conversion without the RenderGraph. + /// + /// CommandBuffer used for the compute dispatch. + /// Shading rate images to convert from. + /// Texture to convert to. + public static void ShadingRateImageToColorMaskTextureBlit(CommandBuffer cmd, RTHandle sriSource, RTHandle colorMaskDestination) + { + if (sriSource == null) + { + Debug.LogError("ShadingRateImageToColorMaskTextureBlit: VRS source shading rate texture is null."); + return; + } + + if (colorMaskDestination == null) + { + Debug.LogError("ShadingRateImageToColorMaskTextureBlit: VRS destination color texture is null."); + return; + } + + if(!IsInitialized()) + { + Debug.LogError("ShadingRateImageToColorMaskTextureBlit: VRS is not initialized."); + return; + } + + RTHandle source = sriSource; + RTHandle destination = colorMaskDestination; + + var material = s_VrsResources.visualizationMaterial; + var lut = s_VrsResources.visualizationLutBuffer; + Vector4 visualizationParams = new Vector4( + 1.0f / s_VrsResources.tileSize.x, + 1.0f / s_VrsResources.tileSize.y, + 0, + 0); + + material.SetTexture(VrsShaders.s_ShadingRateImage, source); + material.SetBuffer(VrsShaders.s_VisualizationLut, lut); + material.SetVector(VrsShaders.s_VisualizationParams, visualizationParams); + + CoreUtils.SetRenderTarget(cmd, destination); + Blitter.BlitTexture(cmd, + new Vector4(1, 1, 0, 0), + material, + 0); + } } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs index 0f8e081b729..db30da3c745 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs @@ -43,6 +43,8 @@ private class Styles public static GUIContent overrideShaderPass = new GUIContent("Pass Name", "The pass for the override material to use."); public static GUIContent overrideMode = new GUIContent("Override Mode", "Choose the material override mode. Material: override the material and all properties. Shader: override the shader and maintain current properties."); public static GUIContent sortingCriteria = new GUIContent("Sorting", "Sorting settings used to render objects in a certain order."); + public static GUIContent variableRateShading = new GUIContent("Variable Rate Shading", "Enable variable rate shading. Requires a generated shading-rate-image texture."); + public static GUIContent shaderPass = new GUIContent("Shader Pass", "Sets which pass will be used to render the materials. If the pass does not exist, the material will not be rendered."); //Depth Settings @@ -128,6 +130,9 @@ static UserStencilUsageWorkaround ConvertToUserStencilUsageWorkaround(UserStenci SerializedProperty m_SortingCriteria; SerializedProperty m_ShaderPass; + // VRS + SerializedProperty m_VariableRateShading; + // Override depth state SerializedProperty m_OverrideDepthState; SerializedProperty m_DepthCompareFunction; @@ -174,6 +179,9 @@ protected override void Initialize(SerializedProperty customPass) m_OverrideMode = customPass.FindPropertyRelative("overrideMode"); m_SortingCriteria = customPass.FindPropertyRelative("sortingCriteria"); + // Variable Rate Shading options + m_VariableRateShading = customPass.FindPropertyRelative("variableRateShading"); + // Depth options m_OverrideDepthState = customPass.FindPropertyRelative("overrideDepthState"); m_DepthCompareFunction = customPass.FindPropertyRelative("depthCompareFunction"); @@ -240,6 +248,9 @@ protected override void DoPassGUI(SerializedProperty customPass, Rect rect) EditorGUI.indentLevel--; } + + EditorGUI.PropertyField(rect, m_VariableRateShading, Styles.variableRateShading); + rect.y += Styles.defaultLineSpace; } // Tell if we need to show a warning for rendering opaque object and we're in deferred. @@ -544,6 +555,7 @@ protected override float GetPassHeight(SerializedProperty customPass) #endif height += Styles.defaultLineSpace; // sorting criteria; + height += Styles.defaultLineSpace; // vrs } return height; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/VrsCustomPassDrawer.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/VrsCustomPassDrawer.cs new file mode 100644 index 00000000000..ad3d66604f6 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/VrsCustomPassDrawer.cs @@ -0,0 +1,49 @@ +using UnityEngine; +using UnityEditor; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; + +namespace UnityEditor.Rendering.HighDefinition +{ + /// + /// FullScreen custom pass drawer + /// + [CustomPassDrawerAttribute(typeof(VrsCustomPass))] + class VrsCustomPassDrawer : CustomPassDrawer + { + private class Styles + { + public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; + public static float helpBoxHeight = EditorGUIUtility.singleLineHeight * 2; + + public static GUIContent vrsColorMask = new GUIContent("Color Mask", "Color mask texture used to generate the shading-rate-image texture for variable rate shading."); + } + + // Vrs pass + SerializedProperty m_VrsColorMask; + + protected override PassUIFlag commonPassUIFlags => PassUIFlag.Name; + protected override void Initialize(SerializedProperty customPass) + { + m_VrsColorMask = customPass.FindPropertyRelative("vrsColorMask"); + } + + protected override void DoPassGUI(SerializedProperty customPass, Rect rect) + { + if (HDRenderPipeline.currentAsset == null || !HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.supportVariableRateShading) + HDEditorUtils.QualitySettingsHelpBox("The current HDRP asset does not support Variable Rate Shading.", MessageType.Error, + HDRenderPipelineUI.ExpandableGroup.Rendering, "m_RenderPipelineSettings.supportVariableRateShading"); + + EditorGUI.PropertyField(rect, m_VrsColorMask, Styles.vrsColorMask); + rect.y += Styles.defaultLineSpace; + } + + protected override float GetPassHeight(SerializedProperty customPass) + { + int lineCount = 1; // m_vrsColorMask + int height = (int)(Styles.defaultLineSpace * lineCount); + + return height; + } + } +} diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/VrsCustomPassDrawer.cs.meta b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/VrsCustomPassDrawer.cs.meta new file mode 100644 index 00000000000..9b003b28698 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/VrsCustomPassDrawer.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: dcb375c3fc1741bd93c885cc6daf61d8 +timeCreated: 1731089796 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs index 8cd14bc5cfd..528130a568b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs @@ -164,6 +164,7 @@ public class Styles public static readonly GUIContent supportLightLayerContent = EditorGUIUtility.TrTextContent("Light Layers", "When enabled, HDRP allocates memory for processing Light Layers. This allows you to use Light Layers in your Unity Project. For deferred rendering, this allocation includes an extra render target in memory and extra cost."); public static readonly GUIContent colorBufferFormatContent = EditorGUIUtility.TrTextContent("Color Buffer Format", "Specifies the format used by the scene color render target. R11G11B10 is a faster option and should have sufficient precision."); public static readonly GUIContent supportCustomPassContent = EditorGUIUtility.TrTextContent("Custom Pass", "When enabled, HDRP allocates a custom pass buffer. It also enable custom passes inside Custom Pass Volume components."); + public static readonly GUIContent supportVariableRateShadingContent = EditorGUIUtility.TrTextContent("Variable Rate Shading", "When enabled, HDRP enables the usage of variable rate shading in custom passes."); public static readonly GUIContent customBufferFormatContent = EditorGUIUtility.TrTextContent("Custom Buffer Format", "Specifies the format used by the custom pass render target."); public static readonly GUIContent supportLitShaderModeContent = EditorGUIUtility.TrTextContent("Lit Shader Mode", "Specifies the rendering modes HDRP supports for Lit Shaders. HDRP removes all allocated memory and Shader variants for modes you do not specify."); public static readonly GUIContent MSAASampleCountContent = EditorGUIUtility.TrTextContent("Multisample Anti-aliasing Quality", "Specifies the default quality for MSAA. Set Lit Shader Mode to Forward Only or Both to use this feature.\nMSAA is not supported when water or raytracing is enabled"); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs index 0305f9ae22e..4fbbdad54fc 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs @@ -1282,6 +1282,10 @@ static void Drawer_SectionRenderingUnsorted(SerializedHDRenderPipelineAsset seri { ++EditorGUI.indentLevel; EditorGUILayout.PropertyField(serialized.renderPipelineSettings.customBufferFormat, Styles.customBufferFormatContent); + + // VRS is consumed only by custom passes for the time being; put it dependent in the settings too + EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportVariableRateShading, Styles.supportVariableRateShadingContent); + --EditorGUI.indentLevel; } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs index 3430661bc37..b96f3ff0f68 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs @@ -50,6 +50,7 @@ class SerializedRenderPipelineSettings public SerializedProperty supportedLitShaderMode; public SerializedProperty colorBufferFormat; public SerializedProperty supportCustomPass; + public SerializedProperty supportVariableRateShading; public SerializedProperty customBufferFormat; public SerializedProperty renderingLayerMaskBuffer; public SerializedScalableSetting planarReflectionResolution; @@ -143,6 +144,7 @@ public SerializedRenderPipelineSettings(SerializedProperty root) customBufferFormat = root.Find((RenderPipelineSettings s) => s.customBufferFormat); renderingLayerMaskBuffer = root.Find((RenderPipelineSettings s) => s.renderingLayerMaskBuffer); supportCustomPass = root.Find((RenderPipelineSettings s) => s.supportCustomPass); + supportVariableRateShading = root.Find((RenderPipelineSettings s) => s.supportVariableRateShading); supportedLitShaderMode = root.Find((RenderPipelineSettings s) => s.supportedLitShaderMode); planarReflectionResolution = new SerializedScalableSetting(root.Find((RenderPipelineSettings s) => s.planarReflectionResolution)); cubeReflectionResolution = new SerializedScalableSetting(root.Find((RenderPipelineSettings s) => s.cubeReflectionResolution)); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 8c63b188442..23c3ab0ea58 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1856,6 +1856,10 @@ public RTHandle Allocator(string id, int frameIndex, RTHandleSystem rtHandleSyst return rtHandleSystem.Alloc(Vector2.one * scaleFactor, TextureXR.slices, filterMode: FilterMode.Point, colorFormat: format, dimension: TextureXR.dimension, useDynamicScale: true, enableRandomWrite: true, name: string.Format("{0}_{1}_{2}", id, name, frameIndex)); } } + + internal bool vrsEnabled => frameSettings.IsEnabled(FrameSettingsField.VariableRateShading) && + camera.cameraType == CameraType.Game && + !xr.enabled; #endregion diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs index d4aa6b8cfff..8f534c238cb 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCameraFrameHistoryType.cs @@ -67,6 +67,8 @@ public enum HDCameraFrameHistoryType PathTracingDenoised, /// Denoised vpath-traced volumetrics scattering frame history. PathTracingVolumetricFogDenoised, + /// Variable rate shading. + Vrs, // For retro compatibility /// Main path tracing output buffer. It is recommended to use the PathTracingOutput enum value instead. diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs index 16755bdce15..73d3cb2b658 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs @@ -114,6 +114,8 @@ internal struct PrepassOutput // Output by the water system to mark underwater pixels (during transparent prepass) public BufferHandle waterLine; + + public TextureHandle shadingRateImage; } TextureHandle CreateDepthBuffer(RenderGraph renderGraph, bool clear, MSAASamples msaaSamples, string name = null, bool disableFallback = true) @@ -303,6 +305,7 @@ PrepassOutput RenderPrepass(RenderGraph renderGraph, result.depthBuffer = CreateDepthBuffer(renderGraph, hdCamera.clearDepth, hdCamera.msaaSamples); result.stencilBuffer = result.depthBuffer; result.renderingLayersBuffer = renderingLayers ? CreateRenderingLayersBuffer(renderGraph, hdCamera.msaaSamples, decalLayers) : renderGraph.defaultResources.blackTextureXR; + result.shadingRateImage = hdCamera.vrsEnabled ? renderGraph.ImportShadingRateImageTexture(RequestVrsHistory(hdCamera, 1)) : TextureHandle.nullHandle; // Allocate VRS texture if needed RenderXROcclusionMeshes(renderGraph, hdCamera, colorBuffer, result.depthBuffer); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index 06c598e70de..6d6ee035a42 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs @@ -2281,6 +2281,7 @@ bool RenderCustomPass(RenderGraph renderGraph, normalBufferRG = prepassOutput.resolvedNormalBuffer, motionVectorBufferRG = prepassOutput.resolvedMotionVectorsBuffer, renderingLayerMaskRG = renderingLayerMaskBuffer, + shadingRateImageRG = prepassOutput.shadingRateImage, waterLineRG = prepassOutput.waterLine, }; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Vrs.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Vrs.cs new file mode 100644 index 00000000000..dbde84de207 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Vrs.cs @@ -0,0 +1,73 @@ +using UnityEngine.Rendering.RenderGraphModule; + +namespace UnityEngine.Rendering.HighDefinition +{ + /// + /// Pipeline specifics for VRS + /// + public partial class HDRenderPipeline + { + /// + /// Preprocess VRS resources once at initialization + /// + void VrsInitializeResources() + { + if (!currentPlatformRenderPipelineSettings.supportVariableRateShading) + return; + + Vrs.InitializeResources(); + } + + /// + /// Dispose of preprocessed VRS resources + /// + void VrsDisposeResources() + { + Vrs.DisposeResources(); + } + + /// + /// Get or create VRS image. + /// + /// Camera to get shading rate image from. + /// Number of buffer in history. + /// The created shading rate image handle or null if not possible. + static RTHandle RequestVrsHistory(HDCamera hdCamera, int bufferCount) + { + if (bufferCount > 0) + return RequestVrsRTHandle(hdCamera, bufferCount, (int)HDCameraFrameHistoryType.Vrs); + + return null; + } + + /// + /// Helper function for RequestVrsHistory + /// + static RTHandle RequestVrsRTHandle(HDCamera hdCamera, int bufferCount, int id) + { + if (!ShadingRateInfo.supportsPerImageTile) + return null; // Tile size will be 0x0 and alloc fails. + + return hdCamera.GetCurrentFrameRT(id) ?? + hdCamera.AllocHistoryFrameRT(id, + VrsAllocatorFunction, + bufferCount); + } + + // Static allocator function to avoid allocations. + static RTHandle VrsAllocatorFunction(string viewName, int frameIndex, RTHandleSystem rtHandleSystem) + { + return rtHandleSystem.Alloc(Vector2.one, new RTHandleAllocInfo(name: string.Format("{0}_VrsHistoryBuffer{1}", viewName, frameIndex)) + { + slices = 1, + dimension = TextureDimension.Tex2D, + format = ShadingRateInfo.graphicsFormat, + enableRandomWrite = true, + useDynamicScale = true, + useMipMap = false, + autoGenerateMips = false, + enableShadingRate = true, + }); + } + } +} diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Vrs.cs.meta b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Vrs.cs.meta new file mode 100644 index 00000000000..0a096393354 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Vrs.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 4c557ad7b7244a8ca665e526730e2e77 +timeCreated: 1731086223 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index 2ff8800fcea..8097fce8848 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -718,6 +718,8 @@ public HDRenderPipeline(HDRenderPipelineAsset asset) LocalVolumetricFogManager.manager.InitializeGraphicsBuffers(asset.currentPlatformRenderPipelineSettings.lightLoopSettings.maxLocalVolumetricFogOnScreen); + VrsInitializeResources(); + #if UNITY_EDITOR GPUInlineDebugDrawer.Initialize(); #endif @@ -934,6 +936,8 @@ void DisposeProbeCameraPool() /// Is disposing. protected override void Dispose(bool disposing) { + VrsDisposeResources(); + Graphics.ClearRandomWriteTargets(); Graphics.SetRenderTarget(null); DisposeProbeCameraPool(); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs index 0c183738df1..ff9c62c31cf 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs @@ -91,6 +91,11 @@ void Awake() ///
protected virtual bool executeInSceneView => true; + /// + /// True if you want your custom pass to enable and set variable rate shading (VRS) texture. False for regular passes. + /// + protected virtual bool enableVariableRateShading => false; + /// /// Used to select the target buffer when executing the custom pass /// @@ -146,6 +151,7 @@ internal struct RenderTargets public TextureHandle normalBufferRG; public TextureHandle motionVectorBufferRG; public TextureHandle renderingLayerMaskRG; + public TextureHandle shadingRateImageRG; public BufferHandle waterLineRG; } @@ -182,7 +188,7 @@ class ExecutePassData public ShaderVariablesGlobal shaderVariablesGlobal; } - RenderTargets ReadRenderTargets(in RenderGraphBuilder builder, in RenderTargets targets) + RenderTargets ReadRenderTargets(in RenderGraphBuilder builder, in RenderTargets targets, HDCamera hdCamera) { RenderTargets output = new RenderTargets(); @@ -210,6 +216,8 @@ RenderTargets ReadRenderTargets(in RenderGraphBuilder builder, in RenderTargets output.renderingLayerMaskRG = builder.ReadTexture(targets.renderingLayerMaskRG); if (targets.waterLineRG.IsValid()) output.waterLineRG = builder.ReadBuffer(targets.waterLineRG); + if (targets.shadingRateImageRG.IsValid() && hdCamera.vrsEnabled) + output.shadingRateImageRG = builder.ReadTexture(targets.shadingRateImageRG); return output; } @@ -228,10 +236,10 @@ virtual internal void ExecuteInternal(RenderGraph renderGraph, HDCamera hdCamera passData.hdCamera = hdCamera; passData.shaderVariablesGlobal = HDRenderPipeline.currentPipeline.GetShaderVariablesGlobalCB(); - this.currentRenderTarget = ReadRenderTargets(builder, targets); + this.currentRenderTarget = ReadRenderTargets(builder, targets, hdCamera); builder.SetRenderFunc( - (ExecutePassData data, RenderGraphContext ctx) => + static (ExecutePassData data, RenderGraphContext ctx) => { var customPass = data.customPass; @@ -256,6 +264,18 @@ virtual internal void ExecuteInternal(RenderGraph renderGraph, HDCamera hdCamera if (customPass.currentRenderTarget.customDepthBuffer.IsValueCreated) ctx.cmd.SetGlobalTexture(HDShaderIDs._CustomDepthTexture, customPass.currentRenderTarget.customDepthBuffer.Value); + // Imported and allocated in Prepass. + RTHandle sriHandle = data.hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Vrs); + + bool applyVrs = false; + if (customPass.enableVariableRateShading && sriHandle != null) + { + // NOTE: VRS must be set before setting the target. Vulkan VRS is part of a sub-pass which is created on setting the target. + CoreUtils.SetShadingRateImage(ctx.cmd, sriHandle); + CoreUtils.SetShadingRateCombiner(ctx.cmd, ShadingRateCombinerStage.Fragment, ShadingRateCombiner.Override); + applyVrs = true; + } + if (!customPass.isSetup) { customPass.Setup(ctx.renderContext, ctx.cmd); @@ -277,6 +297,7 @@ virtual internal void ExecuteInternal(RenderGraph renderGraph, HDCamera hdCamera customPass.currentRenderTarget.customColorBuffer, customPass.currentRenderTarget.customDepthBuffer, ctx.renderGraphPool.GetTempMaterialPropertyBlock(), + sriHandle, customPass.injectionPoint, data.shaderVariablesGlobal ); @@ -284,6 +305,14 @@ virtual internal void ExecuteInternal(RenderGraph renderGraph, HDCamera hdCamera customPass.Execute(customPassCtx); customPass.isExecuting = false; + if (applyVrs) + { + // Set back default variable shading rate states + // NOTE: VRS must be set before setting the target. + CoreUtils.SetShadingRateImage(ctx.cmd, RenderTargetIdentifier.Invalid); + CoreUtils.SetShadingRateCombiner(ctx.cmd, ShadingRateCombinerStage.Fragment, ShadingRateCombiner.Keep); + } + // Set back the camera color buffer if we were using a custom buffer as target if (customPass.targetDepthBuffer != TargetBuffer.Camera) CoreUtils.SetRenderTarget(ctx.cmd, outputColorBuffer); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassContext.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassContext.cs index 9199c662614..3700ab21ed5 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassContext.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassContext.cs @@ -67,6 +67,11 @@ public struct CustomPassContext ///
public readonly MaterialPropertyBlock propertyBlock; + /// + /// Shading rate image buffer for variable shading rate. + /// + public readonly RTHandle shadingRateBuffer; + internal readonly CustomPassInjectionPoint injectionPoint; // This represent the state of HDRP globals at the point of recording the custom passes. // Using GetShaderVariablesGlobals() from HDRP inside the execute of the custom pass would give invalid result @@ -81,6 +86,7 @@ internal CustomPassContext( RTHandle cameraNormalBuffer, RTHandle cameraMotionVectorsBuffer, Lazy customColorBuffer, Lazy customDepthBuffer, MaterialPropertyBlock propertyBlock, + RTHandle shadingRateBuffer, CustomPassInjectionPoint injectionPoint, ShaderVariablesGlobal currentGlobalState) { this.renderContext = renderContext; @@ -95,6 +101,7 @@ internal CustomPassContext( this.cameraMotionVectorsBuffer = cameraMotionVectorsBuffer; this.customDepthBuffer = customDepthBuffer; this.propertyBlock = propertyBlock; + this.shadingRateBuffer = shadingRateBuffer; this.injectionPoint = injectionPoint; this.currentGlobalState = currentGlobalState; } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs index 5eb8baf9e83..749acf11449 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs @@ -141,6 +141,16 @@ public enum OverrideMaterialMode ///
public ShaderPass shaderPass = ShaderPass.Forward; + /// + /// Apply variable rate shading using the shading rate image. + /// + public bool variableRateShading = false; + + /// + /// True if you want your custom pass to enable and set variable rate shading (VRS) texture. False for regular passes. + /// + protected override bool enableVariableRateShading => variableRateShading; + int fadeValueId; static ShaderTagId[] forwardShaderTags; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/VrsCustomPass.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/VrsCustomPass.cs new file mode 100644 index 00000000000..321c96d6df0 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/VrsCustomPass.cs @@ -0,0 +1,110 @@ +using System.Collections.Generic; +using UnityEngine.Rendering; +using UnityEngine.Experimental.Rendering; +using System; + +namespace UnityEngine.Rendering.HighDefinition +{ + /// + /// Variable Rate Shading (VRS) Custom Pass + /// + [System.Serializable] + public class VrsCustomPass : CustomPass + { + /// + /// Color texture to convert into shading rate. + /// + /// Valid colors are defined by the variable rate shading (VRS) look up table (LUT). + /// + /// + public Texture vrsColorMask; + + private Texture m_prevVrsColorMask; + private int m_prevVrsColorMaskHash; + + private Texture2D m_VrsClearMask; + private int m_VrsClearMaskHash; + + /// + /// Called before the first execution of the pass occurs. + /// Allow you to allocate custom buffers. + /// + /// The render context + /// Current command buffer of the frame + protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) + { + m_VrsClearMask = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_UNorm, + TextureCreationFlags.DontInitializePixels | TextureCreationFlags.DontUploadUponCreate); + + var lut = VrsLut.CreateDefault(); + m_VrsClearMask.SetPixel(0,0, lut[ShadingRateFragmentSize.FragmentSize1x1]); + m_VrsClearMask.Apply(false, true); + + m_VrsClearMaskHash = CoreUtils.GetTextureHash(m_VrsClearMask); + } + + /// + /// Called when HDRP is destroyed. + /// Allow you to free custom buffers. + /// + protected override void Cleanup() + { + CoreUtils.Destroy(m_VrsClearMask); + } + + /// + /// Generate VRS texture from a color texture. + /// + /// Texture to convert to a shading rate image. + /// CommandBuffer to record conversion operations. + /// Camnera to get settings from. + /// Shading rate image handle, null if conversion is not possible. + RTHandle GenerateVrsFromTexture(Texture colorMaskTexture, CommandBuffer cmd, HDCamera hdCamera) + { + if (colorMaskTexture == null || + (colorMaskTexture.dimension != TextureDimension.Tex2D && colorMaskTexture.dimension != TextureDimension.Tex2DArray)) + { + return null; + } + + var sriRtHandle = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.Vrs); + if (sriRtHandle == null) + return null; + + Vrs.ColorMaskTextureToShadingRateImageDispatch(cmd, sriRtHandle, colorMaskTexture, true); + sriRtHandle.rt.IncrementUpdateCount(); + + return sriRtHandle; + } + + /// + /// Execute the pass with the fullscreen setup + /// + /// The context of the custom pass. Contains command buffer, render context, buffer, etc. + protected override void Execute(CustomPassContext ctx) + { + if (!Vrs.IsColorMaskTextureConversionSupported()) + return; + + bool textureChanged = m_prevVrsColorMask != vrsColorMask; + if(vrsColorMask != null) + textureChanged |= m_prevVrsColorMaskHash != CoreUtils.GetTextureHash(vrsColorMask); + + if (textureChanged) + { + if(vrsColorMask != null) // Generate VRS image from color texture + { + var result = GenerateVrsFromTexture(vrsColorMask, ctx.cmd, ctx.hdCamera); + m_prevVrsColorMaskHash = CoreUtils.GetTextureHash(vrsColorMask); + } + else // Clear VRS image + { + var result = GenerateVrsFromTexture(m_VrsClearMask, ctx.cmd, ctx.hdCamera); + m_prevVrsColorMaskHash = m_VrsClearMaskHash; + } + + m_prevVrsColorMask = vrsColorMask; + } + } + } +} diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/VrsCustomPass.cs.meta b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/VrsCustomPass.cs.meta new file mode 100644 index 00000000000..0df11a6599e --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/VrsCustomPass.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c0bc877ec2e444b588114c7a816c1ce5 +timeCreated: 1731004548 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs index 9c30a04fbcc..a03c8db0662 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs @@ -183,6 +183,9 @@ public enum FrameSettingsField /// When enabled, HDRP renders custom passes contained in CustomPassVolume components. [FrameSettingsField(0, autoName: CustomPass, customOrderInGroup: 11, tooltip: "When enabled, HDRP renders custom passes contained in CustomPassVolume components.")] CustomPass = 6, + /// When enabled, HDRP renders custom passes contained in CustomPassVolume components. + [FrameSettingsField(0, autoName: VariableRateShading, positiveDependencies: new[] { CustomPass }, customOrderInGroup: 12, tooltip: "When enabled, HDRP updates variable rate shading for Cameras using these Frame Settings.")] + VariableRateShading = 7, /// When enabled, HDRP can use virtual texturing. [FrameSettingsField(0, autoName: VirtualTexturing, customOrderInGroup: 105, tooltip: "Virtual Texturing needs to be enabled first in Project Settings > Player > Other Settings > Virtual Texturing.")] VirtualTexturing = 68, @@ -757,6 +760,10 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c sanitizedFrameSettings.bitDatas[(uint)FrameSettingsField.CustomPass] &= renderPipelineSettings.supportCustomPass; sanitizedFrameSettings.bitDatas[(uint)FrameSettingsField.CustomPass] &= camera.cameraType != CameraType.Preview; + sanitizedFrameSettings.bitDatas[(uint)FrameSettingsField.VariableRateShading] &= renderPipelineSettings.supportCustomPass; + sanitizedFrameSettings.bitDatas[(uint)FrameSettingsField.VariableRateShading] &= renderPipelineSettings.supportVariableRateShading; + sanitizedFrameSettings.bitDatas[(uint)FrameSettingsField.VariableRateShading] &= camera.cameraType == CameraType.Game; + sanitizedFrameSettings.bitDatas[(uint)FrameSettingsField.CustomPostProcess] &= camera.cameraType != CameraType.Preview; // Deferred opaque are always using Fptl. Forward opaque can use Fptl or Cluster, transparent use cluster. diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettingsDefaults.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettingsDefaults.cs index 1120ad501b2..426b56a8a1c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettingsDefaults.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettingsDefaults.cs @@ -26,6 +26,7 @@ static class FrameSettingsDefaults (uint)FrameSettingsField.TransparentPrepass, (uint)FrameSettingsField.TransparentPostpass, (uint)FrameSettingsField.CustomPass, + (uint)FrameSettingsField.VariableRateShading, (uint)FrameSettingsField.VirtualTexturing, (uint)FrameSettingsField.MotionVectors, // Enable/disable whole motion vectors pass (Camera + Object). (uint)FrameSettingsField.ObjectMotionVectors, diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs index c4b3cd52cba..24fd5afdf8e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/RenderPipelineSettings.cs @@ -117,6 +117,7 @@ internal static RenderPipelineSettings NewDefault() supportTransparentDepthPostpass = true, colorBufferFormat = ColorBufferFormat.R11G11B10, supportCustomPass = true, + supportVariableRateShading = true, customBufferFormat = CustomBufferFormat.R8G8B8A8, supportedLitShaderMode = SupportedLitShaderMode.DeferredOnly, supportDecals = true, @@ -316,6 +317,8 @@ public string[] renderingLayerNames public ColorBufferFormat colorBufferFormat; /// Support custom passes. public bool supportCustomPass; + /// Support variable rate shading. + public bool supportVariableRateShading; /// Custom passes buffer format. public CustomBufferFormat customBufferFormat; /// Supported Lit shader modes. diff --git a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt index 5a424c8cc43..57d04ade681 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt +++ b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt @@ -30,6 +30,7 @@ {"supportTransparentDepthPostpass":"True"}, {"colorBufferFormat":"R11G11B10"}, {"supportCustomPass":"True"}, +{"supportVariableRateShading":"True"}, {"customBufferFormat":"R8G8B8A8"}, {"supportedLitShaderMode":"DeferredOnly"}, 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spriteCustomMetadata: + entries: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsDebugTestPass.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsDebugTestPass.cs new file mode 100644 index 00000000000..d8953c274d8 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsDebugTestPass.cs @@ -0,0 +1,61 @@ +using UnityEngine; +using UnityEngine.Rendering.HighDefinition; +using UnityEngine.Rendering; +using UnityEngine.Experimental.Rendering; + +class VrsDebugTestPass : CustomPass +{ + public float scale = 1.0f; + + private RTHandle m_ColorMaskTexture; + protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) + { + // color mask + m_ColorMaskTexture = RTHandles.Alloc( + Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, + colorFormat: GraphicsFormat.B10G11R11_UFloatPack32, + useDynamicScale: true, name: "VRS Debug Custom Pass" + ); + } + + protected override void Execute(CustomPassContext ctx) + { + if (!Vrs.IsColorMaskTextureConversionSupported()) + { + Debug.LogWarning("VrsDebugTestPass: shading rate to color is not supported!"); + return; + } + + if (m_ColorMaskTexture != null) + { + // SrcRect + float w = 1.0f; + float h = 1.0f; + + // Convert custom CPU texture to VRS texture. + RTHandle sriTexture = ctx.shadingRateBuffer; + if (sriTexture != null) + { + // Clear temp texture for clarity in case only part of the buffer is used. + ctx.cmd.SetRenderTarget(m_ColorMaskTexture); + CoreUtils.ClearRenderTarget(ctx.cmd, ClearFlag.Color, Color.black); + + // Convert VRS/SRI into color texture + Vrs.ShadingRateImageToColorMaskTextureBlit(ctx.cmd, sriTexture, m_ColorMaskTexture); + + // If we render at lower resolution and use only part of the reused buffer, only blit the used part. + w = ctx.hdCamera.actualWidth / (float)sriTexture.referenceSize.x; + h = ctx.hdCamera.actualHeight / (float)sriTexture.referenceSize.y; + } + + CoreUtils.SetRenderTarget(ctx.cmd, ctx.cameraColorBuffer); + Blitter.BlitQuad(ctx.cmd, m_ColorMaskTexture, new Vector4(w,h,0f,0f), new Vector4(scale, scale, 0f, 0f), 0, false); + } + } + + protected override void Cleanup() + { + m_ColorMaskTexture?.Release(); + m_ColorMaskTexture = null; + } +} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsDebugTestPass.cs.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsDebugTestPass.cs.meta new file mode 100644 index 00000000000..8a627f2c98b --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsDebugTestPass.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e0e9ecd5c9c04e26a74e1b345f26a00a +timeCreated: 1731692633 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsTestPass.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsTestPass.cs new file mode 100644 index 00000000000..f0737522122 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsTestPass.cs @@ -0,0 +1,125 @@ +using System.Text; +using Unity.Collections; +using UnityEditor.Rendering; +using UnityEngine; +using UnityEngine.Rendering.HighDefinition; +using UnityEngine.Rendering; +using UnityEngine.Experimental.Rendering; +using StringBuilder = System.Text.StringBuilder; + +class VrsTestPass : CustomPass +{ + private VrsLut m_VrsLut; + + private Texture2D m_ColorMaskTexture; + private NativeArray m_Pixels; + private Vector2Int m_FullSize; + private Vector2Int m_PrevSize; + + private Texture2D m_VrsClearMask; + + protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) + { + m_VrsLut = VrsLut.CreateDefault(); + + // Vrs CPU texture + m_FullSize = RTHandles.CalculateDimensions(Vector2.one); + m_ColorMaskTexture = new Texture2D(m_FullSize.x, m_FullSize.y, GraphicsFormat.R8G8B8A8_UNorm, + TextureCreationFlags.DontInitializePixels | TextureCreationFlags.DontUploadUponCreate); + m_Pixels = new NativeArray(m_FullSize.x * m_FullSize.y, Allocator.Persistent); + UpdateMaskTexture(m_FullSize); + + // Clear texture + m_VrsClearMask = new Texture2D(1, 1, GraphicsFormat.R8G8B8A8_UNorm, + TextureCreationFlags.DontInitializePixels | TextureCreationFlags.DontUploadUponCreate); + m_VrsClearMask.SetPixel(0,0, m_VrsLut[ShadingRateFragmentSize.FragmentSize1x1]); + m_VrsClearMask.Apply(false, true); + + // VrsInfo + if (true) + { + bool vrsSupported = SystemInfo.supportsVariableRateShading; + string vrsFormat = GraphicsFormatUtility.GetFormatString(ShadingRateInfo.graphicsFormat); + Debug.Log($"VRSInfo - Supported:{vrsSupported} VrsDraw:{ShadingRateInfo.supportsPerDrawCall} " + + $"VrsImage:{ShadingRateInfo.supportsPerImageTile} " + + $"TileSize:{ShadingRateInfo.imageTileSize.x}x{ShadingRateInfo.imageTileSize.y} Format:{vrsFormat}"); + if (vrsSupported) + { + StringBuilder str = new StringBuilder(1024); + foreach (var fragSize in ShadingRateInfo.availableFragmentSizes) + { + str.Append($"{fragSize.ToString()}, "); + } + Debug.Log($"FragSizes:\n{str.ToString()}"); + } + } + } + + void UpdateMaskTexture(Vector2Int patternSize) + { + uint Pack(Color32 c) + { + return (uint)(c.a << 24 | c.b << 16 | c.g << 8 | c.r); + } + + uint c1 = Pack(m_VrsLut[ShadingRateFragmentSize.FragmentSize1x1]); + uint c2 = Pack(m_VrsLut[ShadingRateFragmentSize.FragmentSize2x2]); + uint c4 = Pack(m_VrsLut[ShadingRateFragmentSize.FragmentSize4x4]); + + for(uint y = 0; y < m_FullSize.y; y++) + { + for(uint x = 0; x < m_FullSize.x; x++) + { + uint color = c1; + if( y < patternSize.y / 2) + color = c4; + else if (x <= patternSize.x / 2) + { + color = c2; + } + m_Pixels[(int)(y * m_FullSize.x + x)] = color; + } + } + + m_ColorMaskTexture.SetPixelData(m_Pixels, 0, 0); // NativeArray to avoid allocations. + m_ColorMaskTexture.Apply(false); + m_PrevSize = patternSize; + } + + protected override void Execute(CustomPassContext ctx) + { + if (!Vrs.IsColorMaskTextureConversionSupported()) + { + Debug.LogWarning("VrsTestPass color to shading rate is not supported!"); + return; + } + + if (m_ColorMaskTexture != null) + { + // The resolution might have changed and we (re)use only a part of the max-sized buffer. + // Update VRS texture pattern to only affect the used portion of the camera buffer as the VRS texture is used fully. + var curSize = new Vector2Int(ctx.hdCamera.actualWidth, ctx.hdCamera.actualHeight); + if(curSize != m_PrevSize) + UpdateMaskTexture(curSize); + + // Convert custom CPU texture to VRS texture. + RTHandle sriTexture = ctx.shadingRateBuffer; + if (sriTexture != null) + { + // Clear the Vrs texture just for clarity. + Vrs.ColorMaskTextureToShadingRateImageDispatch(ctx.cmd, sriTexture, (Texture)m_VrsClearMask); + + // Convert the procedural CPU (test) texture to VRS. + Vrs.ColorMaskTextureToShadingRateImageDispatch(ctx.cmd, sriTexture, (Texture)m_ColorMaskTexture); + } + } + } + + protected override void Cleanup() + { + m_Pixels.Dispose(); + m_VrsLut = null; + CoreUtils.Destroy(m_ColorMaskTexture); + + } +} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsTestPass.cs.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsTestPass.cs.meta new file mode 100644 index 00000000000..cf55dc1796a --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS/VrsTestPass.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1b8507e2bd07a0c42b6e8d7db3c26c9c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset b/Tests/SRPTests/Projects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset index a27eb7c9980..32a080c29da 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset @@ -363,3 +363,23 @@ MonoBehaviour: XrSdk: StereoModes: 0 Reason: instability https://jira.unity3d.com/browse/UUM-75549 + - FilteredScene: {fileID: 0} + FilteredScenes: + - {fileID: 102900000, guid: 0273230a74b7d7c469a48677e882811c, type: 3} + ColorSpace: -1 + BuildPlatform: -2 + GraphicsDevice: 16 + Architecture: 0 + XrSdk: + StereoModes: 0 + Reason: VRS not supported + - FilteredScene: {fileID: 0} + FilteredScenes: + - {fileID: 102900000, guid: 0273230a74b7d7c469a48677e882811c, type: 3} + ColorSpace: -1 + BuildPlatform: -2 + GraphicsDevice: 2 + Architecture: 0 + XrSdk: + StereoModes: 0 + Reason: VRS not supported diff --git a/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index 6628724e1d0..c7cf50a4ad1 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -944,6 +944,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9703_SampleColorBuffer_InjectionPoints_Scaling.unity guid: 390b18d2a061ccb498f4162587223a5e + - enabled: 1 + path: Assets/GraphicTests/Scenes/9x_Other/9704_CustomPass_VRS.unity + guid: 0273230a74b7d7c469a48677e882811c - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9800_Compositor.unity guid: 708bd21bc204d2342bc1702a5a6de1d3 From 8f6db0e34571bc12c607ac9764d0c5f3504fdf65 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Slysz?= Date: Mon, 9 Dec 2024 23:00:22 +0000 Subject: [PATCH 39/52] Graphics/foundation/update render api Obsolete rendering API that should disappear in the future: - RenderPipeline.Render (array version) - RenderPipeline.Begin/EndFrameRendering Alternative are already in the engine and it just miss the deprecation. A lot of test had to be updated. Also side fixing some test still using old deprecated API instead of new ways. (not from this PR) https://jira.unity3d.com/browse/GFXFOUND-420 --- .../GPUDriven/GPUDrivenRenderingUtils.cs | 4 ++-- .../Tests/Editor/RenderGraphTests.cs | 4 ++-- .../RenderPipeline/DummyRenderPipeline.cs | 5 ++-- .../Runtime/CustomRenderPipelineAsset.cs | 3 ++- .../SecondCustomRenderPipelineAsset.cs | 3 ++- .../RenderPipeline/HDRenderPipeline.cs | 23 ------------------ .../Runtime/UniversalRenderPipeline.cs | 24 +------------------ .../Assets/Common/Runtime/DummyPipeline.cs | 3 ++- .../DummyPipeline.cs | 4 +++- 9 files changed, 17 insertions(+), 56 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/GPUDriven/GPUDrivenRenderingUtils.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/GPUDriven/GPUDrivenRenderingUtils.cs index cf274f29abb..c6a6ade5751 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/GPUDriven/GPUDrivenRenderingUtils.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/GPUDriven/GPUDrivenRenderingUtils.cs @@ -1,9 +1,9 @@ using System; using Unity.Collections; +using System.Collections.Generic; using Unity.Collections.LowLevel.Unsafe; using UnityEngine.Assertions; using Unity.Mathematics; -using System.Collections.Generic; namespace UnityEngine.Rendering.Tests { @@ -199,7 +199,7 @@ protected override void ProcessRenderRequests(ScriptableRenderConte renderContext.Submit(); } - protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) + protected override void Render(ScriptableRenderContext renderContext, List cameras) { foreach (var camera in cameras) { diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs index e1684f476e2..3da32153632 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs @@ -1,8 +1,8 @@ using NUnit.Framework; using System; +using System.Collections.Generic; using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; -using System.Collections.Generic; using UnityEngine.TestTools; using Unity.Collections; @@ -72,7 +72,7 @@ public RenderGraphTestPipelineInstance(RenderGraphTestPipelineAsset asset) this.m_RenderGraph = asset.renderGraph; } - protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) + protected override void Render(ScriptableRenderContext renderContext, List cameras) { foreach (var camera in cameras) { diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderPipeline/DummyRenderPipeline.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderPipeline/DummyRenderPipeline.cs index f0c2afd492f..410f7dd1c33 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderPipeline/DummyRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderPipeline/DummyRenderPipeline.cs @@ -1,11 +1,12 @@ -using UnityEngine; +using System.Collections.Generic; +using UnityEngine; using UnityEngine.Rendering; namespace UnityEditor.Rendering { class DummyRenderPipeline : RenderPipeline { - protected override void Render(ScriptableRenderContext context, Camera[] cameras) + protected override void Render(ScriptableRenderContext context, List cameras) { throw new System.NotImplementedException(); } diff --git a/Packages/com.unity.render-pipelines.core/Tests/Runtime/CustomRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/CustomRenderPipelineAsset.cs index 5b521f81a74..acea501bba6 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Runtime/CustomRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/CustomRenderPipelineAsset.cs @@ -1,5 +1,6 @@ using UnityEngine; using UnityEngine.Rendering; +using System.Collections.Generic; namespace UnityEngine.Rendering.Tests { @@ -11,7 +12,7 @@ protected override RenderPipeline CreatePipeline() class CustomRenderPipeline : RenderPipeline { - protected override void Render(ScriptableRenderContext context, Camera[] cameras) + protected override void Render(ScriptableRenderContext context, List cameras) { } } diff --git a/Packages/com.unity.render-pipelines.core/Tests/Runtime/SecondCustomRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/SecondCustomRenderPipelineAsset.cs index 04b76cf4da7..a81a244e4f8 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Runtime/SecondCustomRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/SecondCustomRenderPipelineAsset.cs @@ -1,5 +1,6 @@ using UnityEngine; using UnityEngine.Rendering; +using System.Collections.Generic; namespace UnityEngine.Rendering.Tests { @@ -11,7 +12,7 @@ protected override RenderPipeline CreatePipeline() class SecondCustomRenderPipeline : RenderPipeline { - protected override void Render(ScriptableRenderContext context, Camera[] cameras) + protected override void Render(ScriptableRenderContext context, List cameras) { } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index 8097fce8848..23294f9d0c4 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -2103,33 +2103,18 @@ void EndRenderRequest(in RenderRequest renderRequest, CommandBuffer cmd) } } -#if UNITY_2021_1_OR_NEWER - protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) - { - Render(renderContext, new List(cameras)); - } - -#endif - -#if UNITY_2021_1_OR_NEWER // Only for internal use, outside of SRP people can call Camera.Render() internal void InternalRender(ScriptableRenderContext renderContext, List cameras) { Render(renderContext, cameras); } -#endif - /// /// RenderPipeline Render implementation. /// /// Current ScriptableRenderContext. /// List of cameras to render. -#if UNITY_2021_1_OR_NEWER protected override void Render(ScriptableRenderContext renderContext, List cameras) -#else - protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) -#endif { #if UNITY_EDITOR // Build target can change in editor so we need to check if the target is supported @@ -2157,11 +2142,7 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c // This function should be called once every render (once for all camera) LightLoopNewRender(); -#if UNITY_2021_1_OR_NEWER BeginContextRendering(renderContext, cameras); -#else - BeginFrameRendering(renderContext, cameras); -#endif // Check if we can speed up FrameSettings process by skipping history // or go in detail if debug is activated. Done once for all renderer. @@ -2440,11 +2421,7 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c m_RenderGraph.EndFrame(); XRSystem.EndLayout(); -#if UNITY_2021_1_OR_NEWER EndContextRendering(renderContext, cameras); -#else - EndFrameRendering(renderContext, cameras); -#endif } /// diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 8454694278b..7b487909210 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -418,30 +418,12 @@ public void Dispose() } } -#if UNITY_2021_1_OR_NEWER - /// - protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) - { - Render(renderContext, new List(cameras)); - } - -#endif - -#if UNITY_2021_1_OR_NEWER /// protected override void Render(ScriptableRenderContext renderContext, List cameras) -#else - /// - protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) -#endif { SetHDRState(cameras); -#if UNITY_2021_1_OR_NEWER int cameraCount = cameras.Count; -#else - int cameraCount = cameras.Length; -#endif // For XR, HDR and no camera cases, UI Overlay ownership must be enforced AdjustUIOverlayOwnership(cameraCount); @@ -476,11 +458,7 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c RTHandles.SetHardwareDynamicResolutionState(true); SortCameras(cameras); -#if UNITY_2021_1_OR_NEWER for (int i = 0; i < cameras.Count; ++i) -#else - for (int i = 0; i < cameras.Length; ++i) -#endif { var camera = cameras[i]; if (IsGameCamera(camera)) @@ -585,7 +563,7 @@ protected override void ProcessRenderRequests(ScriptableRenderConte if (standardRequest != null) { - Render(context, new Camera[] { camera }); + Render(context, new List{ camera }); } else { diff --git a/Tests/SRPTests/Projects/MultipleSRP_Tests/Assets/Common/Runtime/DummyPipeline.cs b/Tests/SRPTests/Projects/MultipleSRP_Tests/Assets/Common/Runtime/DummyPipeline.cs index b3cd1c14d38..0f801785387 100644 --- a/Tests/SRPTests/Projects/MultipleSRP_Tests/Assets/Common/Runtime/DummyPipeline.cs +++ b/Tests/SRPTests/Projects/MultipleSRP_Tests/Assets/Common/Runtime/DummyPipeline.cs @@ -1,3 +1,4 @@ +using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; @@ -13,7 +14,7 @@ protected override RenderPipeline CreatePipeline() public class DummyRenderPipeline : RenderPipeline { - protected override void Render(ScriptableRenderContext context, Camera[] cameras) + protected override void Render(ScriptableRenderContext context, List cameras) { } diff --git a/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/ResourcesForBuildTargetTests/DummyPipeline.cs b/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/ResourcesForBuildTargetTests/DummyPipeline.cs index a08a9a2c54f..3c106c87563 100644 --- a/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/ResourcesForBuildTargetTests/DummyPipeline.cs +++ b/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/Tests/Editor/ResourcesForBuildTargetTests/DummyPipeline.cs @@ -1,7 +1,9 @@ +using System.Collections.Generic; + namespace UnityEngine.Rendering.DummyPipeline { public class DummyPipeline : RenderPipeline { - protected override void Render(ScriptableRenderContext context, Camera[] cameras) { } + protected override void Render(ScriptableRenderContext context, List cameras) { } } } From 63448a9a78ffbea5a82bd85da3c6823c680d455a Mon Sep 17 00:00:00 2001 From: Giulia Canu Date: Tue, 10 Dec 2024 02:42:47 +0000 Subject: [PATCH 40/52] [content automatically redacted] touching PlatformDependent folder --- .../Runtime/XR/XRPass.cs | 14 +++++ .../Runtime/XR/XRSystem.cs | 56 +++++++++++++++++-- .../Runtime/DeferredLights.cs | 12 ++++ .../Runtime/PostProcessUtils.cs | 14 ++++- .../Runtime/ScriptableRenderer.cs | 11 ++++ .../Runtime/UniversalRenderPipeline.cs | 10 +++- 6 files changed, 108 insertions(+), 9 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs index 7f14300b2fa..65c9de7b120 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRPass.cs @@ -17,6 +17,8 @@ public struct XRPassCreateInfo internal ScriptableCullingParameters cullingParameters; internal Material occlusionMeshMaterial; internal float occlusionMeshScale; + internal int renderTargetScaledWidth; + internal int renderTargetScaledHeight; internal IntPtr foveatedRenderingInfo; internal int multipassId; internal int cullingPassId; @@ -126,6 +128,16 @@ public bool supportsFoveatedRendering /// public int cullingPassId { get; private set; } + /// + /// Destination render target scaled width if XR dynamic resolution is enabled + /// + public int renderTargetScaledWidth { get; private set; } + + /// + /// Destination render target scaled height if XR dynamic resolution is enabled + /// + public int renderTargetScaledHeight { get; private set; } + /// /// Destination render target. /// @@ -463,6 +475,8 @@ public void InitBase(XRPassCreateInfo createInfo) AssignCullingParams(createInfo.cullingPassId, createInfo.cullingParameters); renderTarget = new RenderTargetIdentifier(createInfo.renderTarget, 0, CubemapFace.Unknown, -1); renderTargetDesc = createInfo.renderTargetDesc; + renderTargetScaledWidth = createInfo.renderTargetScaledWidth; + renderTargetScaledHeight = createInfo.renderTargetScaledHeight; motionVectorRenderTarget = new RenderTargetIdentifier(createInfo.motionVectorRenderTarget, 0, CubemapFace.Unknown, -1); motionVectorRenderTargetDesc = createInfo.motionVectorRenderTargetDesc; hasMotionVectorPass = createInfo.hasMotionVectorPass; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs index 91ad9d7744a..007c9252efb 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs @@ -242,6 +242,49 @@ public static float GetRenderViewportScale() #endif } + /// + /// Used by the render pipeline to retrieve the DynamicResolutionScale value from the XR display. + /// One use case for retrieving this value is that render pipeline can properly sync some SRP owned textures to scale accordingly + /// + /// Returns current DynamicResolutionScale value from the XRDisplaySubsystem. + public static float GetDynamicResolutionScale() + { +#if ENABLE_VR && ENABLE_XR_MODULE + + return s_Display.globalDynamicScale; +#else + return 1.0f; +#endif + } + + /// + /// Used by the render pipeline to calculate texture scaled width for XR display if it supports dynamic resolution + /// + /// Input texture that supports dynamic resolution + /// Returns current scaled width of the input texture. + public static int ScaleTextureWidthForXR(RenderTexture texture) + { +#if ENABLE_VR && ENABLE_XR_MODULE + return s_Display.ScaledTextureWidth(texture); +#else + return 1; +#endif + } + + /// + /// Used by the render pipeline to calculate texture scaled height for XR display if it supports dynamic resolution + /// + /// Input texture that supports dynamic resolution + /// Returns current scaled width of the input texture. + public static int ScaleTextureHeightForXR(RenderTexture texture) + { +#if ENABLE_VR && ENABLE_XR_MODULE + return s_Display.ScaledTextureHeight(texture); +#else + return 1; +#endif + } + /// /// Used by the render pipeline to initiate a new rendering frame through a XR layout. /// @@ -446,10 +489,11 @@ static XRView BuildView(XRDisplaySubsystem.XRRenderPass renderPass, XRDisplaySub { // Convert viewport from normalized to screen space Rect viewport = renderParameter.viewport; - viewport.x *= renderPass.renderTargetDesc.width; - viewport.width *= renderPass.renderTargetDesc.width; - viewport.y *= renderPass.renderTargetDesc.height; - viewport.height *= renderPass.renderTargetDesc.height; + + viewport.x *= renderPass.renderTargetScaledWidth; + viewport.width *= renderPass.renderTargetScaledWidth; + viewport.y *= renderPass.renderTargetScaledHeight; + viewport.height *= renderPass.renderTargetScaledHeight; // XRTODO : remove this line and use XRSettings.useOcclusionMesh instead when it's fixed Mesh occlusionMesh = XRGraphicsAutomatedTests.running ? null : renderParameter.occlusionMesh; @@ -476,7 +520,9 @@ static XRPassCreateInfo BuildPass(XRDisplaySubsystem.XRRenderPass xrRenderPass, { renderTarget = xrRenderPass.renderTarget, renderTargetDesc = XrRenderTextureDescToUnityRenderTextureDesc(xrRenderPass.renderTargetDesc), - hasMotionVectorPass = xrRenderPass.hasMotionVectorPass, + renderTargetScaledWidth = xrRenderPass.renderTargetScaledWidth, + renderTargetScaledHeight = xrRenderPass.renderTargetScaledHeight, + hasMotionVectorPass = xrRenderPass.hasMotionVectorPass, motionVectorRenderTarget = xrRenderPass.motionVectorRenderTarget, motionVectorRenderTargetDesc = XrRenderTextureDescToUnityRenderTextureDesc(xrRenderPass.motionVectorRenderTargetDesc), cullingParameters = cullingParameters, diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs b/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs index befa646b8c9..44144f605d0 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs @@ -336,9 +336,21 @@ internal void SetupLights(CommandBuffer cmd, UniversalCameraData cameraData, Vec Profiler.BeginSample(k_SetupLights); Camera camera = cameraData.camera; + +#if ENABLE_VR && ENABLE_XR_MODULE + // Use eye texture's scaled width and height as screen params when XR is enabled + if (cameraData.xr.enabled) + { + this.RenderWidth = camera.allowDynamicResolution ? cameraData.xr.renderTargetScaledWidth : cameraTargetSizeCopy.x; + this.RenderHeight = camera.allowDynamicResolution ? cameraData.xr.renderTargetScaledHeight : cameraTargetSizeCopy.y; + } + else +#endif + { // Support for dynamic resolution. this.RenderWidth = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.widthScaleFactor * cameraTargetSizeCopy.x) : cameraTargetSizeCopy.x; this.RenderHeight = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.heightScaleFactor * cameraTargetSizeCopy.y) : cameraTargetSizeCopy.y; + } if (!m_UseDeferredPlus) { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/PostProcessUtils.cs b/Packages/com.unity.render-pipelines.universal/Runtime/PostProcessUtils.cs index d022c2c5455..1b994e9c0f0 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/PostProcessUtils.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/PostProcessUtils.cs @@ -121,8 +121,18 @@ internal static void SetSourceSize(RasterCommandBuffer cmd, RTHandle source) float height = source.rt.height; if (source.rt.useDynamicScale) { - width *= ScalableBufferManager.widthScaleFactor; - height *= ScalableBufferManager.heightScaleFactor; +#if ENABLE_VR && ENABLE_XR_MODULE + if (source.rt.vrUsage != VRTextureUsage.None) + { + width = XRSystem.ScaleTextureWidthForXR(source.rt); + height = XRSystem.ScaleTextureHeightForXR(source.rt); + } + else +#endif + { + width *= ScalableBufferManager.widthScaleFactor; + height *= ScalableBufferManager.heightScaleFactor; + } } cmd.SetGlobalVector(ShaderConstants._SourceSize, new Vector4(width, height, 1.0f / width, 1.0f / height)); } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index fd3133b1128..5bb0e25d11d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -278,8 +278,19 @@ void SetPerCameraShaderVariables(RasterCommandBuffer cmd, UniversalCameraData ca if (camera.allowDynamicResolution) { +#if ENABLE_VR && ENABLE_XR_MODULE + // Use eye texture's scaled width and height as screen params when XR is enabled + if (cameraData.xr.enabled) + { + scaledCameraTargetWidth = (float)cameraData.xr.renderTargetScaledWidth; + scaledCameraTargetHeight = (float)cameraData.xr.renderTargetScaledHeight; + } + else +#endif + { scaledCameraTargetWidth *= ScalableBufferManager.widthScaleFactor; scaledCameraTargetHeight *= ScalableBufferManager.heightScaleFactor; + } } float near = camera.nearClipPlane; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 7b487909210..ced5fff85d0 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -1009,8 +1009,14 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera UpdateCameraStereoMatrices(baseCamera, xrPass); // Apply XR display's viewport scale to URP's dynamic resolution solution - float xrViewportScale = XRSystem.GetRenderViewportScale(); - ScalableBufferManager.ResizeBuffers(xrViewportScale, xrViewportScale); + float scaleToApply = XRSystem.GetRenderViewportScale(); + if (baseCamera.allowDynamicResolution && XRSystem.GetDynamicResolutionScale() < 1.0f) + { + // If XR dynamic resolution is enabled use the XRSystem dynamic resolution scale + // Smaller than 1.0 renderViewport scale are not supported to have the best performance gain + scaleToApply = XRSystem.GetDynamicResolutionScale(); + } + ScalableBufferManager.ResizeBuffers(scaleToApply, scaleToApply); } bool finalOutputHDR = false; From 1e2cd0dcd3d7d51f241df49f61954543b3612759 Mon Sep 17 00:00:00 2001 From: Yohann Vaast Date: Tue, 10 Dec 2024 10:16:19 +0000 Subject: [PATCH 41/52] URP samples - Fix wrong GameObject names - Fix wrong GameObject and Animation name --- .../Animation/{MovinigCube.controller => MovingCube.controller} | 2 +- .../{MovinigCube.controller.meta => MovingCube.controller.meta} | 0 .../RendererFeatures/OcclusionEffect/OcclusionEffect.unity | 2 +- 3 files changed, 2 insertions(+), 2 deletions(-) rename Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/{MovinigCube.controller => MovingCube.controller} (98%) rename Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/{MovinigCube.controller.meta => MovingCube.controller.meta} (100%) diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/MovinigCube.controller b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/MovingCube.controller similarity index 98% rename from Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/MovinigCube.controller rename to Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/MovingCube.controller index 1d5c2e97cc4..2aec8636ca2 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/MovinigCube.controller +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/MovingCube.controller @@ -54,7 +54,7 @@ AnimatorController: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: MovinigCube + m_Name: MovingCube serializedVersion: 5 m_AnimatorParameters: [] m_AnimatorLayers: diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/MovinigCube.controller.meta b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/MovingCube.controller.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/MovinigCube.controller.meta rename to Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/Animation/MovingCube.controller.meta diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/OcclusionEffect.unity b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/OcclusionEffect.unity index 3aac743b220..b066469c7c0 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/OcclusionEffect.unity +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/OcclusionEffect/OcclusionEffect.unity @@ -670,7 +670,7 @@ GameObject: - component: {fileID: 1243279517} - component: {fileID: 1243279518} m_Layer: 8 - m_Name: MovinigCube + m_Name: MovingCube m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 From 7128a4d4e62a836794a8d5e3e0dee1f56797de70 Mon Sep 17 00:00:00 2001 From: Ionut Nedelcu Date: Wed, 11 Dec 2024 04:09:10 +0000 Subject: [PATCH 42/52] [HDRP] Disable 2 unstable graphics tests from HDRP_DXR project. Fix for [Test Playmode HDRP_DXR - StandaloneWindows64 - x64 - DX12 - (Mono) | Win10 - x64](https://unity-ci.cds.internal.unity3d.com/project/3/branch/trunk/jobDefinition/.yamato%2Fgraphics%2Fhdrp-dxr.yml%23test_playmode_hdrp_dxr_-_standalonewindows64_-_x64_-_dx12_-_mono_%7C_win10_-_x64?nav=jobDefinitions) being red since last week. https://github.cds.internal.unity3d.com/unity/unity/pull/57404 enabled 3 graphics tests after a fix for making the sampling deterministic was implemented. I did a bisection in trunk and the PR caused 2 other tests to be unstable: 5010_PathTracingAlpha - not stable in Standalone 5012_PathTracing_Transmission - not stable in Standalone - Added some missing shader variants for building Standalone tests. --- .../ProjectSettings/EditorBuildSettings.asset | 6 ------ 1 file changed, 6 deletions(-) diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset b/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset index c80fdd43141..9030b1c8e45 100644 --- a/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset @@ -428,15 +428,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/5009_PathTracing_FabricMaterial.unity guid: a3bbd23b214970c48b64c949a4bf476b - - enabled: 1 - path: Assets/Scenes/5010_PathTracingAlpha.unity - guid: 99680d74d8a49be44bd19065fae3d569 - enabled: 1 path: Assets/Scenes/5011_PathTracing_ShadowMatte.unity guid: a2a018bd807332e419183347eebc8a0c - - enabled: 1 - path: Assets/Scenes/5012_PathTracing_Transmission.unity - guid: f57e109fb28741a4297f1895438fff8d - enabled: 1 path: Assets/Scenes/5013_PathTracing_ShadowFlags.unity guid: 7f50fe57b3dd3c34988a18361fb72be8 From dff9fabca23c2290912c166f633e1c2bf7197844 Mon Sep 17 00:00:00 2001 From: Layla Arab Date: Wed, 11 Dec 2024 11:42:20 +0000 Subject: [PATCH 43/52] Docsweek - Improve RenderingLayerMask enum docs and related API Improve RenderingLayerMask docs with a code sample, and add more context to the obsolete LightLayers and DecalLayers enums. --- .../Runtime/Deprecated.cs | 23 +++++++++++---- .../Light/HDAdditionalLightData.Types.cs | 29 ++++++++++++++++++- 2 files changed, 46 insertions(+), 6 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Deprecated.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Deprecated.cs index 12d3bc41196..5efe20145fc 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Deprecated.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Deprecated.cs @@ -79,11 +79,16 @@ public sealed class DiffusionProfileOverride { } - /// Light Layers. + /// + /// This enum is obsolete as it has been renamed to which can now use 16 bits. + /// + /// + /// Options for defining LayerMasks to make lights or effects affect only specific renderers. + /// [Flags, Obsolete("LightLayersEnum has been renamed and can now use 16 bits. Use RenderingLayerMask instead @from(2023.1) (UnityUpgradable) -> RenderingLayerMask")] public enum LightLayerEnum { - /// The light will no affect any object. + /// The light doesn't affect any object. Nothing = 0, // Custom name for "Nothing" option /// Light Layer 0. LightLayerDefault = 1 << 0, @@ -105,11 +110,16 @@ public enum LightLayerEnum Everything = 0xFF, // Custom name for "Everything" option } - /// Decal Layers. + /// + /// This enum is obsolete as it has been renamed to which can now use 16 bits. + /// + /// + /// Options for defining LayerMasks to make decals affect only specific renderers. + /// [Flags, Obsolete("DecalLayerEnum has been renamed and can now use 16 bits. Use RenderingLayerMask instead @from(2023.1) (UnityUpgradable) -> RenderingLayerMask")] public enum DecalLayerEnum { - /// The light will no affect any object. + /// The decal doesn't affect any object. Nothing = 0, // Custom name for "Nothing" option /// Decal Layer 0. DecalLayerDefault = 1 << 0, @@ -132,8 +142,11 @@ public enum DecalLayerEnum } /// - /// Debug Light Layers Filtering. + /// This enum is obsolete as it has been renamed to which can now use 16 bits. /// + /// + /// Options for defining LayerMasks to make lights or effects affect only specific renderers. + /// [Flags, Obsolete("DebugLightLayersMask has been renamed and can now use 16 bits. Use RenderingLayerMask instead @from(2023.1)")] public enum DebugLightLayersMask { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Types.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Types.cs index 38b5dd48b43..96c92dd9df2 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Types.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Types.cs @@ -19,8 +19,35 @@ public enum ShadowUpdateMode } /// - /// Rendering Layer Mask. + /// Options for defining which RenderingLayers affect which renderers. /// + /// + /// This enum is a bitfield, which means that you can combine multiple values using the bitwise OR operator (|). + /// + /// + /// (); + /// if (renderer != null) + /// { + /// // If the Renderer component exists, we set the desired rendering layer mask + /// renderer.renderingLayerMask = (uint)desiredLayerMask; + /// } + /// } + /// } + /// ]]> + /// [Flags] public enum RenderingLayerMask { From 4e1a424cfc2b4c46939bbad471307a891efc65c0 Mon Sep 17 00:00:00 2001 From: Mark Green Date: Thu, 12 Dec 2024 12:18:25 +0000 Subject: [PATCH 44/52] Graphics docs feedback fixes November 2024 (part 9 - VFX Graph fixes) Part 9 of minor fixes from feedback tickets Jira tickets: - https://jira.unity3d.com/browse/DOCG-5033 - correct the Smoothstep page - https://jira.unity3d.com/browse/DOCG-5830 - fix particleId typo --- .../Documentation~/Operator-Smoothstep.md | 17 ++++++++--------- .../Documentation~/Reference-Attributes.md | 2 +- 2 files changed, 9 insertions(+), 10 deletions(-) diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-Smoothstep.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-Smoothstep.md index 75fc4454b42..3117dff7b19 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-Smoothstep.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-Smoothstep.md @@ -2,14 +2,13 @@ Menu Path : **Operator > Math > Arithmetic > Smoothstep** -The **Smoothstep** Operator calculates the linear interpolation of a value between two border values with smoothing at the limits. +The **Smoothstep** Operator calculates a smooth Hermite interpolation of a value between two border values with smoothing at the limits. -This Operator returns a value between **X** and **Y**. Where this value is between **X** and **Y** depends on the value of **S**: +This Operator returns a value between 0 and 1, depending on the value of **X**, **Y**, and **S**: -- If **S** is greater than 1, the result is **Y**. -- If **S** is less than 0 the result is **X.** - -- If **S** is between 0 and 1 then the result is a smooth transition between **X** and **Y**. The result = (Y - X) * ( 3S2 - 2S3 ) + **X** +- If **S** is less than or equal to **X**, the result is 0. +- If **S** is greater than or equal to **Y**, the result is 1. +- If **S** is between **X** and **Y**, the result is a smooth transition between 0 and 1. This Operator accepts input values of various types. For the list of types this Operator can use, see [Available Types](#available-types). The **X** and **Y** input are always of the same type. **S** changes to be the same type as **X** and **Y**. @@ -19,13 +18,13 @@ This Operator accepts input values of various types. For the list of types this | **Input** | **Type** | **Description** | | --------- | --------------------------------------- | ------------------------------------------------------------ | -| **X** | [Configurable](#operator-configuration) | The value to interpolate from. | -| **Y** | [Configurable](#operator-configuration) | The value to interpolate to. | +| **X** | [Configurable](#operator-configuration) | The minimum step value. | +| **Y** | [Configurable](#operator-configuration) | The maximum step value. | | **S** | [Configurable](#operator-configuration) | A value for the interpolation. An input of either float type or the same type as **X**. | | **Output** | **Type** | **Description** | | ---------- | ----------- | ------------------------------------------------------------ | -| **Out** | Output Port | The linear interpolation of **S** between **X** and **Y** with smoothing at the limits.
The **Type** changes to match the type of **X** and **Y**. | +| **Out** | Output Port | A value between 0 and 1, based on the Hermite interpolation of **S**. | ## Operator configuration diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Reference-Attributes.md b/Packages/com.unity.visualeffectgraph/Documentation~/Reference-Attributes.md index 84af97ca242..97d3e90a608 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Reference-Attributes.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Reference-Attributes.md @@ -52,7 +52,7 @@ System Attributes provide information about system values. These attributes are | Name | Type | Description | Default Value | | ---------- | ------- | ------------------------------------------------------------ | ---------- | -| `particleID` | uint | A unique ID that refers to 1 particle | 0 | +| `particleId` | uint | A unique ID that refers to 1 particle | 0 | | `seed` | uint | A unique seed used for random number computations. | 0 | | `spawnCount` | float | A `SpawnEvent` attribute that describes how many particles were spawned this frame. You can use `spawnCount` as a [Source Attribute](Attributes.md) in a Spawn context. `spawnCount` is a floating point number so that Unity can accumulate a relative `spawnCount` at the spawn context stage in the [Constant Rate](Block-ConstantRate.md) block.| 0.0 | | `spawnTime` | float | A SpawnEvent attribute available as Source Attribute in Spawn Contexts, that contains a Spawn Context internal time (when exported using a [Set Spawn Time](Block-SetSpawnTime.md) Spawn Block) | 0.0 | From d683d53d079a0f89580fa185379560a4bb548740 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Alex=20V=C3=A1zquez?= Date: Thu, 12 Dec 2024 16:25:54 +0000 Subject: [PATCH 45/52] [Docs]Improving API docs for Debug Manager classes. Improve docs and examples of IDebugData DebugManager DebugUI. --- .../Runtime/Debugging/DebugManager.cs | 60 ++++++++++++++++-- .../Runtime/Debugging/DebugUI.cs | 62 ++++++++++++++++++- 2 files changed, 116 insertions(+), 6 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugManager.cs b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugManager.cs index 846edd43722..b90eed0d6da 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugManager.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugManager.cs @@ -11,20 +11,70 @@ namespace UnityEngine.Rendering using UnityObject = UnityEngine.Object; /// - /// IDebugData interface. + /// Implementing this interface enables integration with Unity's Rendering debugger, providing a way to manage and control the state of debug data. /// + /// + /// + /// Use the `IDebugData` interface to register custom debug data. You can reset the data when necessary, which makes it suitable for debugging scenarios + /// where you need to clear or reset specific data. For example, when the application state changes or during gameplay session resets, + /// or when the **Reset** button is selected in the **Rendering Debugger** window in the Editor or at runtime. + /// + /// + /// + /// + /// public class MyDebugData : IDebugData + /// { + /// private int _value; + /// + /// /// Constructor of the debug data that will receive the reset callback + /// public MyDebugData() + /// { + /// _value = 0; + /// } + /// + /// public Action GetReset() + /// { + /// /// Specify the callback when the reset operation is being called. + /// return () => _value = 0; // Resets the value to 0 + /// } + /// } + /// + /// public interface IDebugData { - /// Get the reset callback for this DebugData + /// Provides the reset callback for resetting the debug data. /// The reset callback Action GetReset(); - //Action GetLoad(); - //Action GetSave(); } /// - /// Manager class for the Debug Window. + /// The class provides a centralized manager for handling Unity's Rendering debugger. /// + /// + /// The DebugManager allows you to register, unregister, and manipulate debug data, panels, and widgets for runtime or editor debugging. + /// - Register and manage debug panels and widgets. + /// - Refresh and reset the debug UI based on runtime changes. + /// - Provides a global instance for easy access from anywhere in the codebase. + /// + /// + /// + /// + /// { + /// /// Create a list to store the new DebugUI widgets + /// /// by creating different DebugUI.Values that display a label with a value. + /// var list = new System.Collections.Generic.List<DebugUI.Widget> + /// { + /// new DebugUI.Value { displayName = "Lighting Intensity", getter = () => 1.0f, setter = value => Debug.Log($"Lighting Intensity set to {value}") }, + /// new DebugUI.Value { displayName = "Light Color", getter = () => Color.white, setter = value => Debug.Log($"Light Color set to {value}") } + /// }; + /// var items = list.ToArray(); + /// + /// /// Obtain the panel from the DebugManager instance, and add the Widgets that we want to display there. + /// var panel = DebugManager.instance.GetPanel("Lighting", true); + /// panel.children.AddRange(items); + /// } + /// + /// public sealed partial class DebugManager { static readonly Lazy s_Instance = new Lazy(() => new DebugManager()); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.cs b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.cs index 862f90c7c6b..ecd191615a6 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.cs @@ -5,8 +5,68 @@ namespace UnityEngine.Rendering { /// - /// Debug UI Class + /// The `DebugUI` class defines a collection of debug UI components that are useful for debugging and profiling Rendering features /// + /// + /// Widgets can be added to the UI, customized, and manipulated at runtime or during editor sessions. The class supports various + /// widget types, including buttons, read-only value fields, and progress bars. It also provides mechanisms for organizing these + /// widgets into containers. Each widget has a set of flags to control its visibility and behavior depending on whether it is + /// used in the editor or at runtime. The widgets can also contain callbacks for conditional visibility at runtime. + /// Important Notes: + /// - Widgets can be nested inside containers, allowing for organized groupings of debug UI elements. + /// - Widgets may be runtime-only, editor-only, or both, allowing them to behave differently depending on the application's + /// state (e.g., whether it is in the editor or playing at runtime). + /// - `DebugUI` also includes helper methods for widget initialization, such as compact initialization using the `NameAndTooltip` struct. + /// + /// This API lets you do the following: + /// - Specify widget behavior such as "EditorOnly", "RuntimeOnly", "EditorForceUpdate", and "FrequentlyUsed". + /// - Show dynamic data with optional formatting. + /// - Specify delegate functions to show or hide widgets + /// + /// Related Resources: + /// - [Debug UI Overview](https://docs.unity3d.com/6000.0/Documentation/Manual/urp/features/rendering-debugger.html) + /// - [Rendering Debugger Controls](https://docs.unity3d.com/6000.0/Documentation/Manual/urp/features/rendering-debugger-add-controls.html). + /// - [Using Rendering Debugger](https://docs.unity.cn/Packages/com.unity.render-pipelines.high-definition@16.0/manual/use-the-rendering-debugger.html). + /// + /// + /// + /// using UnityEngine; + /// using UnityEngine.Rendering; + /// + /// public class DebugUIExample : MonoBehaviour + /// { + /// private DebugUI.Button button; + /// private DebugUI.Value timeValue; + /// + /// void Start() + /// { + /// // Create a button widget that logs a message when you select it + /// button = new DebugUI.Button + /// { + /// displayName = "Log Message Button", + /// action = () => Debug.Log("Button selected"), + /// isHiddenCallback = () => true, + /// }; + /// + /// // Create a value widget that displays the current time + /// timeValue = new DebugUI.Value + /// { + /// // Set the display label + /// displayName = "Current Time", + /// + /// // Set the format for the time + /// getter = () => System.DateTime.Now.ToString("HH:mm:ss"), + /// + /// // Set the value to refresh every second + /// refreshRate = 1f + /// }; + /// + /// // Add widgets to the UI (assuming a panel or container exists) + /// // .... + /// } + /// } + /// + /// public partial class DebugUI { /// From 5cf397c5d080931ccf4018bbbe2fb774c20f5f52 Mon Sep 17 00:00:00 2001 From: Justin Schwartz Date: Fri, 13 Dec 2024 00:06:45 +0000 Subject: [PATCH 46/52] [URP] Added Support to Toggle Reflection Probe Atlas for Forward+ This PR adds support to URP Forward+ Renderer to allow for toggling on/off the usage of the Reflection Probe Atlas regardless of blending. Before this PR, when using Forward+ Renderer in URP, it forced the user to use the Reflection Probe Atlas when blending is enabled. On low end platforms, the reflection probe atlas is too expensive to sample and blend from. Adding support to toggle on/off it's usage enables users to use Forward+ without paying the cost of using the atlas and still using traditional reflection probe blending provided by the engine. There is one caveat thought: if the GPU Resident Drawer is used along with Forward+, the Reflection Probe Atlas is required to be turned on, regardless of user setting. This is explained in the tooltip for the toggle. (This is because per-draw reflection probe data is not passed in GRD, but is built into the tile light list for Forward+) This update also adds a new keyword `_REFLECTION_PROBE_ATLAS` to URP Lit shaders and ShaderGraph that: - Decouples Reflection Probe Atlas usage from blending - Is stripped from builds if disabled by all URP Renderers in the build Tooltip: f+_tooltip With Blending Enabled: f+_blending_off f+_blending_on With Blending Disabled: f+_no_blending_on f+_no_blending_off Jira: https://jira.unity3d.com/browse/GFXFOUND-787 --- .../Editor/ShaderBuildPreprocessor.cs | 8 +- .../Targets/UniversalLitSubTarget.cs | 1 + .../ShaderGraph/Targets/UniversalTarget.cs | 10 + .../Editor/ShaderScriptableStripper.cs | 5 + .../SerializedUniversalRenderPipelineAsset.cs | 2 + .../UniversalRenderPipelineAssetUI.Drawers.cs | 13 + .../UniversalRenderPipelineAssetUI.Skin.cs | 4 +- .../Data/UniversalRenderPipelineAsset.cs | 13 + .../Runtime/ForwardLights.cs | 6 +- .../Runtime/FrameData/UniversalLightData.cs | 5 + .../Runtime/ScriptableRenderer.cs | 1 + .../Runtime/UniversalRenderPipeline.cs | 16 +- .../Runtime/UniversalRenderPipelineCore.cs | 10 + .../Runtime/UniversalRenderer.cs | 7 +- .../ShaderLibrary/Clustering.hlsl | 10 +- .../ShaderLibrary/GlobalIllumination.hlsl | 11 +- .../Shaders/ComplexLit.shader | 1 + .../Shaders/Lit.shader | 1 + .../Shaders/Nature/SpeedTree8.shader | 1 + .../Shaders/Particles/ParticlesLit.shader | 1 + .../Shaders/Terrain/TerrainLit.shader | 1 + .../Shaders/Terrain/TerrainLitAdd.shader | 1 + .../Shaders/Terrain/TerrainLitBase.shader | 1 + .../BuiltIn/Editor/ShaderPreprocessor.cs | 8 + .../224_PerObject_ProbesBlending.asset | 137 ++++ .../224_PerObject_ProbesBlending.asset.meta | 8 + ...lectionProbes_PerObjectProbe_blending.meta | 8 + ...ectionProbes_PerObjectProbe_blending.unity | 765 ++++++++++++++++++ ...nProbes_PerObjectProbe_blending.unity.meta | 7 + .../240_Lighting_Bicubic_Sampling.unity | 2 +- .../ProjectSettings/EditorBuildSettings.asset | 3 + .../ProjectSettings/QualitySettings.asset | 97 ++- .../GraphicsTests/103_LitForwardPlus.unity | 28 +- 33 files changed, 1151 insertions(+), 41 deletions(-) create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/CommonAssets/URPAssets/224_PerObject_ProbesBlending.asset create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/CommonAssets/URPAssets/224_PerObject_ProbesBlending.asset.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/224_Forward+_ReflectionProbes_PerObjectProbe_blending.meta create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/224_Forward+_ReflectionProbes_PerObjectProbe_blending.unity create mode 100644 Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Scenes/224_Forward+_ReflectionProbes_PerObjectProbe_blending.unity.meta diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs index 36892ab5a73..0a8912178c7 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs @@ -72,7 +72,7 @@ enum ShaderFeatures : long AlphaOutput = (1L << 49), StencilLODCrossFade = (1L << 50), DeferredPlus = (1L << 51), - + ReflectionProbeAtlas = (1L << 52), } [Flags] @@ -214,6 +214,7 @@ internal struct RendererRequirements public bool needsRenderPass; public bool needsReflectionProbeBlending; public bool needsReflectionProbeBoxProjection; + public bool needsReflectionProbeAtlas; public bool needsSHVertexForSHAuto; public RenderingMode renderingMode; public bool needsDeferredLighting => renderingMode == RenderingMode.Deferred || renderingMode == RenderingMode.DeferredPlus; @@ -587,6 +588,7 @@ internal static RendererRequirements GetRendererRequirements(ref UniversalRender rsd.needsRenderPass = (rsd.isUniversalRenderer && rsd.needsDeferredLighting); rsd.needsReflectionProbeBlending = urpAsset.reflectionProbeBlending; rsd.needsReflectionProbeBoxProjection = urpAsset.reflectionProbeBoxProjection; + rsd.needsReflectionProbeAtlas = urpAsset.reflectionProbeBlending && (rsd.renderingMode == RenderingMode.DeferredPlus || urpAsset.reflectionProbeAtlas || urpAsset.gpuResidentDrawerMode != GPUResidentDrawerMode.Disabled) && rsd.needsClusterLightLoop; rsd.needsProcedural = NeedsProceduralKeyword(ref rsd); rsd.needsSHVertexForSHAuto = s_UseSHPerVertexForSHAuto; @@ -689,6 +691,10 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRenderer(ref Render if (rendererRequirements.needsReflectionProbeBoxProjection) shaderFeatures |= ShaderFeatures.ReflectionProbeBoxProjection; + // Reflection Probe Atlas + if (rendererRequirements.needsReflectionProbeAtlas) + shaderFeatures |= ShaderFeatures.ReflectionProbeAtlas; + if (rendererRequirements.needsSHVertexForSHAuto) shaderFeatures |= ShaderFeatures.AutoSHModePerVertex; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs index bbf412e9800..cde573d4b3d 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs @@ -852,6 +852,7 @@ static class LitKeywords { CoreKeywordDescriptors.AdditionalLightShadows }, { CoreKeywordDescriptors.ReflectionProbeBlending }, { CoreKeywordDescriptors.ReflectionProbeBoxProjection }, + { CoreKeywordDescriptors.ReflectionProbeAtlas }, { CoreKeywordDescriptors.ShadowsSoft }, { CoreKeywordDescriptors.LightmapShadowMixing }, { CoreKeywordDescriptors.ShadowsShadowmask }, diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs index 83fb4973d6e..b052da381f3 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs @@ -2109,6 +2109,16 @@ static class CoreKeywordDescriptors stages = KeywordShaderStage.Fragment, }; + public static readonly KeywordDescriptor ReflectionProbeAtlas = new KeywordDescriptor() + { + displayName = "Reflection Probe Atlas", + referenceName = "_REFLECTION_PROBE_ATLAS", + type = KeywordType.Boolean, + definition = KeywordDefinition.MultiCompile, + scope = KeywordScope.Global, + stages = KeywordShaderStage.Fragment, + }; + public static readonly KeywordDescriptor ShadowsSoft = new KeywordDescriptor() { displayName = "Soft Shadows", diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs index 6e6ef9c1031..ad7a0715be0 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs @@ -137,6 +137,7 @@ public bool PassHasKeyword(LocalKeyword keyword) LocalKeyword m_AdditionalLightShadows; LocalKeyword m_ReflectionProbeBlending; LocalKeyword m_ReflectionProbeBoxProjection; + LocalKeyword m_ReflectionProbeAtlas; LocalKeyword m_CastingPunctualLightShadow; LocalKeyword m_SoftShadows; LocalKeyword m_SoftShadowsLow; @@ -205,6 +206,7 @@ private void InitializeLocalShaderKeywords([DisallowNull] Shader shader) m_AdditionalLightShadows = TryGetLocalKeyword(shader, ShaderKeywordStrings.AdditionalLightShadows); m_ReflectionProbeBlending = TryGetLocalKeyword(shader, ShaderKeywordStrings.ReflectionProbeBlending); m_ReflectionProbeBoxProjection = TryGetLocalKeyword(shader, ShaderKeywordStrings.ReflectionProbeBoxProjection); + m_ReflectionProbeAtlas = TryGetLocalKeyword(shader, ShaderKeywordStrings.ReflectionProbeAtlas); m_CastingPunctualLightShadow = TryGetLocalKeyword(shader, ShaderKeywordStrings.CastingPunctualLightShadow); m_SoftShadows = TryGetLocalKeyword(shader, ShaderKeywordStrings.SoftShadows); m_SoftShadowsLow = TryGetLocalKeyword(shader, ShaderKeywordStrings.SoftShadowsLow); @@ -545,6 +547,9 @@ internal bool StripUnusedFeatures_ReflectionProbes(ref ShaderStripTool volumeProfileContextMenuStyle = new(() => new GUIStyle(CoreEditorStyles.contextMenuStyle) { margin = new RectOffset(0, 1, 3, 0) }); // GPU Resident Drawer - public static GUIContent gpuResidentDrawerMode = EditorGUIUtility.TrTextContent("GPU Resident Drawer", "Enables draw submission through the GPU Resident Drawer, which can improve CPU performance"); + public static GUIContent gpuResidentDrawerMode = EditorGUIUtility.TrTextContent("GPU Resident Drawer", "Enables draw submission through the GPU Resident Drawer, which can improve CPU performance."); public static GUIContent smallMeshScreenPercentage = EditorGUIUtility.TrTextContent("Small-Mesh Screen-Percentage", "Default minimum screen percentage (0-20%) gpu-driven Renderers can cover before getting culled. If a Renderer is part of a LODGroup, this will be ignored."); public static GUIContent gpuResidentDrawerEnableOcclusionCullingInCameras = EditorGUIUtility.TrTextContent("GPU Occlusion Culling", "Enables GPU occlusion culling in Game and SceneView cameras."); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs index 2c2ebe86ff0..bc27237bb02 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs @@ -537,6 +537,10 @@ public partial class UniversalRenderPipelineAsset : RenderPipelineAsset m_ReflectionProbeBoxProjection = value; } + /// + /// Specifies if this UniversalRenderPipelineAsset should use the reflection probe atlas for Forward Plus. + /// + public bool reflectionProbeAtlas + { + get => m_ReflectionProbeAtlas; + internal set => m_ReflectionProbeAtlas = value; + } + /// /// Controls the maximum distance at which shadows are visible. /// diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs index df86502aa00..39923aad370 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs @@ -413,7 +413,10 @@ internal void SetupLights(UnsafeCommandBuffer cmd, UniversalRenderingData render { if (m_UseForwardPlus) { - m_ReflectionProbeManager.UpdateGpuData(CommandBufferHelpers.GetNativeCommandBuffer(cmd), ref renderingData.cullResults); + if (lightData.reflectionProbeAtlas) + { + m_ReflectionProbeManager.UpdateGpuData(CommandBufferHelpers.GetNativeCommandBuffer(cmd), ref renderingData.cullResults); + } using (new ProfilingScope(m_ProfilingSamplerFPComplete)) { @@ -450,6 +453,7 @@ internal void SetupLights(UnsafeCommandBuffer cmd, UniversalRenderingData render cmd.SetKeyword(ShaderGlobalKeywords.ReflectionProbeBlending, lightData.reflectionProbeBlending); cmd.SetKeyword(ShaderGlobalKeywords.ReflectionProbeBoxProjection, lightData.reflectionProbeBoxProjection); + cmd.SetKeyword(ShaderGlobalKeywords.ReflectionProbeAtlas, lightData.reflectionProbeAtlas); var asset = UniversalRenderPipeline.asset; bool apvIsEnabled = asset != null && asset.lightProbeSystem == LightProbeSystem.ProbeVolumes; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalLightData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalLightData.cs index e4bd34fd85f..1fd83bd52cd 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalLightData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalLightData.cs @@ -50,6 +50,11 @@ public class UniversalLightData : ContextItem /// public bool reflectionProbeBlending; + /// + /// True if reflection probe atlas is enabled. + /// + public bool reflectionProbeAtlas; + /// /// True if light layers are enabled. /// diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index 5bb0e25d11d..79c53ffe838 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -1658,6 +1658,7 @@ static void ClearRenderingState(IBaseCommandBuffer cmd) cmd.SetKeyword(ShaderGlobalKeywords.AdditionalLightShadows, false); cmd.SetKeyword(ShaderGlobalKeywords.ReflectionProbeBlending, false); cmd.SetKeyword(ShaderGlobalKeywords.ReflectionProbeBoxProjection, false); + cmd.SetKeyword(ShaderGlobalKeywords.ReflectionProbeAtlas, false); cmd.SetKeyword(ShaderGlobalKeywords.SoftShadows, false); cmd.SetKeyword(ShaderGlobalKeywords.SoftShadowsLow, false); cmd.SetKeyword(ShaderGlobalKeywords.SoftShadowsMedium, false); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index ced5fff85d0..73f49456278 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -824,6 +824,7 @@ static void RenderSingleCamera(ScriptableRenderContext context, UniversalCameraD GPUResidentDrawer.PostCullBeginCameraRendering(new RenderRequestBatcherContext { commandBuffer = cmd }); var isForwardPlus = cameraData.renderer is UniversalRenderer { renderingModeActual: RenderingMode.ForwardPlus }; + var isDeferredPlus = cameraData.renderer is UniversalRenderer { renderingModeActual: RenderingMode.DeferredPlus }; // Initialize all the data types required for rendering. UniversalLightData lightData; @@ -833,7 +834,7 @@ static void RenderSingleCamera(ScriptableRenderContext context, UniversalCameraD using (new ProfilingScope(Profiling.Pipeline.initializeRenderingData)) { CreateUniversalResourceData(frameData); - lightData = CreateLightData(frameData, asset, data.cullResults.visibleLights); + lightData = CreateLightData(frameData, asset, data.cullResults.visibleLights, isDeferredPlus); shadowData = CreateShadowData(frameData, asset, isForwardPlus); CreatePostProcessingData(frameData, asset); CreateRenderingData(frameData, asset, cmd, isForwardPlus, cameraData.renderer); @@ -1591,7 +1592,7 @@ static UniversalRenderingData CreateRenderingData(ContextContainer frameData, Un UniversalRenderingData data = frameData.Get(); data.supportsDynamicBatching = settings.supportsDynamicBatching; - data.perObjectData = GetPerObjectLightFlags(universalLightData.additionalLightsCount, isForwardPlus, settings.reflectionProbeBlending); + data.perObjectData = GetPerObjectLightFlags(universalLightData, settings, isForwardPlus); // Render graph does not support RenderingData.commandBuffer as its execution timeline might break. // RenderingData.commandBuffer is available only for the old non-RG execute code path. @@ -1804,7 +1805,7 @@ static UniversalResourceData CreateUniversalResourceData(ContextContainer frameD return frameData.Create(); } - static UniversalLightData CreateLightData(ContextContainer frameData, UniversalRenderPipelineAsset settings, NativeArray visibleLights) + static UniversalLightData CreateLightData(ContextContainer frameData, UniversalRenderPipelineAsset settings, NativeArray visibleLights, bool isDeferredPlus) { using var profScope = new ProfilingScope(Profiling.Pipeline.initializeLightData); @@ -1827,8 +1828,9 @@ static UniversalLightData CreateLightData(ContextContainer frameData, UniversalR lightData.shadeAdditionalLightsPerVertex = settings.additionalLightsRenderingMode == LightRenderingMode.PerVertex; lightData.visibleLights = visibleLights; lightData.supportsMixedLighting = settings.supportsMixedLighting; - lightData.reflectionProbeBlending = settings.reflectionProbeBlending; lightData.reflectionProbeBoxProjection = settings.reflectionProbeBoxProjection; + lightData.reflectionProbeBlending = settings.reflectionProbeBlending; + lightData.reflectionProbeAtlas = settings.reflectionProbeBlending && (isDeferredPlus || settings.reflectionProbeAtlas || settings.gpuResidentDrawerMode != GPUResidentDrawerMode.Disabled); lightData.supportsLightLayers = RenderingUtils.SupportsLightLayers(SystemInfo.graphicsDeviceType) && settings.useRenderingLayers; return lightData; @@ -1935,7 +1937,7 @@ static void UpdateCameraStereoMatrices(Camera camera, XRPass xr) #endif } - static PerObjectData GetPerObjectLightFlags(int additionalLightsCount, bool isForwardPlus, bool reflectionProbeBlending) + static PerObjectData GetPerObjectLightFlags(UniversalLightData universalLightData, UniversalRenderPipelineAsset settings, bool isForwardPlus) { using var profScope = new ProfilingScope(Profiling.Pipeline.getPerObjectLightFlags); @@ -1945,12 +1947,12 @@ static PerObjectData GetPerObjectLightFlags(int additionalLightsCount, bool isFo { configuration |= PerObjectData.ReflectionProbes | PerObjectData.LightData; } - else if (!reflectionProbeBlending) + else if (!settings.reflectionProbeBlending) { configuration |= PerObjectData.ReflectionProbes; } - if (additionalLightsCount > 0 && !isForwardPlus) + if (universalLightData.additionalLightsCount > 0 && !isForwardPlus) { // In this case we also need per-object indices (unity_LightIndices) if (!RenderingUtils.useStructuredBuffer) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs index 7e2fa431602..7e31e93a4dd 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs @@ -218,6 +218,11 @@ internal LightData(ContextContainer frameData) ///
public ref bool reflectionProbeBlending => ref frameData.Get().reflectionProbeBlending; + /// + /// True if reflection probes are combined into a single atlas texture. + /// + public ref bool reflectionProbeAtlas => ref frameData.Get().reflectionProbeAtlas; + /// /// True if light layers are enabled. /// @@ -947,6 +952,7 @@ internal static class ShaderGlobalKeywords public static GlobalKeyword AdditionalLightShadows; public static GlobalKeyword ReflectionProbeBoxProjection; public static GlobalKeyword ReflectionProbeBlending; + public static GlobalKeyword ReflectionProbeAtlas; public static GlobalKeyword SoftShadows; public static GlobalKeyword SoftShadowsLow; public static GlobalKeyword SoftShadowsMedium; @@ -1058,6 +1064,7 @@ public static void InitializeShaderGlobalKeywords() ShaderGlobalKeywords.AdditionalLightShadows = GlobalKeyword.Create(ShaderKeywordStrings.AdditionalLightShadows); ShaderGlobalKeywords.ReflectionProbeBoxProjection = GlobalKeyword.Create(ShaderKeywordStrings.ReflectionProbeBoxProjection); ShaderGlobalKeywords.ReflectionProbeBlending = GlobalKeyword.Create(ShaderKeywordStrings.ReflectionProbeBlending); + ShaderGlobalKeywords.ReflectionProbeAtlas = GlobalKeyword.Create(ShaderKeywordStrings.ReflectionProbeAtlas); ShaderGlobalKeywords.SoftShadows = GlobalKeyword.Create(ShaderKeywordStrings.SoftShadows); ShaderGlobalKeywords.SoftShadowsLow = GlobalKeyword.Create(ShaderKeywordStrings.SoftShadowsLow); ShaderGlobalKeywords.SoftShadowsMedium = GlobalKeyword.Create(ShaderKeywordStrings.SoftShadowsMedium); @@ -1164,6 +1171,9 @@ public static class ShaderKeywordStrings /// Keyword used for Reflection probe blending. public const string ReflectionProbeBlending = "_REFLECTION_PROBE_BLENDING"; + /// Keyword used for Reflection probe atlas. + public const string ReflectionProbeAtlas = "_REFLECTION_PROBE_ATLAS"; + /// Keyword used for soft shadows. public const string SoftShadows = "_SHADOWS_SOFT"; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index 47f86cd0561..a0f64294bae 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -1682,7 +1682,12 @@ public override void SetupCullingParameters(ref ScriptableCullingParameters cull // TODO: PerObjectCulling also affect reflection probes. Enabling it for now. // if (asset.additionalLightsRenderingMode == LightRenderingMode.Disabled || // asset.maxAdditionalLightsCount == 0) - if (usesClusterLightLoop && UniversalRenderPipeline.asset.reflectionProbeBlending) + bool usesReflectionProbeAtlas = UniversalRenderPipeline.asset.reflectionProbeBlending && + (renderingModeActual == RenderingMode.DeferredPlus || + UniversalRenderPipeline.asset.reflectionProbeAtlas || + UniversalRenderPipeline.asset.gpuResidentDrawerMode != GPUResidentDrawerMode.Disabled); + + if (usesClusterLightLoop && usesReflectionProbeAtlas) { cullingParameters.cullingOptions |= CullingOptions.DisablePerObjectCulling; } diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Clustering.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Clustering.hlsl index 923a0fb5081..bf8dc36fc51 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Clustering.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Clustering.hlsl @@ -74,7 +74,7 @@ ClusterIterator ClusterInit(float2 normalizedScreenSpaceUV, float3 positionWS, i #else uint header = headerIndex == 0 ? ((URP_FP_PROBES_BEGIN - 1) << 16) : (((URP_FP_WORDS_PER_TILE * 32 - 1) << 16) | URP_FP_PROBES_BEGIN); #endif -#if MAX_LIGHTS_PER_TILE > 32 || !defined(_ENVIRONMENTREFLECTIONS_OFF) +#if MAX_LIGHTS_PER_TILE > 32 || (!defined(_ENVIRONMENTREFLECTIONS_OFF) && defined(_REFLECTION_PROBE_ATLAS)) state.entityIndexNextMax = header; #else uint tileIndex = state.tileOffset; @@ -94,7 +94,7 @@ ClusterIterator ClusterInit(float2 normalizedScreenSpaceUV, float3 positionWS, i // internal bool ClusterNext(inout ClusterIterator it, out uint entityIndex) { -#if MAX_LIGHTS_PER_TILE > 32 || !defined(_ENVIRONMENTREFLECTIONS_OFF) +#if MAX_LIGHTS_PER_TILE > 32 || (!defined(_ENVIRONMENTREFLECTIONS_OFF) && defined(_REFLECTION_PROBE_ATLAS)) uint maxIndex = it.entityIndexNextMax >> 16; [loop] while (it.tileMask == 0 && (it.entityIndexNextMax & 0xFFFF) <= maxIndex) { @@ -119,7 +119,7 @@ bool ClusterNext(inout ClusterIterator it, out uint entityIndex) bool hasNext = it.tileMask != 0; uint bitIndex = FIRST_BIT_LOW(it.tileMask); it.tileMask ^= (1 << bitIndex); -#if MAX_LIGHTS_PER_TILE > 32 || !defined(_ENVIRONMENTREFLECTIONS_OFF) +#if MAX_LIGHTS_PER_TILE > 32 || (!defined(_ENVIRONMENTREFLECTIONS_OFF) && defined(_REFLECTION_PROBE_ATLAS)) // Subtract 32 because it stores the index of the _next_ word to fetch, but we want the current. // The upper 16 bits and bits representing values < 32 are masked out. The latter is due to the fact that it will be // included in what FIRST_BIT_LOW returns. @@ -130,6 +130,6 @@ bool ClusterNext(inout ClusterIterator it, out uint entityIndex) return hasNext; } -#endif +#endif // USE_CLUSTER_LIGHT_LOOP -#endif +#endif // UNIVERSAL_CLUSTERING_INCLUDED diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl index 23b5f125c5b..1e5f197911c 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl @@ -249,7 +249,7 @@ half3 CalculateIrradianceFromReflectionProbes(half3 reflectVector, float3 positi { half3 irradiance = half3(0.0h, 0.0h, 0.0h); half mip = PerceptualRoughnessToMipmapLevel(perceptualRoughness); -#if USE_CLUSTER_LIGHT_LOOP +#if USE_CLUSTER_LIGHT_LOOP && defined(_REFLECTION_PROBE_ATLAS) float totalWeight = 0.0f; uint probeIndex; ClusterIterator it = ClusterInit(normalizedScreenSpaceUV, positionWS, 1); @@ -345,9 +345,9 @@ half3 CalculateIrradianceFromReflectionProbes(half3 reflectVector, float3 positi half3 GlossyEnvironmentReflection(half3 reflectVector, float3 positionWS, half perceptualRoughness, half occlusion, float2 normalizedScreenSpaceUV) { -#if !defined(_ENVIRONMENTREFLECTIONS_OFF) half3 irradiance; +#if !defined(_ENVIRONMENTREFLECTIONS_OFF) #if defined(_REFLECTION_PROBE_BLENDING) irradiance = CalculateIrradianceFromReflectionProbes(reflectVector, positionWS, perceptualRoughness, normalizedScreenSpaceUV); #else @@ -359,10 +359,11 @@ half3 GlossyEnvironmentReflection(half3 reflectVector, float3 positionWS, half p irradiance = DecodeHDREnvironment(encodedIrradiance, unity_SpecCube0_HDR); #endif // _REFLECTION_PROBE_BLENDING +#else // _ENVIRONMENTREFLECTIONS_OFF + irradiance = _GlossyEnvironmentColor.rgb; +#endif // !_ENVIRONMENTREFLECTIONS_OFF + return irradiance * occlusion; -#else - return _GlossyEnvironmentColor.rgb * occlusion; -#endif // _ENVIRONMENTREFLECTIONS_OFF } #if !USE_CLUSTER_LIGHT_LOOP diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader index 20c2ae2b654..259331ee0b9 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader @@ -143,6 +143,7 @@ Shader "Universal Render Pipeline/Complex Lit" #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader index 0bff2a97736..3a36e85b705 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader @@ -141,6 +141,7 @@ Shader "Universal Render Pipeline/Lit" #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader index 1ce5e3e0c68..07f2735b70a 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader @@ -61,6 +61,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8" #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader index ec6bbe8afef..19d78160c2c 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader @@ -139,6 +139,7 @@ Shader "Universal Render Pipeline/Particles/Lit" #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION + #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_COOKIES diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader index e5fc88e27fd..6b296c439a2 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLit.shader @@ -74,6 +74,7 @@ Shader "Universal Render Pipeline/Terrain/Lit" #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader index b8ad5974f23..cc7ddb8ad76 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitAdd.shader @@ -67,6 +67,7 @@ Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Add Pass)" #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_COOKIES diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader index db9acdd10b0..f053f0988f5 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitBase.shader @@ -46,6 +46,7 @@ Shader "Hidden/Universal Render Pipeline/Terrain/Lit (Base Pass)" #pragma multi_compile _ _CLUSTER_LIGHT_LOOP #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING + #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_COOKIES diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderPreprocessor.cs b/Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderPreprocessor.cs index 5f9000dfed5..1bd6dde2b3f 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderPreprocessor.cs +++ b/Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderPreprocessor.cs @@ -28,6 +28,7 @@ enum ShaderFeatures ScreenSpaceShadows = (1 << 12), ReflectionProbeBlending = (1 << 13), ReflectionProbeBoxProjection = (1 << 14), + ReflectionProbeAtlas = (1 << 15), } // This should really be part of the main BuiltIn Target Keyword list we use for reference names @@ -41,6 +42,8 @@ public static class ShaderKeywordStrings public static readonly string AdditionalLightShadows = "_ADDITIONAL_LIGHT_SHADOWS"; public static readonly string ReflectionProbeBlending = "_REFLECTION_PROBE_BLENDING"; public static readonly string ReflectionProbeBoxProjection = "_REFLECTION_PROBE_BOX_PROJECTION"; + /// Keyword used for Reflection probe atlas. + public static readonly string ReflectionProbeAtlas = "_REFLECTION_PROBE_ATLAS"; // This is used during shadow map generation to differentiate between directional and punctual light shadows, // as they use different formulas to apply Normal Bias public static readonly string SoftShadows = "_SHADOWS_SOFT"; @@ -75,6 +78,7 @@ internal class ShaderPreprocessor : IPreprocessShaders ShaderKeyword m_AdditionalLightShadows = new ShaderKeyword(ShaderKeywordStrings.AdditionalLightShadows); ShaderKeyword m_ReflectionProbeBlending = new ShaderKeyword(ShaderKeywordStrings.ReflectionProbeBlending); ShaderKeyword m_ReflectionProbeBoxProjection = new ShaderKeyword(ShaderKeywordStrings.ReflectionProbeBoxProjection); + ShaderKeyword m_ReflectionProbeAtlas = new ShaderKeyword(ShaderKeywordStrings.ReflectionProbeAtlas); ShaderKeyword m_CastingPunctualLightShadow = new ShaderKeyword(ShaderKeywordStrings.CastingPunctualLightShadow); ShaderKeyword m_SoftShadows = new ShaderKeyword(ShaderKeywordStrings.SoftShadows); ShaderKeyword m_MixedLightingSubtractive = new ShaderKeyword(ShaderKeywordStrings.MixedLightingSubtractive); @@ -229,6 +233,10 @@ bool StripUnusedFeatures(ShaderFeatures features, Shader shader, ShaderSnippetDa if 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-570,7 +570,7 @@ MonoBehaviour: ActiveImageTests: 1 ActivePixelTests: -1 WaitFrames: 0 - XRCompatible: 1 + XRCompatible: 0 gpuDrivenCompatible: 1 CheckMemoryAllocation: 1 renderBackendCompatibility: 2 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/ProjectSettings/EditorBuildSettings.asset b/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/ProjectSettings/EditorBuildSettings.asset index 67165fac619..144a2ae20b1 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/ProjectSettings/EditorBuildSettings.asset @@ -143,6 +143,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/223_Forward+_Lights_And_ReflectionProbe_Limit.unity guid: 99cfa91461770924b8ae476ebdf3b3b5 + - enabled: 1 + path: Assets/Scenes/224_Forward+_ReflectionProbes_PerObjectProbe_blending.unity + guid: 5fad61d8d8ae2ac41a882111389c354c - enabled: 1 path: Assets/Scenes/230_APV_Subtractive.unity guid: 885c03fc42bf0a548b6e415c2f70e55b diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/ProjectSettings/QualitySettings.asset b/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/ProjectSettings/QualitySettings.asset index b848891279c..4f62cc30233 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/ProjectSettings/QualitySettings.asset +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/ProjectSettings/QualitySettings.asset @@ -28,7 +28,11 @@ QualitySettings: realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 useLegacyDetailDistribution: 1 + adaptiveVsync: 0 vSyncCount: 1 + realtimeGICPUUsage: 25 + adaptiveVsyncExtraA: 0 + adaptiveVsyncExtraB: 0 lodBias: 2 maximumLODLevel: 0 enableLODCrossFade: 0 @@ -55,7 +59,7 @@ QualitySettings: terrainFadeLength: 5 terrainMaxTrees: 50 excludedTargetPlatforms: [] - - serializedVersion: 3 + - serializedVersion: 4 name: 01->Backbuffer pixelLightCount: 4 shadows: 2 @@ -77,7 +81,11 @@ QualitySettings: realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 useLegacyDetailDistribution: 1 + adaptiveVsync: 0 vSyncCount: 1 + realtimeGICPUUsage: 25 + adaptiveVsyncExtraA: 0 + adaptiveVsyncExtraB: 0 lodBias: 2 maximumLODLevel: 0 enableLODCrossFade: 0 @@ -104,7 +112,7 @@ QualitySettings: terrainFadeLength: 5 terrainMaxTrees: 50 excludedTargetPlatforms: [] - - serializedVersion: 3 + - serializedVersion: 4 name: 02->LightLayers pixelLightCount: 4 shadows: 2 @@ -126,7 +134,11 @@ QualitySettings: realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 useLegacyDetailDistribution: 1 + adaptiveVsync: 0 vSyncCount: 1 + realtimeGICPUUsage: 25 + adaptiveVsyncExtraA: 0 + adaptiveVsyncExtraB: 0 lodBias: 2 maximumLODLevel: 0 enableLODCrossFade: 0 @@ -153,7 +165,7 @@ QualitySettings: terrainFadeLength: 5 terrainMaxTrees: 50 excludedTargetPlatforms: [] - - serializedVersion: 3 + - serializedVersion: 4 name: 03->LightCookies pixelLightCount: 4 shadows: 2 @@ -175,7 +187,11 @@ QualitySettings: realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 useLegacyDetailDistribution: 1 + adaptiveVsync: 0 vSyncCount: 1 + realtimeGICPUUsage: 50 + adaptiveVsyncExtraA: 0 + adaptiveVsyncExtraB: 0 lodBias: 2 maximumLODLevel: 0 enableLODCrossFade: 0 @@ -202,7 +218,7 @@ QualitySettings: terrainFadeLength: 5 terrainMaxTrees: 50 excludedTargetPlatforms: [] - - serializedVersion: 3 + - serializedVersion: 4 name: 04->221_ShadowMask_ShaderGraph pixelLightCount: 4 shadows: 2 @@ -224,7 +240,11 @@ QualitySettings: realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 useLegacyDetailDistribution: 1 + adaptiveVsync: 0 vSyncCount: 1 + realtimeGICPUUsage: 50 + adaptiveVsyncExtraA: 0 + adaptiveVsyncExtraB: 0 lodBias: 2 maximumLODLevel: 0 enableLODCrossFade: 0 @@ -251,7 +271,7 @@ QualitySettings: terrainFadeLength: 5 terrainMaxTrees: 50 excludedTargetPlatforms: [] - - serializedVersion: 3 + - serializedVersion: 4 name: 05->200_SSAO pixelLightCount: 4 shadows: 2 @@ -273,7 +293,11 @@ QualitySettings: realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 useLegacyDetailDistribution: 1 + adaptiveVsync: 0 vSyncCount: 1 + realtimeGICPUUsage: 100 + adaptiveVsyncExtraA: 0 + adaptiveVsyncExtraB: 0 lodBias: 2 maximumLODLevel: 0 enableLODCrossFade: 0 @@ -300,7 +324,7 @@ QualitySettings: terrainFadeLength: 5 terrainMaxTrees: 50 excludedTargetPlatforms: [] - - serializedVersion: 3 + - serializedVersion: 4 name: 06->ReflectionProbes pixelLightCount: 4 shadows: 2 @@ -322,7 +346,11 @@ QualitySettings: realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 useLegacyDetailDistribution: 1 + adaptiveVsync: 0 vSyncCount: 1 + realtimeGICPUUsage: 25 + adaptiveVsyncExtraA: 0 + adaptiveVsyncExtraB: 0 lodBias: 2 maximumLODLevel: 0 enableLODCrossFade: 0 @@ -365,7 +393,7 @@ QualitySettings: globalTextureMipmapLimit: 0 textureMipmapLimitSettings: [] anisotropicTextures: 2 - antiAliasing: 4 + antiAliasing: 0 softParticles: 1 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a/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/103_LitForwardPlus.unity b/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/103_LitForwardPlus.unity index 2e18df7ca0c..e1d200d73b1 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/103_LitForwardPlus.unity +++ b/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/103_LitForwardPlus.unity @@ -38,13 +38,12 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 12 - m_GIWorkflowMode: 1 + serializedVersion: 13 + m_BakeOnSceneLoad: 0 m_GISettings: serializedVersion: 2 m_BounceScale: 1 @@ -94,7 +93,8 @@ LightmapSettings: m_ExportTrainingData: 0 m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 - m_LightingDataAsset: {fileID: 0} + 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PrefabInstance: m_ObjectHideFlags: 0 @@ -330,3 +330,9 @@ PrefabInstance: m_AddedGameObjects: [] m_AddedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 0cc0fb83d45e38740b87140c108e4a9c, type: 3} +--- !u!1660057539 &9223372036854775807 +SceneRoots: + m_ObjectHideFlags: 0 + m_Roots: + - {fileID: 1884987751} + - {fileID: 1853057717524559733} From 054e65bca15295573baa99abd4f0be8875ee653e Mon Sep 17 00:00:00 2001 From: Mark Green Date: Sat, 14 Dec 2024 05:13:57 +0000 Subject: [PATCH 47/52] DOCG-6165 Add horizontal deformation to HDRP water docs Add horizontal deformation to HDRP water docs Jira ticket: https://jira.unity3d.com/browse/DOCG-6165 --- .../Documentation~/TableOfContents.md | 2 +- .../add-swell-agitation-or-ripples.md | 4 +-- .../simulating-currents-with-water-decals.md | 26 ++++++++++++------- .../water-decals-masking-landing.md | 6 ++--- 4 files changed, 22 insertions(+), 16 deletions(-) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md index adfb0f48d9e..97c93cbd8ec 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md @@ -208,7 +208,7 @@ * [Water Override for Volumes](water-the-water-system-volume-override.md) * [Water surface fluctuations](water-decals-masking-landing.md) * [Enable mask and water decals](enable-mask-and-water-decals.md) - * [Add swell, agitation, or ripples](add-swell-agitation-or-ripples.md) + * [Configure swell, agitation, or ripples](add-swell-agitation-or-ripples.md) * [Simulating currents with water decals](simulating-currents-with-water-decals.md) * [Simulating foam or ripples with masks](simulating-foam-or-ripples-with-masks.md) * [Decals and masking in the water system](water-decals-and-masking-in-the-water-system.md) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/add-swell-agitation-or-ripples.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/add-swell-agitation-or-ripples.md index 4b9d265d7c1..fd359130751 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/add-swell-agitation-or-ripples.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/add-swell-agitation-or-ripples.md @@ -1,6 +1,6 @@ -# Add swell, agitation, or ripples +# Configure swell, agitation, or ripples with a water mask -To add swell, agitation or ripples, use a Water Mask to affect the influence the simulation has on specific areas of the water surface. +To configure swell, agitation or ripples, use a Water Mask to affect the influence the simulation has on specific areas of the water surface. Masks take into account the Wrap Mode of the texture. For Ocean, Sea, or Lake water surface types, select **Clamp** rather than the default **Repeat** value. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/simulating-currents-with-water-decals.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/simulating-currents-with-water-decals.md index bc1f9509f89..058ba4944cb 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/simulating-currents-with-water-decals.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/simulating-currents-with-water-decals.md @@ -1,4 +1,4 @@ -# Simulate currents with water decals +# Simulate currents with a water decal To add deformation, foam, or current effects to a water surface, use a water decal, which is a texture projected onto the surface. @@ -9,7 +9,13 @@ By default, water decal regions are anchored to the camera. You can also anchor > [!NOTE] > For backward compatibility, water decals are disabled by default. -## Water decal shader graph Master Stack +## Create a water decal + +1. In the main menu, select **GameObject** > **Water** > **Water Decal**. + + Unity adds a **Water Decal** GameObject to your scene. +2. Move the **Water Decal** GameObject to the area of water you want to affect. +3. To add deformation, foam, or current effects to the water decal shader graph, select the **Water Decal** GameObject, then under **Water Decal (Material)** select **Edit...**. By default, the water decal shader graph Master Stack contains the following properties: @@ -19,6 +25,7 @@ By default, the water decal shader graph Master Stack contains the following pro Once you have [enabled mask and current water decals](enable-mask-and-water-decals.md), you can add the following water features through the Graph Inspector: +- **HorizontalDeformation**. - **SimulationMask** - **SimulationFoamMask** - **LargeCurrent** @@ -26,17 +33,16 @@ Once you have [enabled mask and current water decals](enable-mask-and-water-deca - **RipplesCurrent** - **RipplesCurrentInfluence** -## Decal layer masks +## Enable horizontal deformation + +To enable horizontal deformation, go to the active [HDRP Asset](hdrp-asset.md), then under **Rendering** > **Water** enable **Horizontal Deformation**. -To add foam, you can change material properties (base color, smoothness, normals, etc.) by using a [decal](decals.md) on a water surface. For example, you might use this technique to imitate debris floating on the water. -**Global Opacity** determines the amount of influence the decal has on the appearance of the water surface. +Enabling horizontal deformation has the following effects: -The following [Decal Shader](decal-material-inspector-reference.md) Surface Options don't work with water surfaces: -* **Affect Metal** -* **Affect Ambient Occlusion** -* **Affect Emission** -* **Affect Base Color** only produces monochromatic output. +- HDRP creates a new buffer, which increases the amount of memory HDRP uses. +- The results of [water scripts](water-scripting-in-the-water-system.md) and [underwater effects](water-underwater-view.md) might be less accurate. ## Additional resources +- The **RollingWave** scene in the [Water package samples](HDRP-Sample-Content.md#water-samples). - [Shader Graph](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-decals-masking-landing.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-decals-masking-landing.md index 208ace00cbd..5a1f6dda3f8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-decals-masking-landing.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-decals-masking-landing.md @@ -9,6 +9,6 @@ You can also add detailed visual effects to localized water areas with water dec | **Page** | **Description** | |---------------------------------------------------------------------------------------|-----------------------------------------------------------------------------| | **[Enable mask and water decals](enable-mask-and-water-decals.md)** | Mask and current water decals are disabled by default. | -| **[Add swell, agitation, or ripples](add-swell-agitation-or-ripples.md)** | Add swell, agitation, or ripples across the water surface. | -| **[Simulating currents with water decals](simulating-currents-with-water-decals.md)** | Simulate water currents by projecting textures. | -| **[Simulating foam or ripples with masks](simulating-foam-or-ripples-with-masks.md)** | Create effects like foam or ripples. | +| **[Configure swell, agitation, or ripples with a water mask](add-swell-agitation-or-ripples.md)** | Configure swell, agitation, or ripples across the water surface. | +| **[Simulate currents with a water decal](simulating-currents-with-water-decals.md)** | Simulate water currents by projecting textures. | +| **[Simulate foam or ripples with masks](simulating-foam-or-ripples-with-masks.md)** | Create effects like foam or ripples. | From 1072e93df5fcc347e2c8d6c06cda4c2dd400c742 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Elvar=20=C3=96rn=20Unn=C3=BE=C3=B3rsson?= Date: Mon, 16 Dec 2024 23:32:51 +0000 Subject: [PATCH 48/52] [DocsQualityWeek2024] Updating UniversalAdditionalCameraData and CameraExtensions classes. Updates the documentation for the `UniversalAdditionalCameraData` and `CameraExtensions ` classes. --- .../Runtime/UniversalAdditionalCameraData.cs | 227 +++++++++++++++--- 1 file changed, 191 insertions(+), 36 deletions(-) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs index 150386bdf07..fb7de29ad16 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs @@ -55,7 +55,7 @@ public enum RendererOverrideOption /// When set to None no post-processing anti-aliasing pass will be performed. /// When set to Fast a fast approximated anti-aliasing pass will render when resolving the camera to screen. /// When set to SubpixelMorphologicalAntiAliasing SMAA pass will render when resolving the camera to screen. - /// You can choose the SMAA quality by setting . + /// You can choose the SMAA quality by setting . /// public enum AntialiasingMode { @@ -73,7 +73,7 @@ public enum AntialiasingMode /// /// Use this to have a SubpixelMorphologicalAntiAliasing SMAA pass rendered when resolving the camera to screen - /// You can choose the SMAA quality by setting . + /// You can choose the SMAA quality by setting . /// [InspectorName("Subpixel Morphological Anti-aliasing (SMAA)")] SubpixelMorphologicalAntiAliasing, @@ -129,15 +129,74 @@ public enum AntialiasingQuality /// /// Contains extension methods for Camera class. /// + /// + /// This class adds extension methods to the class. + /// It provides helper methods for retrieving the , and + /// getting and setting volume update settings. + /// + /// + /// This sample code shows how to get and manually update the at runtime. + /// + /// using UnityEngine; + /// using UnityEngine.Rendering.Universal; + /// + /// public class UpdateVolumeStackOnCamera : MonoBehaviour + /// { + /// // Reference to the camera component + /// [SerializeField] private Camera cameraToUpdate; + /// + /// // Toggle to make the script update the volume framework + /// [SerializeField] private bool shouldUpdateVolumeFramework; + /// + /// + /// // Update is called once per frame + /// private void Update() + /// { + /// // Leave if the volume framework shouldn't be updated + /// if (!shouldUpdateVolumeFramework) + /// return; + /// + /// // Mark that we shouldn't update the volume framework in the next frame + /// shouldUpdateVolumeFramework = false; + /// + /// // Check if we have a reference to the camera + /// if (cameraToUpdate == null) + /// { + /// Debug.LogError("UpdateVolumeStackOnCamera.Update(): cameraToUpdate has not been assigned."); + /// return; + /// } + /// + /// // Make the camera use the ViaScripting mode so the volume framework only updates when the script calls UpdateVolumeStack(). + /// VolumeFrameworkUpdateMode volumeFrameworkUpdateMode = cameraToUpdate.GetVolumeFrameworkUpdateMode(); + /// if (volumeFrameworkUpdateMode != VolumeFrameworkUpdateMode.ViaScripting) + /// { + /// cameraToUpdate.SetVolumeFrameworkUpdateMode(VolumeFrameworkUpdateMode.ViaScripting); + /// } + /// + /// // Update the volume framework + /// cameraToUpdate.UpdateVolumeStack(); + /// } + /// } + /// + /// + /// + /// + /// + /// + /// + /// + /// public static class CameraExtensions { /// - /// Universal Render Pipeline exposes additional rendering data in a separate component. - /// This method returns the additional data component for the given camera or create one if it doesn't exist yet. + /// Provides additional camera data component that's attached to the given camera. /// - /// - /// The UniversalAdditionalCameraData for this camera. - /// + /// + /// The Universal Render Pipeline exposes various additional rendering data in a separate component named 'UniversalAdditionalCameraData'. + /// This method returns the additional data component for the given camera or creates one if it doesn't exist yet. + /// + /// The to use for getting the . + /// The for this camera. public static UniversalAdditionalCameraData GetUniversalAdditionalCameraData(this Camera camera) { var gameObject = camera.gameObject; @@ -149,10 +208,14 @@ public static UniversalAdditionalCameraData GetUniversalAdditionalCameraData(thi } /// - /// Returns the VolumeFrameworkUpdateMode set on the camera. + /// Returns the update frequency for the volume framework associated with the camera. /// - /// - /// + /// + /// Each camera can be set to update the volume framework in each frame, via scripting or using the setting + /// set in the . This method returns the setting for the given camera. + /// + /// The to use for getting the . + /// The set on this camera. public static VolumeFrameworkUpdateMode GetVolumeFrameworkUpdateMode(this Camera camera) { UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData(); @@ -160,10 +223,14 @@ public static VolumeFrameworkUpdateMode GetVolumeFrameworkUpdateMode(this Camera } /// - /// Sets the VolumeFrameworkUpdateMode for the camera. + /// Sets the update frequency for the volume framework associated with the camera. /// - /// - /// + /// + /// Each camera can be set to update the volume framework in each frame, via scripting or using the setting + /// set in the . This method is used to change that setting for the given camera. + /// + /// The to use for setting the . + /// The value to set. public static void SetVolumeFrameworkUpdateMode(this Camera camera, VolumeFrameworkUpdateMode mode) { UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData(); @@ -183,10 +250,12 @@ public static void SetVolumeFrameworkUpdateMode(this Camera camera, VolumeFramew /// /// Updates the volume stack for this camera. - /// This function will only update the stack when the camera has VolumeFrameworkUpdateMode set to ViaScripting - /// or when it set to UsePipelineSettings and the update mode on the Render Pipeline Asset is set to ViaScripting. /// - /// + /// + /// This method only updates the when the camera has `ViaScripting` enabled or if + /// the camera is set to `UsePipelineSettings` and the Render Pipeline Asset is set to `ViaScripting`. + /// + /// The to use for updating the . public static void UpdateVolumeStack(this Camera camera) { UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData(); @@ -195,11 +264,13 @@ public static void UpdateVolumeStack(this Camera camera) /// /// Updates the volume stack for this camera. - /// This function will only update the stack when the camera has ViaScripting selected or if - /// the camera is set to UsePipelineSettings and the Render Pipeline Asset is set to ViaScripting. /// - /// - /// + /// + /// This method only updates the when the camera has `ViaScripting` enabled or if + /// the camera is set to `UsePipelineSettings` and the Render Pipeline Asset is set to `ViaScripting`. + /// + /// The to use for updating the . + /// The component on the camera that should be updated. public static void UpdateVolumeStack(this Camera camera, UniversalAdditionalCameraData cameraData) { Assert.IsNotNull(cameraData, "cameraData can not be null when updating the volume stack."); @@ -218,9 +289,15 @@ public static void UpdateVolumeStack(this Camera camera, UniversalAdditionalCame } /// - /// Destroys the volume stack for this camera. + /// Destroys the for this camera. /// - /// + /// + /// Each camera can hold a local , which contains the state of a volume blending update. + /// A global stack is available by default in but you can also create your own using + /// if you need to update the manager with specific + /// settings and store the results for later use. + /// + /// The to use for destroying the . public static void DestroyVolumeStack(this Camera camera) { UniversalAdditionalCameraData cameraData = camera.GetUniversalAdditionalCameraData(); @@ -228,10 +305,16 @@ public static void DestroyVolumeStack(this Camera camera) } /// - /// Destroys the volume stack for this camera. + /// Destroys the for this camera. /// - /// - /// + /// + /// Each camera can hold a local , which contains the state of a Volume blending update. + /// A global stack is available by default in but you can also create your own using + /// if you need to update the manager with specific + /// settings and store the results for later use. + /// + /// The to use for destroying the . + /// The component on the camera that should be used. public static void DestroyVolumeStack(this Camera camera, UniversalAdditionalCameraData cameraData) { if (cameraData == null || cameraData.volumeStack == null) @@ -243,10 +326,14 @@ public static void DestroyVolumeStack(this Camera camera, UniversalAdditionalCam /// /// Returns the mask and trigger assigned for volumes on the camera. /// - /// - /// - /// - /// + /// + /// Each camera has a volume layer mask, containing the selected scene-layers affecting this camera, and + /// a Transform that acts as a trigger for volume blending. This method returns those settings for the given camera. + /// + /// The to use for getting the and trigger. + /// The component on the camera that should be used. + /// The resulting used on this . + /// The resulting trigger used on this . internal static void GetVolumeLayerMaskAndTrigger(this Camera camera, UniversalAdditionalCameraData cameraData, out LayerMask layerMask, out Transform trigger) { // Default values when there's no additional camera data available @@ -290,6 +377,74 @@ public static string GetName(this CameraRenderType type) /// /// Class containing various additional camera data used by URP. /// + /// + /// The Universal Render Pipeline (URP) adds this class to every camera. + /// It contains URP-specific data and methods that the render pipeline uses. + /// + /// + /// This sample code shows how settings can be retrieved and logged in runtime. + /// + /// using UnityEngine; + /// using UnityEngine.Rendering.Universal; + /// + /// public class LogCameraInformation : MonoBehaviour + /// { + /// // Reference to the camera component + /// [SerializeField] private Camera cameraToInspect; + /// + /// // Start is called once before the first execution of Update after the MonoBehaviour is created + /// private void Start() + /// { + /// // Make sure there's a reference to the camera. If not, log an error and return. + /// if (cameraToInspect == null) + /// { + /// Debug.LogError("LogCameraInformation.Start(): cameraToInspect has not been assigned."); + /// return; + /// } + /// + /// // Get the UniversalAdditionalCameraData component from the camera + /// UniversalAdditionalCameraData additionalCameraData = cameraToInspect.GetUniversalAdditionalCameraData(); + /// + /// // Print to the console some of the settings contained in the UniversalAdditionalCameraData component. + /// PrintCameraInformation(ref additionalCameraData); + /// } + /// + /// // Print to the console some of the available settings in the UniversalAdditionalCameraData component. + /// private static void PrintCameraInformation(ref UniversalAdditionalCameraData cameraData) + /// { + /// string cameraInformation = $"Camera \"{cameraData.name}\" information:\n" + + /// $"- renderShadows: {cameraData.renderShadows}\n" + + /// $"- requiresDepthOption: {cameraData.requiresDepthOption}\n" + + /// $"- requiresColorOption: {cameraData.requiresColorOption}\n" + + /// $"- renderType: {cameraData.renderType}\n" + + /// $"- cameraStack.Count: {cameraData.cameraStack.Count}\n" + + /// $"- clearDepth: {cameraData.clearDepth}\n" + + /// $"- requiresDepthTexture: {cameraData.requiresDepthTexture}\n" + + /// $"- requiresColorTexture: {cameraData.requiresColorTexture}\n" + + /// $"- volumeLayerMask: {cameraData.volumeLayerMask}\n" + + /// $"- requiresVolumeFrameworkUpdate: {cameraData.requiresVolumeFrameworkUpdate}\n" + + /// $"- renderPostProcessing: {cameraData.renderPostProcessing}\n" + + /// $"- antialiasing: {cameraData.antialiasing}\n" + + /// $"- antialiasingQuality: {cameraData.antialiasingQuality}\n" + + /// $"- taaSettings:\n" + + /// $" - quality: {cameraData.taaSettings.quality}\n" + + /// $" - baseBlendFactor: {cameraData.taaSettings.baseBlendFactor}\n" + + /// $" - jitterScale: {cameraData.taaSettings.jitterScale}\n" + + /// $" - mipBias: {cameraData.taaSettings.mipBias}\n" + + /// $" - varianceClampScale: {cameraData.taaSettings.varianceClampScale}\n" + + /// $" - contrastAdaptiveSharpening: {cameraData.taaSettings.contrastAdaptiveSharpening}\n" + + /// $"- resetHistory: {cameraData.resetHistory}\n" + + /// $"- stopNaN: {cameraData.stopNaN}\n" + + /// $"- dithering: {cameraData.dithering}\n" + + /// $"- allowXRRendering: {cameraData.allowXRRendering}\n" + + /// $"- useScreenCoordOverride: {cameraData.useScreenCoordOverride}\n" + + /// $"- screenCoordScaleBias: {cameraData.screenCoordScaleBias}\n" + + /// $"- allowHDROutput: {cameraData.allowHDROutput}\n"; + /// Debug.Log(cameraInformation); + /// } + /// } + /// + /// [DisallowMultipleComponent] [RequireComponent(typeof(Camera))] [ExecuteAlways] // NOTE: This is required to get calls to OnDestroy() always. Graphics resources are released in OnDestroy(). @@ -404,7 +559,7 @@ public bool renderShadows /// /// Controls if a camera should render depth. /// The depth is available to be bound in shaders as _CameraDepthTexture. - /// + /// /// public CameraOverrideOption requiresDepthOption { @@ -435,7 +590,7 @@ public CameraRenderType renderType /// /// Returns the camera stack. Only valid for Base cameras. /// Will return null if it is not a Base camera. - /// . + /// . /// public List cameraStack { @@ -665,7 +820,7 @@ public AntialiasingMode antialiasing /// /// Returns the current anti-aliasing quality used by this camera. - /// . + /// . /// public AntialiasingQuality antialiasingQuality { @@ -700,7 +855,7 @@ public ref TemporalAA.Settings taaSettings internal MotionVectorsPersistentData motionVectorsPersistentData => m_MotionVectorsPersistentData; /// - /// Reset post-process history. + /// Reset post-process history for Temporal Anti-aliasing (TAA). /// public bool resetHistory { @@ -851,15 +1006,15 @@ public void OnDestroy() //You cannot call scriptableRenderer here. If you where not in URP, this will actually create the renderer. //This can occurs in cross pipeline but also on Dedicated Server where the gfx device do not run. (UUM-75237) //Use GetRawRenderer() instead. - + m_Camera.DestroyVolumeStack(this); if (camera.cameraType != CameraType.SceneView) GetRawRenderer()?.ReleaseRenderTargets(); m_History?.Dispose(); m_History = null; } - - + + ScriptableRenderer GetRawRenderer() { if (UniversalRenderPipeline.asset is null) From dd1dd8b2460b8678b1e40f3cd12723406e780d68 Mon Sep 17 00:00:00 2001 From: Mark Green Date: Tue, 17 Dec 2024 13:13:08 +0000 Subject: [PATCH 49/52] DOCG-6335 Change references from Render (context, camera array) to Render (context, camera list) RenderPipeline.Render(context, camera array) is deprecated in favor of RenderPipeline.Render(context, camera list). We have a couple of references to this in SRP Core that need to be updated. Jira ticket: https://jira.unity3d.com/browse/DOCG-6335 --- .../Documentation~/srp-callbacks-reference.md | 24 +++++++++---------- ...line-asset-and-render-pipeline-instance.md | 2 +- .../srp-creating-simple-render-loop.md | 2 +- .../srp-using-scriptable-render-context.md | 2 +- 4 files changed, 15 insertions(+), 15 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/srp-callbacks-reference.md b/Packages/com.unity.render-pipelines.core/Documentation~/srp-callbacks-reference.md index 1d810b7fc6f..ea561575929 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/srp-callbacks-reference.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/srp-callbacks-reference.md @@ -1,12 +1,12 @@ -# Scriptable Render Pipeline callbacks reference - -When working with SRP, use these to make Unity call your C# code at specific times. - -* [RenderPipeline.Render](xref:UnityEngine.Rendering.RenderPipeline.Render(UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])) is the main entry point to the SRP. Unity calls this method automatically. If you are writing a custom render pipeline, this is where you begin to write your code. -* The [RenderPipelineManager](xref:UnityEngine.Rendering.RenderPipelineManager) class has the following events that you can subscribe to, so that you can execute custom code at specific points in the render loop: - * [beginFrameRendering](xref:UnityEngine.Rendering.RenderPipeline.BeginFrameRendering(UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])) - **Note:** This can generate garbage. Use `beginContextRendering` instead. - * [endFrameRendering](xref:UnityEngine.Rendering.RenderPipeline.EndFrameRendering(UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])) - **Note:** This can generate garbage. Use `endContextRendering` instead. - * [beginContextRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-beginContextRendering.html) - * [endContextRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-endContextRendering.html) - * [beginCameraRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-beginCameraRendering.html) - * [endCameraRendering](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.RenderPipelineManager-endCameraRendering.html) \ No newline at end of file +# Use Scriptable Render Pipeline callbacks + +To make Unity call your C# code at specific times, use the following APIs. + +To write your custom render pipeline code, use the [RenderPipeline.Render](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.RenderPipeline.Render.html) API. This method is the main entry point to the SRP, and Unity calls it automatically. + +To execute custom code at specific points in the render loop, subscribe to the following events in the [RenderPipelineManager](xref:UnityEngine.Rendering.RenderPipelineManager) class: + +* [beginContextRendering](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.RenderPipelineManager-beginContextRendering.html) +* [endContextRendering](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.RenderPipelineManager-endContextRendering.html) +* [beginCameraRendering](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.RenderPipelineManager-beginCameraRendering.html) +* [endCameraRendering](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.RenderPipelineManager-endCameraRendering.html) diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/srp-creating-render-pipeline-asset-and-render-pipeline-instance.md b/Packages/com.unity.render-pipelines.core/Documentation~/srp-creating-render-pipeline-asset-and-render-pipeline-instance.md index 0a3479951b0..4d4b8f1088b 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/srp-creating-render-pipeline-asset-and-render-pipeline-instance.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/srp-creating-render-pipeline-asset-and-render-pipeline-instance.md @@ -109,7 +109,7 @@ The following example shows how to create a `RenderPipelineAsset` script that de renderPipelineAsset = asset; } - protected override void Render(ScriptableRenderContext context, Camera[] cameras) { + protected override void Render(ScriptableRenderContext context, List cameras) { // This is an example of using the data from the Render Pipeline Asset. Debug.Log(renderPipelineAsset.exampleString); diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/srp-creating-simple-render-loop.md b/Packages/com.unity.render-pipelines.core/Documentation~/srp-creating-simple-render-loop.md index 36a6e2f319d..39bdda28010 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/srp-creating-simple-render-loop.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/srp-creating-simple-render-loop.md @@ -120,7 +120,7 @@ To clear the render target in the Scriptable Render Pipeline, you do the followi 2. Add the `CommandBuffer` to the queue of commands on the `ScriptableRenderContext`; to do this, call [ScriptableRenderContext.ExecuteCommandBuffer](xref:UnityEngine.Rendering.ScriptableRenderContext.ExecuteCommandBuffer(UnityEngine.Rendering.CommandBuffer)). 3. Instruct the graphics API to perform the queue of commands on the `ScriptableRenderContext`; to do this, call [ScriptableRenderContext.Submit](xref:UnityEngine.Rendering.ScriptableRenderContext.Submit). -As with all Scriptable Render Pipeline operations, you use the [RenderPipeline.Render](xref:UnityEngine.Rendering.RenderPipeline.Render(UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Camera[])) method as the entry point for this code. This example code demonstrates how to do this: +As with all Scriptable Render Pipeline operations, you use the [RenderPipeline.Render](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.RenderPipeline.Render.html) method as the entry point for this code. This example code demonstrates how to do this: ```lang-csharp /* diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/srp-using-scriptable-render-context.md b/Packages/com.unity.render-pipelines.core/Documentation~/srp-using-scriptable-render-context.md index dee775b6564..114362d9edc 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/srp-using-scriptable-render-context.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/srp-using-scriptable-render-context.md @@ -32,7 +32,7 @@ public class ExampleRenderPipeline : RenderPipeline public ExampleRenderPipeline() { } - protected override void Render(ScriptableRenderContext context, Camera[] cameras) { + protected override void Render(ScriptableRenderContext context, List cameras) { // Create and schedule a command to clear the current render target var cmd = new CommandBuffer(); cmd.ClearRenderTarget(true, true, Color.red); From 4d1761490e6a66929c25f7c5a4d8f5206758580a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Slysz?= Date: Wed, 18 Dec 2024 03:06:51 +0000 Subject: [PATCH 50/52] Update ReloadAttribute documentation and linked documentation Update Documentation for ReloadAttribute and linked ReloadGroupAttribute and ResourceReloader in RPCore package. --- .../Runtime/Common/ReloadAttribute.cs | 90 ++++++++++++++++++- .../Runtime/Common/ReloadGroupAttribute.cs | 51 ++++++++++- .../Runtime/Utilities/ResourceReloader.cs | 9 +- 3 files changed, 141 insertions(+), 9 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Common/ReloadAttribute.cs b/Packages/com.unity.render-pipelines.core/Runtime/Common/ReloadAttribute.cs index da035b254f6..6be37a21e86 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Common/ReloadAttribute.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Common/ReloadAttribute.cs @@ -3,11 +3,52 @@ namespace UnityEngine.Rendering { /// - /// Attribute specifying information to reload with . This is only - /// used in the editor and doesn't have any effect at runtime. + /// The attribute specifies paths for loading or reloading resources and has no direct action. + /// Used with the to define where to load data for null fields. /// + /// + /// This attribute is designed for use in the Unity Editor and has no effect at runtime. + /// + /// have their own attribute to do this. + /// When using them, resource reloading is handled automatically by the engine and does not require calling ResourceReloader. + /// + /// While ResourceReloader was originally created for handling Scriptable Render Pipeline (SRP) resources, it has been replaced by . + /// The , and remain available for for user-defined assets. + /// /// /// + /// + /// This shows how to use the attribute in the expected scenario. This is particularly useful for content creators. + /// Adding a new field to a class that defines an asset results in null values for existing instances missing the field in their serialized data. Therefore, when a new field is added, a system for reloading null values may be necessary. + /// + ///using UnityEngine; + ///using UnityEditor; + /// + ///public class MyResourcesAsset : ScriptableObject + ///{ + /// [Reload("Shaders/Blit.shader")] + /// public Shader blit; + /// + /// // Added in version 2 + /// [Reload("Shaders/betterBlit.shader")] + /// public Shader betterBlit; + ///} + /// + ///public static class MyResourceHandler + ///{ + /// public static MyResourcesAsset GetAndReload() + /// { + /// var resources = AssetDatabase.LoadAssetAtPath<MyResourcesAsset>("MyResources.asset"); + /// + /// // Ensure that update of the data layout of MyResourcesAsset + /// // will not result in null value for asset already existing. + /// // (e.g.: added betterBlit in the case above) + /// ResourceReloader.ReloadAllNullIn(resources, "Packages/com.my-custom-package/"); + /// return resources; + /// } + ///} + /// + /// [AttributeUsage(AttributeTargets.Field)] public sealed class ReloadAttribute : Attribute { @@ -52,6 +93,23 @@ public enum Package /// /// Search paths /// The lookup method + /// + /// This example demonstrates how to handle arrays with different resource paths. + /// + ///using UnityEngine; + /// + ///public class MyResourcesAsset : ScriptableObject + ///{ + /// [ResourcePaths(new[] + /// { + /// "Texture/FilmGrain/Thin.png", + /// "Texture/FilmGrain/Medium.png", + /// "Texture/FilmGrain/Large.png", + /// })] + /// public Texture[] filmGrains; + ///} + /// + /// public ReloadAttribute(string[] paths, Package package = Package.Root) { #if UNITY_EDITOR @@ -65,6 +123,18 @@ public ReloadAttribute(string[] paths, Package package = Package.Root) /// /// Search path /// The lookup method + /// + /// This example shows how to directly specify the path of an asset. + /// + ///using UnityEngine; + /// + ///public class MyResourcesAsset : ScriptableObject + ///{ + /// [Reload("Shaders/Blit.shader")] + /// public Shader blit; + ///} + /// + /// public ReloadAttribute(string path, Package package = Package.Root) : this(new[] { path }, package) { } @@ -77,6 +147,22 @@ public ReloadAttribute(string path, Package package = Package.Root) /// The array start index (inclusive) /// The array end index (exclusive) /// The lookup method + /// + /// This example demonstrates handling arrays with resource paths that share a common format, differing only by an index. + /// + ///using UnityEngine; + /// + ///public class MyResourcesAsset : ScriptableObject + ///{ + /// // The following will seek for resources: + /// // - Texture/FilmGrain/Thin1.png + /// // - Texture/FilmGrain/Thin2.png + /// // - Texture/FilmGrain/Thin3.png + /// [ResourcePaths("Texture/FilmGrain/Thin{0}.png", 1, 4)] + /// public Texture[] thinGrains; + ///} + /// + /// public ReloadAttribute(string pathFormat, int rangeMin, int rangeMax, Package package = Package.Root) { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Common/ReloadGroupAttribute.cs b/Packages/com.unity.render-pipelines.core/Runtime/Common/ReloadGroupAttribute.cs index 98861e1baa1..65c9235b737 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Common/ReloadGroupAttribute.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Common/ReloadGroupAttribute.cs @@ -1,14 +1,57 @@ using System; +using UnityEditor; +using static UnityEngine.Rendering.DebugUI.Table; namespace UnityEngine.Rendering { /// - /// Attribute specifying that it contains element that should be reloaded. - /// If the instance of the class is null, the system will try to recreate - /// it with the default constructor. - /// Be sure classes using it have default constructor! + /// Attribute specifying that fields of this type should be inspected in depth by the . + /// If the associated class instance is null, the system attempts to recreate it using its default constructor. /// + /// + /// Make sure classes using it have a default constructor! + /// + /// /// + /// + /// This shows how to use the attribute in the expected scenario. This is particularly useful for content creators. + /// Adding a new field to a class that defines an asset results in null values for existing instances missing the field in their serialized data. Therefore, when a new field is added, a system for reloading null values may be necessary. + /// + ///using UnityEngine; + ///using UnityEditor; + /// + ///[ReloadGroup] + ///public class MyShaders + ///{ + /// [Reload("Shaders/Blit.shader")] + /// public Shader blit; + ///} + /// + ///public class MyResourcesAsset : ScriptableObject + ///{ + /// // Object used for contextualizing would resolve to be null in already existing + /// // instance of MyResourcesAsset that already exists. + /// public MyShaders shaders; + /// + /// [Reload("Textures/BayerMatrix.png")] + /// public Texture2D bayerMatrixTex; + ///} + /// + ///public static class MyResourceHandler + ///{ + /// public static MyResourcesAsset GetAndReload() + /// { + /// var resources = AssetDatabase.LoadAssetAtPath<MyResourcesAsset>("MyResources.asset"); + /// + /// // Ensure that update of the data layout of MyResourcesAsset + /// // will not result in null value for asset already existing. + /// // (e.g.: adding new field in MyResourcesAsset or MyShaders classes) + /// ResourceReloader.ReloadAllNullIn(resources, "Packages/com.my-custom-package/"); + /// return resources; + /// } + ///} + /// + /// [AttributeUsage(AttributeTargets.Class)] public sealed class ReloadGroupAttribute : Attribute { } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/ResourceReloader.cs b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/ResourceReloader.cs index b9cb29b4400..51265864372 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/ResourceReloader.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/ResourceReloader.cs @@ -15,12 +15,14 @@ namespace UnityEngine.Rendering /// The reload call should only be done in Editor context though but it /// could be called from runtime entities. /// + /// + /// public static class ResourceReloader { /// /// Looks for resources in the given object and reload the ones - /// that are missing or broken. - /// This version will still return null value without throwing error if the issue is due to + /// that are missing or broken, using the to find the paths. + /// This version returns a null value without throwing an error if the issue is /// AssetDatabase being not ready. But in this case the assetDatabaseNotReady result will be true. /// /// The object containing reload-able resources @@ -47,7 +49,8 @@ public static (bool hasChange, bool assetDatabaseNotReady) TryReloadAllNullIn(Sy /// /// Looks for resources in the given object and reload the ones - /// that are missing or broken. + /// that are missing or broken, using the to find the paths. + /// See for an example. /// /// The object containing reload-able resources /// The base path for the package From f990d81bfea8c335125be4b64e3d499dadce9477 Mon Sep 17 00:00:00 2001 From: Mark Green Date: Wed, 18 Dec 2024 03:06:51 +0000 Subject: [PATCH 51/52] DOCG-6338 Remove GPU Event experimental message and limitation GPU Event in VFX Graph now supports [VFX Instancing](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.0/manual/Instancing.html), and is no longer experimental. Jira ticket: https://jira.unity3d.com/browse/DOCG-6338 --- .../Documentation~/Context-GPUEvent.md | 2 -- .../Documentation~/Events.md | 2 +- .../Documentation~/ExperimentalFeatures.md | 10 +--------- .../Documentation~/Instancing.md | 1 - 4 files changed, 2 insertions(+), 13 deletions(-) diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Context-GPUEvent.md b/Packages/com.unity.visualeffectgraph/Documentation~/Context-GPUEvent.md index d353a251500..b93b954c3de 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Context-GPUEvent.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Context-GPUEvent.md @@ -1,5 +1,3 @@ -
Experimental: This feature is currently experimental and is subject to change in later major versions. To use this feature, enable Experimental Operators/Blocks in the Visual Effects tab of your Project's Preferences.
- # GPU Event Menu Path : **Context > GPUEvent** diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Events.md b/Packages/com.unity.visualeffectgraph/Documentation~/Events.md index e82c74049b4..21eb376e5df 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Events.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Events.md @@ -49,7 +49,7 @@ You can define the default Visual Effect Event for each [Visual Effect Graph Ass ## GPU Events -GPU Events are an **Experimental feature** of the Visual Effect Graph. They allow you to spawn particles based on other particles. To enable GPU Events, enable the **Experimental Operators/Blocks** checkbox in the [Visual Effect Preferences](VisualEffectPreferences.md). +GPU Events allow you to spawn particles based on other particles. GPU Events are Event Contexts that rely on data sent from other systems, for example, when a particle dies. The following Update Blocks can send GPU Event Data: diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/ExperimentalFeatures.md b/Packages/com.unity.visualeffectgraph/Documentation~/ExperimentalFeatures.md index e39ba2d7817..13ae38d4c0a 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/ExperimentalFeatures.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/ExperimentalFeatures.md @@ -6,18 +6,10 @@ By default, experimental features are disabled, meaning that they do not appear To enable experimental features, go to **Edit** > [**Preferences**](VisualEffectPreferences.md) > **Visual Effects** and enable **Experimental Operators/Blockers**. This gives you access to all nodes marked as experimental in the graph. -![](Images/Experimental-features-enable.png) +# Experimental features in version 17 / Unity 6 - -# Experimental features in version 16 / Unity 2023.2 This page lists Visual Effect Graph features that are in an experimental state in version 16. For details, see [Experimental features](ExperimentalFeatures.md). -* GPU events: - * [GPUEvent](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Context-GPUEvent.html) - * [GPUEventAlways](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Block-TriggerEventAlways.html) - * [GPUEventOnDie](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Block-TriggerEventOnDie.html) - * [GPUEventRate](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Block-TriggerEventRate.html) - * Velocity from Direction & Speed: * [Velocity from Direction & Speed (Change Speed)](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Block-VelocityFromDirectionAndSpeed(ChangeSpeed).html) * [Velocity from Direction & Speed (new direction)](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Block-VelocityFromDirectionAndSpeed(NewDirection).html) diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Instancing.md b/Packages/com.unity.visualeffectgraph/Documentation~/Instancing.md index a1b71e8de52..2da5e7ad731 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Instancing.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Instancing.md @@ -4,7 +4,6 @@ You can use instancing to batch process multiple effects, if they have the same Instancing is enabled by default, except on Visual Effect Graph Assets that use features that do not support instancing. These include: -- [GPU events](Events.md#gpu-events) - [Output Mesh](Context-OutputMesh.md) - [Output Event Handlers](OutputEventHandlers.md) From 7356826ef137ef76dc16703e5b9ea7f3688e8c13 Mon Sep 17 00:00:00 2001 From: Yan Drugalya Date: Wed, 18 Dec 2024 03:06:58 +0000 Subject: [PATCH 52/52] Fix invalid area name Fix invalid area name (should be Materials instead of Material) https://jira.unity3d.com/secure/insight/assets/UCW-4415364 --- .../com.unity.render-pipelines.core/Editor/Material/.buginfo | 2 +- .../Editor/ShaderGenerator/.buginfo | 2 +- .../Runtime/ShaderGenerator/.buginfo | 2 +- .../Runtime/ShaderLibrary/.buginfo | 2 +- Packages/com.unity.render-pipelines.core/ShaderLibrary/.buginfo | 2 +- .../Editor/Material/.buginfo | 2 +- .../Runtime/Material/.buginfo | 2 +- .../Runtime/ShaderLibrary/.buginfo | 2 +- .../Runtime/Tools/.buginfo | 2 +- .../com.unity.render-pipelines.universal/Editor/Decal/.buginfo | 2 +- .../Editor/ShaderGUI/.buginfo | 2 +- .../Runtime/Materials/.buginfo | 2 +- .../com.unity.render-pipelines.universal/ShaderLibrary/.buginfo | 2 +- Packages/com.unity.render-pipelines.universal/Shaders/.buginfo | 2 +- Packages/com.unity.shaderanalysis/.buginfo | 2 +- 15 files changed, 15 insertions(+), 15 deletions(-) diff --git a/Packages/com.unity.render-pipelines.core/Editor/Material/.buginfo b/Packages/com.unity.render-pipelines.core/Editor/Material/.buginfo index a576beb2e54..108cd9df753 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Material/.buginfo +++ b/Packages/com.unity.render-pipelines.core/Editor/Material/.buginfo @@ -1 +1 @@ -area: Material \ No newline at end of file +area: Materials \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Editor/ShaderGenerator/.buginfo b/Packages/com.unity.render-pipelines.core/Editor/ShaderGenerator/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/ShaderGenerator/.buginfo +++ b/Packages/com.unity.render-pipelines.core/Editor/ShaderGenerator/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.core/Runtime/ShaderGenerator/.buginfo b/Packages/com.unity.render-pipelines.core/Runtime/ShaderGenerator/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/ShaderGenerator/.buginfo +++ b/Packages/com.unity.render-pipelines.core/Runtime/ShaderGenerator/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.core/Runtime/ShaderLibrary/.buginfo b/Packages/com.unity.render-pipelines.core/Runtime/ShaderLibrary/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/ShaderLibrary/.buginfo +++ b/Packages/com.unity.render-pipelines.core/Runtime/ShaderLibrary/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/.buginfo b/Packages/com.unity.render-pipelines.core/ShaderLibrary/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/.buginfo +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/.buginfo b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/.buginfo +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/.buginfo b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/.buginfo +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/.buginfo b/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/.buginfo +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Tools/.buginfo b/Packages/com.unity.render-pipelines.high-definition/Runtime/Tools/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Tools/.buginfo +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Tools/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.universal/Editor/Decal/.buginfo b/Packages/com.unity.render-pipelines.universal/Editor/Decal/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/Decal/.buginfo +++ b/Packages/com.unity.render-pipelines.universal/Editor/Decal/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/.buginfo b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/.buginfo +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/.buginfo b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/.buginfo +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/.buginfo b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/.buginfo +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/.buginfo b/Packages/com.unity.render-pipelines.universal/Shaders/.buginfo index beeea491820..4be0413f8b8 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/.buginfo +++ b/Packages/com.unity.render-pipelines.universal/Shaders/.buginfo @@ -1 +1 @@ -area: Material +area: Materials diff --git a/Packages/com.unity.shaderanalysis/.buginfo b/Packages/com.unity.shaderanalysis/.buginfo index a576beb2e54..108cd9df753 100644 --- a/Packages/com.unity.shaderanalysis/.buginfo +++ b/Packages/com.unity.shaderanalysis/.buginfo @@ -1 +1 @@ -area: Material \ No newline at end of file +area: Materials \ No newline at end of file