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Internal/2021.3/staging #8124
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Internal/2021.3/staging #8124
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…sk not blending UUM-78038 There were issues where blending would occur further than the maximum distance for cascade shadows and could be broken depending on the camera view. The alpha value of EvalShadow_GetSplitIndex is intended for blending between cascades. This is also used where the last cascade and shadowmask are blended, which is why the blending is not working properly. Modified to blend cascade shadows and shadowmask in the same way as URP. The images below compare the modified HDRP and URP. * Blending of cascade shadows and shadowmask. ![image](https://media.github.cds.internal.unity3d.com/user/1641/files/fb63bbbc-c8fc-410d-ae0f-8dfffa22bcbd) * To visualize the blending, cascade shadows are represented as 0 (black area) and shadowmask as 0.5 (gray area). Blending occurs at the maximum distance of cascade shadows. ![image](https://media.github.cds.internal.unity3d.com/user/1641/files/657f732a-934d-4362-b051-5f8f8ce8785b) Comparison of original HDRP and modified HDRP as the camera distance increases. You can see that the blending works properly regardless of the distance. * Original ![image](https://media.github.cds.internal.unity3d.com/user/1641/files/11e28622-fcc4-468e-be0d-b74f4014cd99) * Modified ![image](https://media.github.cds.internal.unity3d.com/user/1641/files/98b11973-7485-452c-975f-e39034f7721e)
Backport fixes from the following PRs: - https://github.cds.internal.unity3d.com/unity/unity/pull/57104 - https://github.cds.internal.unity3d.com/unity/unity/pull/57144 - https://github.cds.internal.unity3d.com/unity/unity/pull/57377 - https://github.cds.internal.unity3d.com/unity/unity/pull/57397 - https://github.cds.internal.unity3d.com/unity/unity/pull/57449 - https://github.cds.internal.unity3d.com/unity/unity/pull/57488 - https://github.cds.internal.unity3d.com/unity/unity/pull/57532 - https://github.cds.internal.unity3d.com/unity/unity/pull/57161 - https://github.cds.internal.unity3d.com/unity/unity/pull/57564
…U'S if … Issue : https://jira.unity3d.com/browse/UUM-82949 Camera view is not rendered on PowerVR Rogue GE8320 GPU'S if Shadows are enabled in URP Asset and Camera stack contains Overlay Camera's. This is caused by changes done to fix https://jira.unity3d.com/browse/UUM-59572 These changes are now being reverted. There is a PR in trunk which fixes original bug ([UUM-59572](https://jira.unity3d.com/browse/UUM-59572)) without needing the fix that is now being reverted.
…ith a clear coat value of 0 Jira : [UUM-84980](https://jira.unity3d.com/browse/UUM-84980) **Short Description:** When 'Clear Coat'(Surface Option) is activated in the Shader Graph, _MATERIAL_FEATURE_CLEAR_COAT is enabled regardless of the actual Clear Coat value. In this case, if the coatMask value is 0 in the EvaluateBSDF_ScreenSpaceReflection() of Lit.hlsl, there is an issue with specular calculation (no problems arise with small values such as 0.001 or 0.00001). Therefore, I resolve this issue by handling the Clear Coat calculation even when the value is 0. **Long Description:** - When 'Clear Coat'(Surface Option) is activated and the clearCoat value is 0 in the shader graph, the ssrLighting value in EvaluateBSDF_ScreenSpaceReflection() is not zero. - For HDRP/Lit with a 'clear coat' value of 0, the ssrLighting value is 0, 0, 0, 0. (Therefore, no issue occurs) - In the 'Render SSR' pass, during the 'ScreenSpaceReflectionsTracing' call, the rays are killed at the killRay step for HDRP/Lit, but they pass through in the shader graph. - This issue arises due to different normalData.perceptualRoughness values, which are computed in the ForwardDepthPrepass. - During the ForwardDepthPrepass when calculating normalData for each Object, the value changes depending on whether the _MATERIAL_FEATURE_CLEAR_COAT keyword is enabled. - For HDRP/Lit, in LitGUI.cs, the _MATERIAL_FEATURE_CLEAR_COAT is disabled when the clear coat value is 0, but in the shader graph, the keyword is enabled based on the 'Clear Coat'(Surface Option) regardless of the actual Clear Coat value. - Due to the nature of the shader graph, accessing the 'Clear Coat' value of the Fragment Node directly is difficult, and the variable name connected to the Clear Coat value can be set differently for each user, making it challenging to check if the Clear Coat value is 0 in ShaderGraphAPI.cs. (See the code below for reference) ``` float _Property_622a98e8ad5742088e5c548ea3797750_Out_0_Float = _Coat; surface.CoatMask = _Property_622a98e8ad5742088e5c548ea3797750_Out_0_Float; ``` - Therefore, I modified EvaluateBSDF_ScreenSpaceReflection() in Lit.hlsl.
**This is a partial backport based on https://github.cds.internal.unity3d.com/unity/unity/pull/58698 for branch 6000.0/staging** Minor fixes from graphics docs feedback tickets. Jira tickets: - https://jira.unity3d.com/browse/DOCG-6327 - fix link to DOTS instancing docs - https://jira.unity3d.com/browse/DOCG-6328 - remove link to missing sample - https://jira.unity3d.com/browse/DOCG-6294 - remove note from min and max - https://jira.unity3d.com/browse/DOCG-6289 - remove incorrect use of 'naming conventions' - https://jira.unity3d.com/browse/DOCG-5082 - add link to RenderingLayerMask API - https://jira.unity3d.com/browse/DOCG-5803 - add link to depth texture information
…ead-only materials in HDRP **This is a backport of https://github.cds.internal.unity3d.com/unity/unity/pull/59117** Add note about converting read-only materials in HDRP Jira ticket: https://jira.unity3d.com/browse/DOCG-5432
… when the original resolution is odd Fixed black border artifact when using DLSS at certain resolution. The issue is that DRS causes the camera to have odd resolutions which the downsampled SSAO algorithm didn't handled well.
… is disabled This PR fixes HDRP sky rendering when Camera Relative Rendering is disabled. `ComputePixelCoordToWorldSpaceViewDirectionMatrix()` in `HDCamera.cs` contains: ``` ... if (useGenericMatrix) { var viewSpaceRasterTransform = new Matrix4x4( new Vector4(2.0f * resolution.z, 0.0f, 0.0f, -1.0f), new Vector4(0.0f, -2.0f * resolution.w, 0.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 0.0f), new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); var transformT = viewConstants.invViewProjMatrix.transpose * Matrix4x4.Scale(new Vector3(-1.0f, -1.0f, -1.0f)); return viewSpaceRasterTransform * transformT; } ... ``` Here the view matrix that was used to build `viewConstants.invViewProjMatrix` has translation component if Camera Relative Rendering is disabled when it shouldn't. ![scene_view](https://github.cds.internal.unity3d.com/unity/unity/assets/7006/95047d07-52f3-4d19-8698-0120ad86987f) Scene View ![game_view_wrong](https://github.cds.internal.unity3d.com/unity/unity/assets/7006/2cb0b898-ddb2-4819-ae58-7900ce0c4221) Game View, bugged ![game_view_fixed](https://github.cds.internal.unity3d.com/unity/unity/assets/7006/0a9b4699-9737-426f-a605-fd51a5ae72eb) Game View, fixed
Minor docs fixes for January 2025, from user feedback. Part 2. Jira tickets: - https://jira.unity3d.com/browse/DOCG-6479 - move experimental warnings to below h1s - https://jira.unity3d.com/browse/DOCG-6481 - add a link to RenderDoc from shader debugging landing page
… docs **This is a backport of https://github.cds.internal.unity3d.com/unity/unity/pull/59127** Add steps to the 2D sprite lit shader graph URP docs, to clarify connecting up transparency/alpha, and setting the normal map input. Response to user feedback. Jira tickets: - https://jira.unity3d.com/browse/DOCG-6464 - https://jira.unity3d.com/browse/DOCG-6465
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